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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »urban beta version 4 update

Author Topic: urban beta version 4 update (11 messages, Page 1 of 1)
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killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Sep 14, 2007 09:13 PM    Msg. 1 of 11       
I have made a few changes to the bsp for my map called urban!

Changes from version 3 to version 4 are so far

1

changed the smaller buildings in four even smaller ones that have 1 room



2

Put a wall around the map with gates that are closed



3

took out the smaller 3 story buildings that where in the corners of the area the buildings are in and put in a forest or destroyed building "not pictured".



A overview of whole map



I know the map is very flat but haven't worked out how to change that yet without redoing the entire bsp! So may just leave it that way unless you can make comments on how to do it.

Any feedback good and bad would be cool and will post more pictures as I get parts of the map done.
Edited by killer kiwi on Sep 14, 2007 at 09:17 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 14, 2007 09:15 PM    Msg. 2 of 11       
Dude. Thats not Urban. Thats Suburban. But nice job, it is a little flat, but ya know....


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Sep 14, 2007 09:21 PM    Msg. 3 of 11       
It is looking better then the previous version, but what of those buildings in the center that had the vehicles on top? Or the bases?


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Sep 14, 2007 09:22 PM    Msg. 4 of 11       
Um Suburban I like that might call the final map that it it ok.

Quote: --- Original message by: Kiwi
It is looking better then the previous version, but what of those buildings in the center that had the vehicles on top? Or the bases?


The buildings in the middle cant be changed! Cant or wont say why!!!

as for the bases might change them to get poly count down.

See tool output

structure bsp "levels\urban\urban"
BSP has 21665 nodes, 11686 leaves
31736 surfaces and 51599 vertices in 45 material groups
0 portals, 2 clusters

2164Kb collision data (249Kb vertices, 812Kb edges, 218Kb surfaces)
3187Kb render data (2055Kb vertices, 665Kb surfaces,
309Kb nodes/leaves, 145Kb clusters)
0Kb pathfinding data
----------------------
6019Kb (without debug information)

Edited by killer kiwi on Sep 14, 2007 at 09:27 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 14, 2007 10:11 PM    Msg. 5 of 11       
please create the rest of the insides of the buildings(second story,walls, windows, etc.) it would make it a little more interesting for slayer and stuff


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Sep 14, 2007 10:52 PM    Msg. 6 of 11       
Kiwi doesn't understand what the tool layout means except that the map seems like it will be a little over 6 MBs without debug information (whatever the hell that is).

Though in the previous version you had all the weapons clumbed in one room and a whole bunch of empty rooms, avoid this, scatter the weapons around or at least put some scenery in each room.


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Sep 14, 2007 11:19 PM    Msg. 7 of 11       
Quote: --- Original message by: Kiwi
Kiwi doesn't understand what the tool layout means except that the map seems like it will be a little over 6 MBs without debug information (whatever the hell that is).

Though in the previous version you had all the weapons clumbed in one room and a whole bunch of empty rooms, avoid this, scatter the weapons around or at least put some scenery in each room.


As i said in the forum for the version that made it here it was only a test of the bsp to see if the layout was alright it wasn't meant to be released

I have made scenery for the other rooms of the bases but havn't got around to making some for the new buildings.

Quote: --- Original message by: Switchblade
please create the rest of the insides of the buildings(second story,walls, windows, etc.) it would make it a little more interesting for slayer and stuff


I would like to but I would also like to be able to play the map!

I have a crappy graphics card and with the number of polygons that are in the map I am getting lag and parts of the bsp vanish! lol

But what is not shown in the screen shots is that there is also a underground part to the map. Also the inside area of those two buildings already contain something but wont say what.

I may have a way to get around this but it will take a lot of work. Ill do a few tests and post if my idea will work.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Sep 14, 2007 11:29 PM    Msg. 8 of 11       
What's with the pelican?


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Sep 14, 2007 11:31 PM    Msg. 9 of 11       
Quote: --- Original message by: Kiwi
What's with the pelican?

I don't think it has the pistol itself, it's like Yoyorast's mongoose, it's the weapon you're holding.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Sep 14, 2007 11:37 PM    Msg. 10 of 11       
Quote: --- Original message by: ODX
Quote: --- Original message by: Kiwi
What's with the pelican?

I don't think it has the pistol itself, it's like Yoyorast's mongoose, it's the weapon you're holding.


Kiwi figured (the ammo counter gave it away) that but he's never seen a pelican like that before.


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Sep 14, 2007 11:38 PM    Msg. 11 of 11       
Quote: --- Original message by: ODX
Quote: --- Original message by: Kiwi
What's with the pelican?

I don't think it has the pistol itself, it's like Yoyorast's mongoose, it's the weapon you're holding.

That is correct I have not had time to fix it as the pelicans are not final in the map anyway!

 

 
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