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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 242 of 285)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 27, 2016 01:48 PM    Msg. 8436 of 9951       
No. It isn't.

Be realistic with your self.

At best it will suck slightly less then the walking sim.

At best.


Halonimator
Joined: Dec 15, 2014


Posted: Apr 27, 2016 01:53 PM    Msg. 8437 of 9951       
Quote: --- Original message by: Super Flanker
No. It isn't.

Be realistic with your self.

At best it will suck slightly less then the walking sim.

At best.


Yes. It is.

Be realistic and kill your self.

You cant stop me from do it.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 27, 2016 01:57 PM    Msg. 8438 of 9951       
But I can stop you from enjoying it.


Halonimator
Joined: Dec 15, 2014


Posted: Apr 27, 2016 02:02 PM    Msg. 8439 of 9951       
Quote: --- Original message by: Super Flanker
But I can stop you from enjoying it.


No, you can't, even Sshers can't stop me from enjoying my maps.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Apr 27, 2016 02:07 PM    Msg. 8440 of 9951       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Super Flanker
But I can stop you from enjoying it.


No, you can't, even Sshers can't stop me from enjoying my maps.




Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Apr 27, 2016 03:50 PM    Msg. 8441 of 9951       
Quote: --- Original message by: tarikja
Be realistic
and kill yourself. You can't stop
me from doing it


It's in Haiku form. That means Halonimator is right! End of debate.


What, like a haiku
Takes effort? Write in balled.
Like a real person.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 27, 2016 04:04 PM    Msg. 8442 of 9951       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Super Flanker
But I can stop you from enjoying it.


No, you can't, even Sshers can't stop me from enjoying my maps.


Lying to yourself only plays into my hands.



The Kingx
Joined: Mar 16, 2014

ᕙ༼ ಠ益ಠ༽ᕗ


Posted: Apr 27, 2016 04:52 PM    Msg. 8443 of 9951       
Well excuse me sir,
But you have just triggered my
Fallout memories .


Halonimator
Joined: Dec 15, 2014


Posted: Apr 28, 2016 03:09 AM    Msg. 8444 of 9951       


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 28, 2016 05:11 AM    Msg. 8445 of 9951       
Your BSPs aren't horrible. But they're so friggin big for some reason.
At least there's a warthog this time (assuming you keep it in the final).

Nothing much I can say. The rock bridge/column structure around the 12 second mark seems a bit meh. Study how rock structures look in real life and try to replicate it in your map.


Halonimator
Joined: Dec 15, 2014


Posted: Apr 28, 2016 05:13 PM    Msg. 8446 of 9951       
Quote: --- Original message by: t3h m00kz

haven't played your stuff it but from what I can gather there's a reoccuring theme of a lot of empty space

I'm assuming rather than planning out what encounters go where and level flow beforehand, you're building epic BSPs without planning the purpose behind each area

I'd suggest drafting out all elements of a level before actually building said level and give every area a purpose. big empty spaces with nothing going on, no matter how pretty, is not fun to play

SPV3, particularly the level "Halo" for example, has new massive areas, but they're filled with goals and encounters. The big long "cave is not a natural formation" tunnels in "Halo" are long and empty, but dialogue is playing and the story is advancing. the first tunnel has a warthog jump challenge
Edited by t3h m00kz on Apr 28, 2016 at 12:21 PM


I will try to add my voice this time, then improve the encounters (but story?how?what?...)




Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 28, 2016 05:31 PM    Msg. 8447 of 9951       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: t3h m00kz

haven't played your stuff it but from what I can gather there's a reoccuring theme of a lot of empty space

I'm assuming rather than planning out what encounters go where and level flow beforehand, you're building epic BSPs without planning the purpose behind each area

I'd suggest drafting out all elements of a level before actually building said level and give every area a purpose. big empty spaces with nothing going on, no matter how pretty, is not fun to play

SPV3, particularly the level "Halo" for example, has new massive areas, but they're filled with goals and encounters. The big long "cave is not a natural formation" tunnels in "Halo" are long and empty, but dialogue is playing and the story is advancing. the first tunnel has a warthog jump challenge
Edited by t3h m00kz on Apr 28, 2016 at 12:21 PM


I will try to add my voice this time, then improve the encounters (but story?how?what?...)

http://i68.tinypic.com/2rf3l9g.jpg
http://i66.tinypic.com/25992s4.jpg


what do those pictures have to do with anything? Are you gonna make make an SP on a30?


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Apr 28, 2016 05:52 PM    Msg. 8448 of 9951       
Don Diego,

I suggest taking mookz advice and sketching out your encounters before modeling the BSPs.
Imo the BSPs do look pretty good, but indeed at this stage empty. Make sure you already have a good idea of what sort of scenery you'll have, and where in the BSP this scenery will be placed. Same goes for your AI encounters, which enemies will you be fighting, how much, where. How will the battle flow, will the enemy AI receive backup at some point for example via a dropship? Will the enemy AI fall back to another position if they take too much damage?

You should know all that stuff before lifting your BSP brush.
But good to see your work, keep working at it.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Apr 28, 2016 07:22 PM    Msg. 8449 of 9951       
Quote: --- Original message by: DaLode
Don Diego,

I suggest taking mookz advice and sketching out your encounters before modeling the BSPs.
Imo the BSPs do look pretty good, but indeed at this stage empty. Make sure you already have a good idea of what sort of scenery you'll have, and where in the BSP this scenery will be placed. Same goes for your AI encounters, which enemies will you be fighting, how much, where. How will the battle flow, will the enemy AI receive backup at some point for example via a dropship? Will the enemy AI fall back to another position if they take too much damage?

You should know all that stuff before lifting your BSP brush.
But good to see your work, keep working at it.


Don Diego? Really?


Halonimator
Joined: Dec 15, 2014


Posted: Apr 28, 2016 10:21 PM    Msg. 8450 of 9951       
Quote: --- Original message by: DaLode
Adam Spac... ,

I suggest taking mookz advice and sketching out your encounters before modeling the BSPs.
Imo the BSPs do look pretty good, but indeed at this stage empty. Make sure you already have a good idea of what sort of scenery you'll have, and where in the BSP this scenery will be placed. Same goes for your AI encounters, which enemies will you be fighting, how much, where. How will the battle flow, will the enemy AI receive backup at some point for example via a dropship? Will the enemy AI fall back to another position if they take too much damage?

You should know all that stuff before lifting your BSP brush.
But good to see your work, keep working at it.


My real name.

Don't buy trash like halo 5
Edited by Halonimator on Apr 29, 2016 at 05:27 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Apr 29, 2016 01:00 AM    Msg. 8451 of 9951       
From this day forth, you shall be known as Don Diego.
The real Zorro.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 29, 2016 03:11 AM    Msg. 8452 of 9951       
Quote: --- Original message by: t3h m00kz

haven't played your stuff it but from what I can gather there's a reoccuring theme of a lot of empty space

I'm assuming rather than planning out what encounters go where and level flow beforehand, you're building epic BSPs without planning the purpose behind each area

I'd suggest drafting out all elements of a level before actually building said level and give every area a purpose. big empty spaces with nothing going on, no matter how pretty, is not fun to play

SPV3, particularly the level "Halo" for example, has new massive areas, but they're filled with goals and encounters. The big long "cave is not a natural formation" tunnels in "Halo" are long and empty, but dialogue is playing and the story is advancing. the first tunnel has a warthog jump challenge
Edited by t3h m00kz on Apr 28, 2016 at 12:21 PM


We may not be the best example. A lot of our levels are refinements on the mass slog of BSPs we did for SPV2. But once we looked at the massive amount of geometry we had, we looked at which ones could have the best encounters mapped to them, and how to best integrate them.

For POA, we decided early on to swap out BSPs and replace the weakest ones. In some cases it was a good idea... we had a fully playable mission start to finish, and it took very little work to get the new more interesting areas working. The downside was we had to remove some other areas we did like, or we would intersect. If we could do it over again, we'd probably start from scratch from a base scenario. But this is the only map we did it on. The worst part of this is that we have to do a really hacky solution to make these areas work in D40, and the player will have to go through the same areas in the exact same path again. No Mas.

When it came to Halo, that alpha base area that you all see is in it's 3rd or 4th revision. Arteen just is a genius, and has the ability to see what can be fun and design his BSPs with encounters in mind. The early versions were more in line with what the books described, and wasn't the most interesting play space. For the brute prison area, it mainly came from a recycled SPV2 bsp which one third of we liked, and then from there it was mirrored for the most part with varying elevation to make each side more interesting.

AOTCR is a tricky one, as it had several challenges due to engine limitations. Those mainly being object names, script space, and worst of all... encounter squads. With a set limit of 1024, and us around the 950 range, we knew the areas would have to be short. The 3 BSPs we repurposed were meant to be less linear than they are now, but had to be aborted due to the mentioned limitations. And then 1 had to be cut replaced by some long hallways, which play okay but are ultimately forgettable. We also had to map out early on how these areas would work in C40, and 1 of the 2 BSPs required some rethinking so that players would have extra options and reasons to explore areas of the BSP that the player wouldn't ever have a reason to play in B40.

The TSC:E team started just winging it, which ultimately bit them in the ass when the initial level modeler wanted to wing it as he went along, and quit somewhere around the cartographer facility. From there things were put on paper, with the idea of areas having certain roles. I personally think these roles and paper plans were to tightly followed, leading to a far more linear experience akin to H2 and H4, which have very artificial multiple approaches to them compared to the openness that H1, H3 and ODST are known for. They didn't set a model budget in mind. Again, this would bite them in the ass as wonky bsp switches started problems with the AI, and they would have trouble portaling the areas. Even areas like the security pit, which are interesting and unique, ultimately suffer from being located in a position where barriers had to be set up just so the level could function, forcing the player to approach from 2 awkward entrances and one that is not feasible to use on higher difficulties.


I think the perfect solution lays somewhere in between these approaches. It's important to have a mental model of what you want the player to be doing when entering a space, and it helps to sketch it out in advance and plan to have the player enter 3 stages of combat. I prefer a 4 step process

1. Player enters area and attacks from the fringes of the playspace
2. Player enters play space, attacks at mid range to take care of enemies that have massed where ranged combat is no longer effective
3. Push into enemy territory, defeat the head of the encounter (often an elite, but sometimes an armored brute or hunter pair)
4. Player defends area, sometimes stragglers come to attack, sometimes re-enforcements.

So I'd suggest on paper, doing an overhead of the mission, and then several sketches of how you think you'd want the area to play in specific areas of the overhead. Keep in mind how you want the ai to enter areas, bsps to load, and elevation and sight lines when you design these areas. And try to stay away from flat surfaces for encounters. They suck.


Halonimator
Joined: Dec 15, 2014


Posted: Apr 29, 2016 12:23 PM    Msg. 8453 of 9951       
Similar to the halo 3 structure



My motivation... Halo 5 first and third part of the campaign sucks
Edited by Halonimator on Apr 29, 2016 at 05:25 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 30, 2016 02:26 PM    Msg. 8454 of 9951       
Ha, I am surprised you were able to get so far on noble. The best way to do that encounter is with a vehicle when it gets that hard.


Nickster5000
Joined: Dec 11, 2010


Posted: May 1, 2016 02:59 PM    Msg. 8455 of 9951       
Came up with an idea... Thoughts?

https://youtu.be/cRJwfgUi1yM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 1, 2016 06:09 PM    Msg. 8456 of 9951       
Quote: --- Original message by: Nickster5000
Came up with an idea... Thoughts?

https://youtu.be/cRJwfgUi1yM


I actually like it. I wonder if it could feasibly be done with good gameplay and such. Perhaps an SP mission similar to the one in Reach where you board a Covenant ship.


Storm
Joined: Dec 19, 2011

Send memes to www.loganpaul.com/cliffhanger


Posted: May 1, 2016 08:28 PM    Msg. 8457 of 9951       
Quote: --- Original message by: Nickster5000
Came up with an idea... Thoughts?

https://youtu.be/cRJwfgUi1yM


Needs more particle fx and lens flares


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: May 1, 2016 09:58 PM    Msg. 8458 of 9951       
Quote: --- Original message by: Nickster5000
Came up with an idea... Thoughts?

https://youtu.be/cRJwfgUi1yM

It'd be cool if you had invisible allies shooting rocket pods & cannons at enemies as you helm the wheel.

And maybe give the player a slow charging MAC?


ThatGuyWhoLikesCats
Joined: Aug 3, 2015

"If God is love, then you can call me Cupid"


Posted: May 1, 2016 10:54 PM    Msg. 8459 of 9951       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Halonimator
Quote: --- Original message by: Super Flanker
But I can stop you from enjoying it.


No, you can't, even Sshers can't stop me from enjoying my maps.


Lying to yourself only plays into my hands.

http://static.comicvine.com/uploads/original/14/147508/4842695-sw+(28).gif

old memes mate
get out


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 2, 2016 07:39 PM    Msg. 8460 of 9951       
Some things i have wasting my time.

Flood scenery



altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: May 3, 2016 05:11 AM    Msg. 8461 of 9951       
Oh cool, scenery from the map Altheros just released :v


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 3, 2016 11:33 AM    Msg. 8462 of 9951       


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: May 3, 2016 12:12 PM    Msg. 8463 of 9951       
Quote: --- Original message by: Super Flanker
http://static.photo.net/attachments/bboard/00d/00d2ih-553741984.jpg


10/10


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 3, 2016 06:55 PM    Msg. 8464 of 9951       
Quote: --- Original message by: altis94
Oh cool, scenery from the map Altheros just released :v


I didnt know Altheros release it, besides i can claim this port as mine.

I don have artistic freedom over them i rip them from his map.

Scenery in-game



A new flood project




PD: I forgot the download link, here, take it:

https://mega.nz/#!GlkDgTTJ!ynLo_cYd4FIR5aBf93tfn3GpdSWEODfAK5OuzRttBYU
Edited by EmmanuelCD on May 3, 2016 at 06:59 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 4, 2016 01:45 PM    Msg. 8465 of 9951       
The carrier form is too red for my taste.


Fulsam
Joined: May 11, 2008

Importing Didney.wrl...


Posted: May 4, 2016 11:28 PM    Msg. 8466 of 9951       
Marker importing works



Bigger image

And you can change the color of them before import if you so desire.
Edited by Fulsam on May 4, 2016 at 11:31 PM
Edited by Fulsam on May 4, 2016 at 11:34 PM


Storm
Joined: Dec 19, 2011

Send memes to www.loganpaul.com/cliffhanger


Posted: May 5, 2016 04:41 AM    Msg. 8467 of 9951       

Edited by Storm on May 5, 2016 at 04:42 AM


Halonimator
Joined: Dec 15, 2014


Posted: May 5, 2016 11:44 AM    Msg. 8468 of 9951       
third bsp.



edit: 50% less big than the other map
Edited by Halonimator on May 5, 2016 at 11:46 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 5, 2016 04:03 PM    Msg. 8469 of 9951       
Quote: --- Original message by: Storm

http://i1239.photobucket.com/albums/ff508/Hiralis/dropkick_zpsvppkkflo.png
Edited by Storm on May 5, 2016 at 04:42 AM


I love the textures and the unwrap quality but my eyes just can't find a space to rest.

Perhaps use a simpler texture for he ceiling. And try to use no more than 2 textures for the walls.
Wireframe?


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: May 5, 2016 06:28 PM    Msg. 8470 of 9951       
Quote: --- Original message by: Halonimator

third bsp.

http://i64.tinypic.com/2m43bm1.jpg

edit: 50% less big than the other map
Edited by Halonimator on May 5, 2016 at 11:46 AM


Looks great :)

Is the time you have to spend walking toned down?



I'm getting used to Unity's interface


Edited by lolslayer on May 5, 2016 at 06:34 PM

 
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