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Author Topic: Map Preview/Suggestions (37 messages, Page 1 of 2)
Moderators: Dennis

Dontu
Joined: Oct 8, 2006

42


Posted: Mar 18, 2008 02:18 PM    Msg. 1 of 37       
Ok its been quite a while since Ive done anything Halo related, let alone release anything. The screens that Im about to show are from a map that is almost complete. The only task remaining is setting up the gametypes as well as weapon spawns. The map is a medium to small sized map. The goal of the project was to create a map that had decent cover as well a open areas that stress the height advantage of the sniper posts, center platforms and bases. Feedback from weapon placement to textures would be greatly appreciated.



CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 18, 2008 02:20 PM    Msg. 2 of 37       
I love the look of that map, almost like a hang 'em high. Good job, I would say show us some more screens, so we could better judge the map


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 18, 2008 02:25 PM    Msg. 3 of 37       


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 18, 2008 02:28 PM    Msg. 4 of 37       
That looks great. What was the theme that you had intended to go for in making this map? To me, it seems like some sort of ruins. I would like the map even more if the playable area wasn't surrounded by steep cliffs so you could see the sky, but that's just my opinion.
Edited by Me KS on Mar 18, 2008 at 02:31 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 18, 2008 02:29 PM    Msg. 5 of 37       
I relley like that map. You got my download just get your angles right so the overall map looks more forerunner. also work on your UVW mapping or better yet UVW unwrap the map


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 18, 2008 02:43 PM    Msg. 6 of 37       
One quick question: Does anyone enjoy background music or is the music purely an annoyance?


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 18, 2008 02:46 PM    Msg. 7 of 37       
NO music, But please add some background noise, like heavy wind or something


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 18, 2008 05:13 PM    Msg. 8 of 37       
Quote: --- Original message by: Dontu
One quick question: Does anyone enjoy background music or is the music purely an annoyance?
music is purely an annoyance a BIG annoyance


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 18, 2008 05:35 PM    Msg. 9 of 37       
Ummm... why are there random blue spots on the top view?


Nugga117
Joined: Nov 14, 2005


Posted: Mar 18, 2008 05:39 PM    Msg. 10 of 37       
I like the layout. Could I get a picture of the drop off?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 18, 2008 05:40 PM    Msg. 11 of 37       
wow good job! Even know the model could of been a bit better, I still really like it. It reminds me of GoW's map Gridlock.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 18, 2008 05:48 PM    Msg. 12 of 37       
Oh yea

Re run Lightmaps in tool.

tool lightmaps levels\(yourmap)\(yourmap) (yourmap) 0 0.5

For good contrast :)


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 18, 2008 05:58 PM    Msg. 13 of 37       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Dontu
One quick question: Does anyone enjoy background music or is the music purely an annoyance?
music is purely an annoyance a BIG annoyance



When you want to make machinimas I guess it is... otherwise, a Sound Scenery easter egg could be cool using some cool Halo3 music... other than that, I'd suggest fixing your UVs on the Forerunner Tile thing. Atleast 2 times increase so they look more like tiles than blocks. Also, the wall on the right side, should be defined as Rock instead of forerunner structure. It would look MUCH better


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 18, 2008 06:08 PM    Msg. 14 of 37       
Why are some corners purple? Or is just Kiwi seeing this?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 18, 2008 06:11 PM    Msg. 15 of 37       
Quote: --- Original message by: Kiwi
Why are some corners purple? Or is just Kiwi seeing this?


No, I see it too. I think, if anything, it's elite blood.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 18, 2008 06:11 PM    Msg. 16 of 37       
Quote: --- Original message by: Kiwi
Why are some corners purple? Or is just Kiwi seeing this?

I see them kiwi, in the second pic right side I think thats for team things?


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 18, 2008 07:45 PM    Msg. 17 of 37       
Quote: --- Original message by: OpsY
[When you want to make machinimas I guess it is... otherwise,
When making machinima's it is no problem at all becasue you add the sounds back in later, never record actual sounds while shooting.... During game play it is the most annoying thing that you could add.


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 18, 2008 07:53 PM    Msg. 18 of 37       
Yep the blue lights indicate the player bases. Im removing the placeholder music I had and replacing it with ambience and adding a couple easter eggs :) And finally heres another screen.



Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 18, 2008 08:08 PM    Msg. 19 of 37       
this reminds me of delta halo when i jump on the cliffs and run to the area where the envy skull is in.(halo 2)


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 18, 2008 08:16 PM    Msg. 20 of 37       
The map is very close to completion, only requiring weapon placement and gametype setup. The gametypes I was thinking of including are Oddball, CTF, and KOTH and mabey race if people want it.


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Mar 18, 2008 08:18 PM    Msg. 21 of 37       
Those trenches would look really great with water. Loving this map, by the way.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Mar 18, 2008 08:25 PM    Msg. 22 of 37       
all i can say is work on the textures and uvs. the square tile thing should use the the same uvw size everywhere. at some parts it looks good but other places its too big and stretched.

also, in the little U-shaped trail looking part, i guess thats what it is, needs a different texture. stone blocks wouldn't be wavy like that or they'd be broken. use a sand texture for that part.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 18, 2008 10:03 PM    Msg. 23 of 37       
Yes they can be wavy. Play sanctuary and look at the model.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Mar 18, 2008 10:05 PM    Msg. 24 of 37       
Good point but it doesnt really look right to me. like i said maybe put sand there or something and like invader said you could add water over it. I actually have a perfect texture you could use there from halo 2 which would work great.


Nugga117
Joined: Nov 14, 2005


Posted: Mar 18, 2008 10:07 PM    Msg. 25 of 37       
I like how you actually modeled a backdrop in there. But pop some new textures on there.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 18, 2008 11:39 PM    Msg. 26 of 37       
You beleveled too much. *has no clue what that means*


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 18, 2008 11:42 PM    Msg. 27 of 37       
lol


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Mar 19, 2008 01:15 AM    Msg. 28 of 37       
I would like to see a different sky actually, but i like the map. A dawn or dusk type sky i think would look awesome. I like those textures,

What weapon set are you using. Standard halo 1? I think any set would go well, please at least put a plasma pistol in there.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Mar 19, 2008 02:28 AM    Msg. 29 of 37       
The level kinda reminds me of a Unreal Tournament level. Look for a sky that would go best with it from UT pictures and this map would be perfect.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Mar 19, 2008 02:44 AM    Msg. 30 of 37       
Looks cool but it looks like it could use some color. Maybe in the ditch that goes around the corner have it grass with trees and plants. Maybe add some more spots for trees. Delta/Ruins in Halo usually have some sort of plant in it.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Mar 19, 2008 11:29 AM    Msg. 31 of 37       
Quote: --- Original message by: selentic
You know, I really like this guy.

You have made a structure based off halo 2, that I actually like.


WOW.

It takes a lot to impress selentic. I think that right there just earned my download when you release it. XD
Edited by Scorpio on Mar 19, 2008 at 11:30 AM


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Mar 20, 2008 02:41 AM    Msg. 32 of 37       
I have a feeling he was looking at The Pit and Highem' High when he was modeling this.


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 20, 2008 11:24 AM    Msg. 33 of 37       
Ok gave the cliffs a little more work + new texture let me know what you think. Just ran a quick radiosity and I have yet to add detail maps and a bump map.
View 1

View 2


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 20, 2008 11:40 AM    Msg. 34 of 37       
I like the looks of this level it is very different and reminiscent but not the same as Arteen's Delta Ruins level http://hce.halomaps.org/index.cfm?fid=1136 however the color/texture of the cliffs appears to be too close in hue to the primary feature of the ruins making the color palate of the map appear monotone. Maybe change the cliff texture or add some accent scenery like wisps of grass growing in the corners of the wall bases and possibly a few vines hanging down the cliff walls. Maybe a couple of trees above and beyond the top of the cliffs. This is looking very nice in any case.


Dontu
Joined: Oct 8, 2006

42


Posted: Mar 20, 2008 12:52 PM    Msg. 35 of 37       
Alrighty so far Ive added some sparse grass to the map, and set up KOTH and Oddball. The remaining gametype that Im going to setup is CTF (unless people want race). I guess I will also cite my areas of inspiration for the map. The map originally started as a Hang em High inspired map with long drops from the bases and some bridges interconnecting the bases. The map also originally was an metallic indoor map. About the only parts of that map remaining is the arrangement of the tombstones. Also the locale is a windswept desert plateau located on Installation 05.

Also this is all done in Gmax and Photoshop Elements

Edited by Dontu on Mar 20, 2008 at 12:55 PM

 
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