
vmt
Joined: Jan 29, 2008
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Posted: Nov 18, 2008 08:58 PM
Msg. 1 of 222
Victory Mapping Team's Main Focus is to Focus on providing a well balanced map, not to get stuck up on good tags and cool weapons. To make something that will offer competitive game play. And to add weapons to fill a void with game play not to build the game play around the weapons. But have fun models at same time hehe. Victory Mapping Team is working on our new map "Twilight". Were not that far yet but this is what we have for weapons, vehicles and our well map. This map is jungle styled. VMT's Members: sparton534 "VMT"(leader, models, HEK) arbiter100 "λяъϊזєř Łέзт"(Co-leader, models) stuntzoom "RedHaze" (models) nucleararbitor (models) tracedude (models) slayermaster93 (models) stunts513 (models) odstaeolus (models) dazerl (HEK) donut7024 (HEK) darkhalo003 (HEK) Just a model for our Teams Movies intro in the make. The clift Base The BWAR The basic first drawing The map in most basic form Getting better :) Weapons in first Stage The juggernaut(might not use) Some of our vehicles in progress. the scale of master cheif to half of the map :D More updates to come just ask if you want more info. Victory Mapping Team is hiring. Must have experience in HEK and or modeling programs such as 3ds max, gmax or wings3d and maya underground tunnel Thanks - VMT Edited by vmt on Feb 21, 2009 at 09:35 AMEdited by vmt on Aug 14, 2009 at 08:20 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Nov 18, 2008 09:47 PM
Msg. 2 of 222
So I guess I'm tagging weapons and populating maps for this too. >:U
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HogdriverOneFiveFive
Joined: Dec 21, 2007
Prodigal Son Returns-Actual Join Date April, 2006.
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Posted: Nov 18, 2008 09:47 PM
Msg. 3 of 222
Pretty nice. Very. Nice.
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Nov 18, 2008 09:50 PM
Msg. 4 of 222
You get the basic idea, and it looks pretty interesting, but everything looks kinda boxy. It's fine for what you said you were trying to do, but you should at least go above the standard and go higher poly. People care about game-play, like me, but nowadays people also care about what things look like too. Your off to a good start, but i'd try some higher poly models. This is good, and I hope to see how it turns out in the end.
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delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Nov 18, 2008 10:27 PM
Msg. 5 of 222
Quote: --- Original message by: Dr Pepper wow, you guys advanced a lot since i quit, i thought it was dead. Took the words from my mouth.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Nov 18, 2008 10:37 PM
Msg. 6 of 222
I demand to know who modeled the 1st, 2nd and 8th models. Those all look pretty good, 3rd i ok too. The BSP's are really lacking though, as well as textures.
Also I better not hear anything about that damn vampire chick-flick movie. Edited by corndogman939 on Nov 18, 2008 at 10:38 PM
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 07:07 AM
Msg. 7 of 222
sorry ill answer all q's when i get back from school 
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 19, 2008 07:31 AM
Msg. 8 of 222
dayum...
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pakar45
Joined: Sep 21, 2008
Hi
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Posted: Nov 19, 2008 08:21 AM
Msg. 9 of 222
Dang, That looks great for a start! Also He said themap was in it's most basic form.
Looking good so far I will hope there will be updates and new pics soon!
-Pakar45
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Nov 19, 2008 09:56 AM
Msg. 10 of 222
I like your weapons and vehicles, but your BSP does not look that good tbh. Good luck.
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 04:04 PM
Msg. 11 of 222
the bsp might not look good sense this is first faze :P Modelers are RedHaze Arbiter Leet nucleararbiter obliviate stunts513 sparton534 Edited by vmt on Nov 19, 2008 at 04:07 PMEdited by vmt on Dec 24, 2008 at 01:36 PM
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Nov 19, 2008 04:29 PM
Msg. 12 of 222
"attn model data is 30.2mb over the limit" seriously...
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Nov 19, 2008 04:49 PM
Msg. 13 of 222
you have like.. 50 different weapons in there. tool is going to have a conniption when you try to compile that map
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ChocolateNugget
Joined: Sep 29, 2007
im your #1 fan !!
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Posted: Nov 19, 2008 04:51 PM
Msg. 14 of 222
Dang you Donut, I was about to post that. :(
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 19, 2008 04:54 PM
Msg. 15 of 222
you have like 5 grenades in there...
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Nov 19, 2008 04:59 PM
Msg. 16 of 222
He has over 9000 weapons...Pun intended.
That doesn't cater to well game-play.
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 04:59 PM
Msg. 17 of 222
thats not stuff we have in map he just decided to say what hes been making lately haze please get rid of the list Edited by vmt on Nov 19, 2008 at 05:00 PM
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SDAIRSTRIKE
Joined: Nov 12, 2008
avatar change XD
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Posted: Nov 19, 2008 05:12 PM
Msg. 18 of 222
make sure they are all in sync and dont lagggg
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 05:15 PM
Msg. 19 of 222
yah i think we know about sync :D dont worry haze haznt used a forum before i dont think sorry peeps. Please tell me what i need to do to the map i need comments in that way to help please. We fixed the land/water problem.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Nov 19, 2008 05:25 PM
Msg. 20 of 222
Quote: --- Original message by: vmtsorry ill answer all q's when i get back from school  Dennis must hate me D: He removed my post at 8:10 this morning. Anyway, looks great
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 19, 2008 05:26 PM
Msg. 21 of 222
ill animate vehicles...
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Nov 19, 2008 05:31 PM
Msg. 22 of 222
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 19, 2008 05:41 PM
Msg. 23 of 222
and the chief would only be about 1/3 of that height
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bobbysoon
Joined: Feb 1, 2007
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Posted: Nov 19, 2008 05:47 PM
Msg. 24 of 222
Quote: --- Original message by: vmt Please tell me what i need to do to the map i need comments in that way to help please. We fixed the land/water problem. Apply a gradient ramp, mapped with a falloff. Set the falloff to use world-z. Then you can color the terrain based on sloping angle, from flat horizontal to straight vertical, with as many different colors as you want. The gradient ramp material may not be visable in the viewport, so F10 opens the render dialog, and F9 quickly renders if you set the render size to 320x200. Render from above with a high omni light, edit in photoshop or gimp, planar uvw map to your ground, and set up a material and shader using the edited render. You might want to optomize the ground before uvw mapping it This won't work for vertical cliffs. Those will need box or cylindrical uv mapping. Planar mapping cliffs would result in degenerate triangles, long skinny texture coordinates, as the cliff's triangles appear from above/below you can make a cliff texture that blends with the ground's falloff by applying the gradient to a chamfer box and rendering it from side view, with the vertical end of the gradient blue, for the cliff texture to be filled in with an image editor. Photoshop has an Offset filter, which slides the image and brings the edges to the middle. Stamp brush out the edges to make it tile
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 06:37 PM
Msg. 25 of 222
Our map is going to have two major water falls and a really big one by the lake. through the major waterfalls you can access tunnels behind them which lead to cave under central base with two road hogs (as seen above) and 2 vehicles not decided also. There is a entrance in the middle base that you can access the cave by and drive out the waterfalls near the red and blue teams clift bases.
The waterfall near the lake is deadly and can kill you because its big and strong.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 19, 2008 07:01 PM
Msg. 26 of 222
That map looks like its huge.. Mc, that big? ok. Weapons are pretty decent. But with that many, its gonna ruin game play just like in Halo 3. Make a few stop points in the map (Tele's, middle bases, etc) and make the variation ALOT better. It looks flat and plain, and I could snipe some one from the other side of the map. Edited by Higuy on Nov 19, 2008 at 07:02 PM
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 07:32 PM
Msg. 27 of 222
there wont be the long extended normal clip or GL clip dont worry
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 08:05 PM
Msg. 28 of 222
Thanks higuy and bobbysoon ill try that. working on a jungle jeep sense well this is a jungle based map The BWAR(hopefully finished) 
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 08:17 PM
Msg. 29 of 222
no i dont know what that is i thought you meant star wars at first :) get online dr. pepper Edited by vmt on Nov 19, 2008 at 08:17 PM
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SDAIRSTRIKE
Joined: Nov 12, 2008
avatar change XD
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Posted: Nov 19, 2008 08:26 PM
Msg. 30 of 222
looks good sofar 
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vmt
Joined: Jan 29, 2008
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Posted: Nov 19, 2008 08:47 PM
Msg. 31 of 222
oh yah it does look simmilar lol nice. Ill update everyone tomorrow Cya L8tr.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Nov 19, 2008 10:00 PM
Msg. 32 of 222
I vote for Gears weapons. Does anyone second this? (cause if you don't than it's okay)
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ACoLOL
Joined: Nov 19, 2008
CMT
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Posted: Nov 19, 2008 10:41 PM
Msg. 33 of 222
All of your weapons are horribly modeled. All I see are insets extrudes and bevels. Watch the berretta 9000 tutorial on modDB and learn how to model weapons properly.
Thanks.
As for the level model. Please tell me you are not serious about that. There is no way it is getting ingame, ever.
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Gh0st_Elit3
Joined: Feb 20, 2008
I smell food.
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Posted: Nov 19, 2008 11:32 PM
Msg. 34 of 222
Actually he knows more then most here if it is the person I am thinking about. But he doesnt know who I am... Get on xfire sel!
I sort I like the designs of the weapons... can i see wireframes just to see how it looks?
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Gh0st_Elit3
Joined: Feb 20, 2008
I smell food.
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Posted: Nov 19, 2008 11:53 PM
Msg. 35 of 222
Can you add me on xfire? 0fear1337
ty
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