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Author Topic: [WIP] Idk really (new level) (44 messages, Page 1 of 2)
Moderators: Dennis

RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 19, 2009 03:20 PM    Msg. 1 of 44       
Hey guys, heres a little something I have been working on, its based on the Titan in BF2142, and personally, I think I made it too much like the titan, but oh well.







The hanger has 2 pelicans, 2 pelican-ready scorpions and 4 pelican-ready warthogs.
Any and all crit is accepted and appreciated.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 19, 2009 03:22 PM    Msg. 2 of 44       
There's not much too it, at least that I can see. It looks like 2 big rooms basically. I would suggest adding more rooms/corridors.


Auxor
Joined: Sep 5, 2008

Ever drunk Baileys out of a shoe?


Posted: Sep 19, 2009 03:24 PM    Msg. 3 of 44       
Quote: --- Original message by: UnevenElefant5
There's not much too it, at least that I can see. It looks like 2 big rooms basically. I would suggest adding more rooms/corridors.


It's a WIP.

And you probably haven't played Battlefield 2142, it effectively is just a giant room with a bunch of hangars and corridors.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 19, 2009 03:25 PM    Msg. 4 of 44       
Well how is 3/4 rooms and one corridor fun at all?
And why even have vehicles? It looks like a relatively small map.
Edited by UnevenElefant5 on Sep 19, 2009 at 03:25 PM


Auxor
Joined: Sep 5, 2008

Ever drunk Baileys out of a shoe?


Posted: Sep 19, 2009 03:27 PM    Msg. 5 of 44       
Quote: --- Original message by: UnevenElefant5

Well how is 3/4 rooms and one corridor fun at all?
And why even have vehicles? It looks like a relatively small map.
Edited by UnevenElefant5 on Sep 19, 2009 at 03:25 PM


They might just be static objects.


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 19, 2009 03:28 PM    Msg. 6 of 44       
Quote: --- Original message by: UnevenElefant5

Well how is 3/4 rooms and one corridor fun at all?
And why even have vehicles? It looks like a relatively small map.
Edited by UnevenElefant5 on Sep 19, 2009 at 03:25 PM


Please note that this is just a very small portion of the map.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 19, 2009 03:30 PM    Msg. 7 of 44       
Ah, then disregard my criticism, I thought that was going to be the entire map. I would suggest adding some detail to the walls and floor though.


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 19, 2009 03:31 PM    Msg. 8 of 44       
Yeah, details on the walls have been eating me alive, I have no ideas for them lol


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Sep 19, 2009 05:58 PM    Msg. 9 of 44       
Try pipes and maybe an inaccessable (or accessable, your choice) observation room on the wall.


anonymous_2009
Joined: Jun 13, 2009


Posted: Sep 19, 2009 06:38 PM    Msg. 10 of 44       
Looks VERY boring and basic.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Sep 19, 2009 06:40 PM    Msg. 11 of 44       
Quote: --- Original message by: anonymous_2009
Looks VERY boring and basic.

That was so helpful. /sarcasm

Tell him what he needs to do.


Advancebo
Joined: Jan 14, 2008


Posted: Sep 19, 2009 06:52 PM    Msg. 12 of 44       
Quote: --- Original message by: RougeSpartan414
Quote: --- Original message by: anonymous_2009
Looks VERY boring and basic.

That was so helpful. /sarcasm

Tell him what he needs to do.


Well if you were smart, you would infer that it needs more detail.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Sep 19, 2009 07:18 PM    Msg. 13 of 44       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: RougeSpartan414
Quote: --- Original message by: anonymous_2009
Looks VERY boring and basic.

That was so helpful. /sarcasm

Tell him what he needs to do.


Well if you were smart, you would infer that it needs more detail.

If you had read the thread, you would have realized that I had suggested two ways to add more detail, and that I knew already.


Cat
Joined: Feb 29, 2008

Am I successful yet?


Posted: Sep 19, 2009 08:14 PM    Msg. 14 of 44       
This ship obviously needs a big room filled up racks of missles and bombs, along with rocket ammo and high explosive weapons and centering the room, a big WW2 styled nuke with a happy face on the tip. The room should be lit with a dim red light and pipes running along the edges and center of the room, sort of like a submarine. :U detail :U


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 19, 2009 08:57 PM    Msg. 15 of 44       
lol, so basically a room with this in the center:


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 19, 2009 09:07 PM    Msg. 16 of 44       
I have added detail and some pipes, and I have added a observation room:

Edited by RJ00125 on Sep 19, 2009 at 09:09 PM


Advancebo
Joined: Jan 14, 2008


Posted: Sep 19, 2009 09:19 PM    Msg. 17 of 44       
Make the pipes 8 sided.


K_I_D
Joined: Nov 27, 2008

If you are cool, this will be your avatar quote.


Posted: Sep 19, 2009 09:52 PM    Msg. 18 of 44       
Do you see why you got banned now? Seriously?


K_I_D
Joined: Nov 27, 2008

If you are cool, this will be your avatar quote.


Posted: Sep 19, 2009 10:05 PM    Msg. 19 of 44       
Nah.


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: Sep 19, 2009 10:06 PM    Msg. 20 of 44       
I'm with KID on this one.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Sep 19, 2009 10:25 PM    Msg. 21 of 44       
Quote: --- Original message by: RJ00125

I have added detail and some pipes, and I have added a observation room:

Edited by RJ00125 on Sep 19, 2009 at 09:09 PM


Stop using bevel for details, you are making me mad. The only cool thing is the corridor on the right.

Quote: --- Original message by: dacheif2
that r cool


Grow up.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 19, 2009 11:04 PM    Msg. 22 of 44       
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: RJ00125

I have added detail and some pipes, and I have added a observation room:

Edited by RJ00125 on Sep 19, 2009 at 09:09 PM


Stop using bevel for details, you are making me mad. The only cool thing is the corridor on the right.

Actually, he used them better then most people on this site. He used the properly, and made a decent wall trim out of it. Not to shabby, just apply smoothing. Newbkilla is right about the inset in between the trim and the doors though, don't do that, it dosent look so hot. It's coming along decently, just learn to use more tool inside of max so your scene can be more interesting, and that you can expand your ideas.


AlwinRoth
Joined: Jan 4, 2008


Posted: Sep 19, 2009 11:18 PM    Msg. 23 of 44       
Quote: --- Original message by: dacheif2
that r cool


Quote: --- Original message by: dacheif2
IZ WANTS M@RE P7PES


90% of your posts are pure stupidity/useless.

Please stop.
Edited by AlwinRoth on Sep 19, 2009 at 11:18 PM


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Sep 20, 2009 05:48 AM    Msg. 24 of 44       
make the map a little more human-themed, if you need to skin it later.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Sep 20, 2009 08:26 AM    Msg. 25 of 44       
Observation room should be more squarish, like a control tower or something. With an overhang.


vmt
Joined: Jan 29, 2008


Posted: Sep 20, 2009 08:34 AM    Msg. 26 of 44       
^ the one you have now looks like a glass bowl filled with water so try it more square and not just blank on the inside


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 20, 2009 01:39 PM    Msg. 27 of 44       
i'd add some fittings to that pipe...something like this:




and maybe some trusses or girders on the ceilings.


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 20, 2009 06:30 PM    Msg. 28 of 44       
ok, this is weird, I opened up my max file, and whenever I rotate my camera around the model in perspective, the models dissapear and it just shows the box outlines, and my model looks like it has opacity to the material, but I have checked the materials....?


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Sep 20, 2009 07:18 PM    Msg. 29 of 44       
Quote: --- Original message by: Higuy

Actually, he used them better then most people on this site. He used the properly, and made a decent wall trim out of it. .


Better than me?
Heh... that's all most of my maps were xD


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 20, 2009 07:55 PM    Msg. 30 of 44       
Quote: --- Original message by: RJ00125
ok, this is weird, I opened up my max file, and whenever I rotate my camera around the model in perspective, the models dissapear and it just shows the box outlines, and my model looks like it has opacity to the material, but I have checked the materials....?


turn off adaptive degradation. its in the views tab.


RJ00125
Joined: Apr 14, 2007

Kill On!!


Posted: Sep 21, 2009 11:31 PM    Msg. 31 of 44       
Just a little update:






sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 22, 2009 12:11 AM    Msg. 32 of 44       
ahh you listened to me :D looks good but i think the door insets looked better than without them. or maybe its just the shape of the relief around them that could use some work


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Sep 22, 2009 07:37 PM    Msg. 33 of 44       
chamfer door corners?


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Oct 2, 2009 11:07 PM    Msg. 34 of 44       
2 weeks and 4 days nearly..


MasterRyan
Joined: Jul 25, 2008

Leader of Ryan C. Designs!


Posted: Oct 3, 2009 02:59 PM    Msg. 35 of 44       
any progress?

 
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