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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 20 of 43)
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nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Jun 5, 2011 01:34 PM    Msg. 666 of 1498       
Quote: --- Original message by: Switchblade
Because engines don't cool off instantly; when the "POA" crashed, its engine burnoff vaporized most of the water behind it and blocked the streams path with its superstructure.

When you look at the overhead, the POA crashed right into the lake, vaporizing some of the water. The rest of the water is sitting in the remaining portion of the lake or has flooded the crash site. The crash would obviously cut off the stream's path to the lake and destroy that part of it, but in reality the water (which originates in the mountains), would eventually find its way downward again and partially fill up the crash site. The crash wouldn't completely obliterate the water source.


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Jun 5, 2011 08:00 PM    Msg. 667 of 1498       
make sure all the air vehicles can fly pretty fast, cuz with extinction, i hated flying to places cuz it took forever.


nathanallan
Joined: May 7, 2011

I play as Pier_Solar3


Posted: Jun 5, 2011 08:17 PM    Msg. 668 of 1498       
That above, please make at least one flyer fast. And also unlike extinction, make sure the weapons aren't watered down.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: Jun 6, 2011 11:52 AM    Msg. 669 of 1498       
@above How about just using a vehicle boost like that of the banshee, only modified to be faster? I've seen a pretty badass one in a Valhalla map that not only is perfectly controlled and at a decent speed, it also lets you do banshee tricks, e.g. loop the loop.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 6, 2011 07:31 PM    Msg. 670 of 1498       
All good theories. However, the biggest reason why I omitted the stream was because I changed up the streambed polys, and would have to do all sorts of work to make a new stream. I don't really want to. However, I don't see why I couldn't put some water in the cave.

All the vehicles I put in will remain as is in terms of speed and handling, for the most part. I'll look at the Banshee boost if you can give me the link to the specific Valhalla map in which it is.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: Jun 8, 2011 04:41 PM    Msg. 671 of 1498       
The one with the banshee tricks and boost I think is this one, by none other than UBE Chief. http://hce.halomaps.org/index.cfm?fid=4954

The Banshee is Halo 2, but there are some really good Halo 3 ones out there. All you need is the scripts and effects anyway, right?


anonymous_2009
Joined: Jun 13, 2009


Posted: Jun 8, 2011 04:54 PM    Msg. 672 of 1498       
Make it smaller, I do infact enjoy large maps. But when they are too large they are boring and don't have good gameplay. You can get stuck in the middle of nowhere easy. And I don't enjoy searching for people for like 30 minutes. Just try and make it a bit smaller.


Switchblade
Joined: Jul 3, 2007

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


Posted: Jun 8, 2011 08:44 PM    Msg. 673 of 1498       
Quote: --- Original message by: anonymous_2009
Make it smaller, I do infact enjoy large maps. But when they are too large they are boring and don't have good gameplay. You can get stuck in the middle of nowhere easy. And I don't enjoy searching for people for like 30 minutes. Just try and make it a bit smaller.


And that my friend is the reason all large maps provide players with one of two weapons to identify targets from an exaggeratedly long distance away (Extinctions/Downflows' anti-aircraft feulrod, Coldsnaps' Rocket Launcher, and Hugeass' AR)

Will i bee correct in assuming you'll be modifying stock weapons with a similar targeting feature? (ie- the name overlay of enemy players when they are targetted?)


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Jun 10, 2011 12:59 PM    Msg. 674 of 1498       
I do like the look of the more compact version, and it also allows you to add more stuff - be it in the addendums, scenery, whatever.

Quote: --- Original message by: Petera275
The one with the banshee tricks and boost I think is this one, by none other than UBE Chief. http://hce.halomaps.org/index.cfm?fid=4954
I forgot where I ripped that 'Shee from ^_^;


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 11, 2011 03:14 PM    Msg. 675 of 1498       
Red addendum is now blue addendum, and vice versa. Blue addendum has been installed in a cave system that tunnels out on both ends to meet with the minimap and the cliff path leading to blue base. I'll save pictures of that for the alpha release. Poly count is now 71K precisely, with one hole remaining where the energy conduit is. I am debating on including it. Electing to delete it will save me 2K polys, which is a preferable move.

My last major consideration is removing a strip of polys along the middle of the map; it would stretch from the play-doh mountain to the secondary wall, and remove around 1K polys or so. This is just to shorten the map a bit more on red's side, as well as shave off the count.


Reaper 201
Joined: Jan 1, 2011

Rezurrected to Kill


Posted: Jun 11, 2011 03:45 PM    Msg. 676 of 1498       
in short almost done?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 11, 2011 04:33 PM    Msg. 677 of 1498       
With designing, yes. I need to remap the cliffs, and map the terrain (oh, and actually create the bitmap for the terrain...). But once I get it into Sapien, I will be one happy man.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 11, 2011 07:14 PM    Msg. 678 of 1498       
Quote: --- Original message by: CAG Gonzo

1) I'm trying to get something finished for CE3, i.e. get this thing into Sapien.

2) Please enjoy these crude, ugly, horrible excuses of a sketch showing suggested changes. I didn't want to bother modifying the actual mesh, since I may not make any changes, or not make those specific changes. These sketches just show the rough idea. Obviously, things will be much more integrated and pretty once I actually do it (if I do). Black means unchanged, while red indicates suggested change.



Key:
1: Red addendum
2: Red base and proposed cliffs.
3: Energy conduit
4: cliff path/extension
5: Minimap
6: Crash site
7: Small hanger, possibly to be combined with red's addendum
8: blue addendum
9: Blue base

For those wishing to see an even cruder representation of the suggested changes transposed over the current setup, continue looking:


Edited by CAG Gonzo on May 28, 2011 at 09:03 PM

boobies


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 11, 2011 08:21 PM    Msg. 679 of 1498       
I like the new setup better but you should put something where the mini lake used to be or else thats just random empty space that no one will ever see.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 11, 2011 09:23 PM    Msg. 680 of 1498       
If by mini lake area you mean the lake (and surrounding terrain) through which the POA crashed, then there is already something there. The cliffs are home to a small hanger with a few vehicle and weapon spawns, in addition to two teleporters. There is also an inset area (where the Infinity pipes used to be) that will likely bear an aircraft spawn.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 11, 2011 11:13 PM    Msg. 681 of 1498       
Quote: --- Original message by: CAG Gonzo
Picture 1:


The POA has crashed right in the middle of what is now red's side. It is oriented almost perpendicularly to the Sentinel Wall to prevent it from becoming a cheesy obstacle. If more of it were visible, thus separating the skies )in effect) between the two bases, it'd be a bit too easy for CTF games. To the left, I added a bit more cliff details. On blue's side, you can see the entrance to the cliff path that leads to blue base. Much more scenery will go there to interfere with camping.

Picture 2:


This is the cliff path emerging at red's side of the minimap. A small cliff prevents easy two-way access; driving in is easy. Driving out is not possible unless you can grenade your ride up to the top of the small cliff. This is the same style used in a30 as you approach the first beam tower; the idea here is to prevent easy access out of the minimap during Oddball and Race games while at the same time allowing easy access in to the minimap. A similar style has already been implemented on the other side.

Picture 3:


Here is where some tunnels may go (good idea, Echo). The plan is to cliff the path a bit more, then tunnel it to meet with the existing cliff paths leading to blue base. Perhaps some additional tunnels could be placed...perhaps allowing red's addendum to be incorporated (thus becoming blue addendum). The conduit is also visible. If it is included, cliffs will attach it to the hills by blue base, while flatlands link it to the remainder of the map.

Picture 4:


Just another shot of the map. The crash site cut into the lake, so it is partially flooded, and I have removed all other water sources from the area (no other lake portion or stream). Note: the weird, grayish stuff is what will be a water plane.


pres f9 in max and save image :) hi-res


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 12, 2011 12:30 AM    Msg. 682 of 1498       
Quote: --- Original message by: Cheddars
pres f9 in max and save image :) hi-res

Also known as a render


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jun 12, 2011 08:31 AM    Msg. 683 of 1498       
Quote: --- Original message by: spartan314
Quote: --- Original message by: Cheddars
pres f9 in max and save image :) hi-res

Also known as a render

Also known as Gmax without a render. Unless he ported it to 3ds while I was gone.


Switchblade
Joined: Jul 3, 2007

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


Posted: Jun 12, 2011 03:06 PM    Msg. 684 of 1498       
So...(and this is minor after touches) will there be a "waterfall" over some of the cliffside paths to prevent enemy camping, or did you have something more devious in mind?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 14, 2011 12:33 AM    Msg. 685 of 1498       
this is what i meant:



Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 14, 2011 12:55 AM    Msg. 686 of 1498       
one reason why i look forward to this map is because the bridge reminded me of odst

anyone else had that feeling?


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jun 14, 2011 10:22 AM    Msg. 687 of 1498       
Quote: --- Original message by: Wesker
one reason why i look forward to this map is because the bridge reminded me of odst

anyone else had that feeling?


Now that you mention it it kinda does. AT least if we are talking about the same thing anyway.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Jun 14, 2011 12:50 PM    Msg. 688 of 1498       
Quote: --- Original message by: darkassassin14
I like the new setup better but you should put something where the mini lake used to be or else thats just random empty space that no one will ever see.

Quote: --- Original message by: darkassassin14
this is what i meant:


this:
Quote: --- Original message by: CAG Gonzo
Picture 4: The secondary valley. It took some work, but I made a decent deep pit/valley that not only saved polys and fit nicely with the map and secondary wall chunk, but also blended in nicely with the aforementioned mountain from picture 1. This addition adds some mystery to the map while at the same time allowing for a new way of sealing off the map, instead of throwing up another wall, or making a larger mountain. Also, it wouldn't make much sense to build a Sentinel Wall right next to a tall mountain (by next I mean nearly touching).



It never was a mini-lake, or any kind of a lake.
Edited by nick347b on Jun 14, 2011 at 12:52 PM


Switchblade
Joined: Jul 3, 2007

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


Posted: Jun 14, 2011 01:01 PM    Msg. 689 of 1498       
Quote: --- Original message by: nick347b

Quote: --- Original message by: darkassassin14
I like the new setup better but you should put something where the mini lake used to be or else thats just random empty space that no one will ever see.

Quote: --- Original message by: darkassassin14
this is what i meant:


this:
Quote: --- Original message by: CAG Gonzo
Picture 4: The secondary valley. It took some work, but I made a decent deep pit/valley that not only saved polys and fit nicely with the map and secondary wall chunk, but also blended in nicely with the aforementioned mountain from picture 1. This addition adds some mystery to the map while at the same time allowing for a new way of sealing off the map, instead of throwing up another wall, or making a larger mountain. Also, it wouldn't make much sense to build a Sentinel Wall right next to a tall mountain (by next I mean nearly touching).



It never was a mini-lake, or any kind of a lake.
Edited by nick347b on Jun 14, 2011 at 12:52 PM


You do have a point there but if water is placed their could that section be set up similiar to the "tower structure" and surrounding swamp seen just before the "library" in campaign? ( ie- centralized tower structure with some sort of sounds, lights [to make it seem like a functional machine], fog covered water[to once again to make it seem like the "machine" is doing something], and possibly some plant life?)

This would of course be one of those Easter eggs or a perfect spot to place an awesome weapon (like a flood spore grenade. If you don't know what that is, its a flood spore that is thrown at ur opponent, sticking him (like a plasma), then procededs to "burrow in"(it looks like its attacking but really its just a continued damage effect with a timer, that causes the spore to detonate after the time is up)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 14, 2011 05:15 PM    Msg. 690 of 1498       
Quote: Quote: --- Original posted by: someone

Picture of the area in question.


I'm glad the reference and inspiration is evident. To be more specific, this area is based off of the chasm the Gondola first crosses, before entering the interior of the Library (i.e. where the Gondola is 'parked' before Arbiter activates it). The concept here is simply a large, open chasm, wider than it is long, that is simply constructed and designed to break up the monotony. A fog plane will be present, and if I can set it up correctly, all fog planes will also denote kill barrier. No snooping around here.

Nothing will be placed here; I'd like some structure similar to the roundhouse before entering the room in which the Gondola is stationed, but that just adds more polys, and doesn't do too much to gameplay besides offering yet another structure. However, I do have to shrink my map considerably, as it appears to be too large to pass through tool. If enough polys are freed by this shrinking, I may consider adding something important over here.

Oh, yes the bridge does look similar to the bridge the goes boom in ODST.
Edited by CAG Gonzo on Jun 14, 2011 at 05:16 PM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Jun 15, 2011 11:07 AM    Msg. 691 of 1498       
You should add a small lake there. After all, it's a small pit thrown out in the open. Rainwater will be collected in it pretty easily unless there is a path that drains the water out.

Also,



In theory, that path could be formed by rainwater that was collected in the minimap and flowed down to the trench. With a few modifications, you can turn the minimap into an underwater battle and even add a waterfall that fills the trench with water.
-Zekilk


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jun 15, 2011 11:25 AM    Msg. 692 of 1498       
That would be pretty awesome.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 15, 2011 09:13 PM    Msg. 693 of 1498       
Not a bad suggestion (using the mini-chasm as the water source of the chasm that leads to the ocean). I will not, however, submerge the minimap. I don't want to deal with the problems fog will cause, among other things.

Also, I don't know if I mentioned this or not, but the map needs shrunk. Anyone with ideas on where to cut back, please respond promptly. I haven't made any progress because I can't completely and precisely figure out how and where to cut back.
Edited by CAG Gonzo on Jun 15, 2011 at 09:14 PM


Switchblade
Joined: Jul 3, 2007

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


Posted: Jun 15, 2011 09:38 PM    Msg. 694 of 1498       
Quote: --- Original message by: CAG Gonzo

Not a bad suggestion (using the mini-chasm as the water source of the chasm that leads to the ocean). I will not, however, submerge the minimap. I don't want to deal with the problems fog will cause, among other things.

Also, I don't know if I mentioned this or not, but the map needs shrunk. Anyone with ideas on where to cut back, please respond promptly. I haven't made any progress because I can't completely and precisely figure out how and where to cut back.
Edited by CAG Gonzo on Jun 15, 2011 at 09:14 PM


scale back the map size starting behind the "POA" pull the "water" and "beach head" closer; this will allow you to scale while not effecting the main part of the BSP. Otherwise i'd once again say: "objects and scenery are your friend." As far as i know, neither scenery nor objects have a limit and both syncronize (you could litteraly sheer off part of the map and turn it into scenery or an object with no respawn time. This also opens the option for tunnel varients in that, like the rocks in bloodgulch; whatever sections you choose can be swapped to their counterparts casuing mass confusion as well as uncertainty for players.)

Happy tinkerings Gonzo


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Jun 15, 2011 09:38 PM    Msg. 695 of 1498       
Uuuuhhhh... didn't you just cut back, like, half the map?


Skidrow925
Joined: Mar 19, 2010

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


Posted: Jun 16, 2011 10:02 AM    Msg. 696 of 1498       
Quote: --- Original message by: Switchblade
Quote: --- Original message by: CAG Gonzo

Not a bad suggestion (using the mini-chasm as the water source of the chasm that leads to the ocean). I will not, however, submerge the minimap. I don't want to deal with the problems fog will cause, among other things.

Also, I don't know if I mentioned this or not, but the map needs shrunk. Anyone with ideas on where to cut back, please respond promptly. I haven't made any progress because I can't completely and precisely figure out how and where to cut back.
Edited by CAG Gonzo on Jun 15, 2011 at 09:14 PM


scale back the map size starting behind the "POA" pull the "water" and "beach head" closer; this will allow you to scale while not effecting the main part of the BSP. Otherwise i'd once again say: "objects and scenery are your friend." As far as i know, neither scenery nor objects have a limit and both syncronize (you could litteraly sheer off part of the map and turn it into scenery or an object with no respawn time. This also opens the option for tunnel varients in that, like the rocks in bloodgulch; whatever sections you choose can be swapped to their counterparts casuing mass confusion as well as uncertainty for players.)

Happy tinkerings Gonzo


Yeah don't do more with the BSP it should be fine as far as size. Just do what he said.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 18, 2011 03:35 PM    Msg. 697 of 1498       
yea you could just make the wall and POA scenery.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 19, 2011 11:49 AM    Msg. 698 of 1498       
Parts of the wall will be scenery. I need some to seal off the map (conversely, I could simply seal all open spaces caused by not including the wall with sky geometry). The POA will go to scenery.


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Jun 19, 2011 01:56 PM    Msg. 699 of 1498       
Quote: --- Original message by: CAG Gonzo
Parts of the wall will be scenery. I need some to seal off the map (conversely, I could simply seal all open spaces caused by not including the wall with sky geometry). The POA will go to scenery.

Sounds good Gonzo, hope that works.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jul 2, 2011 04:08 AM    Msg. 700 of 1498       
so hows it going? This is a progress check. anything new?

 
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