
darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 4, 2011 04:07 PM
Msg. 1 of 97
mad this map yesterday: i don't know what to do for bases yet so i just but human and covie barriers and covie storage.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Dec 4, 2011 08:52 PM
Msg. 2 of 97
I love the fog, it looks sexy. But qwertface is right, it looks really flat.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 5, 2011 12:20 AM
Msg. 3 of 97
made it a bit bigger: and i wanna add banshee's but i have render only stuff and a fog wasteland out there soooo... how do i made those push back barriers like in reach? if possible. if not then i'll either place player clip or no banshee's.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 5, 2011 08:13 AM
Msg. 4 of 97
Actually, I think it looks like it would be more balanced without banshees. Maybe create a few more differences in the elevation in some of the flatter places and make the texture just a tad darker, and this might turn out pretty decent.
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Dec 5, 2011 07:46 PM
Msg. 5 of 97
Quote: --- Original message by: darkassassin14made it a bit bigger: http://i189.photobucket.com/albums/z223/thedarkassassin/newmap-1.png and i wanna add banshee's but i have render only stuff and a fog wasteland out there soooo... how do i made those push back barriers like in reach? if possible. if not then i'll either place player clip or no banshee's.  the tiles looks bad in the ground and the grass too
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 7, 2011 02:24 AM
Msg. 6 of 97
ok new pic and i did all of those things plus added more to the map: what do you think of the bridges and side passage?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 8, 2011 11:04 PM
Msg. 7 of 97
and now it looks even awesomer: ok now i wanna put bases but i don't know what kind i wanna add. i want it to be forerunner but i don't want it to be beamstructures or BG bases. i need a really good forerunner architecture tutorial because i wanna learn so i don't have to go searching for base models lol.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 9, 2011 04:17 AM
Msg. 8 of 97
Very good improvements. Keep it up. 
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Dec 9, 2011 10:02 AM
Msg. 9 of 97
Cool. I think you should place some kind of structure or a similar point of interest housing a power weapon or vehicle in the center of the level though. And on the small side route you made you could place something to counter the power vehicle of the center :O
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Kal
Joined: Jul 30, 2011
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Posted: Dec 9, 2011 02:22 PM
Msg. 10 of 97
It looks good, but try adding some variation to the terrain, i;e Hills and stuff. This looks like you could just get sniped from the other side of the map. Give people something to hide behind.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 9, 2011 09:51 PM
Msg. 11 of 97
Quote: --- Original message by: qwertyuiop15
Looks great :D. Anything but BG bases are fine :) Edited by qwertyuiop15 on Dec 9, 2011 at 02:03 AM Valhalla base maybe?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Dec 10, 2011 03:36 AM
Msg. 12 of 97
pretty!
(goes and plays spyro again**)
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Wolf_
Joined: May 16, 2006
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Posted: Dec 10, 2011 07:35 AM
Msg. 13 of 97
Quote: --- Original message by: Spartan314Quote: --- Original message by: qwertyuiop15
Looks great :D. Anything but BG bases are fine :) Edited by qwertyuiop15 on Dec 9, 2011 at 02:03 AM Valhalla base maybe? Or two custom bases as well as a custom structure in the middle would do fine. Don't be satisfied with anything below awesome.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 11, 2011 03:01 AM
Msg. 14 of 97
ok now i have bases and some more terrain diversity any other suggestions?
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Dec 11, 2011 03:36 AM
Msg. 15 of 97
just looking at the main ground bitmap, I recommend patchy grass areas in the sandy regions. They will make it look more worn and not like a beach and it will also help to break up some of that tiling I am seeing. Also I would recommend patchy darker areas in the grass. Not huge differences, again, just something to break it up and make it look a little more natural.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 11, 2011 12:48 PM
Msg. 16 of 97
ok i added some green patches but they feel weird: i also added a little land bridge in the middle. meant for KOTH. this way there's no direct path for hoggers to just run ppl over.
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Dec 11, 2011 03:17 PM
Msg. 17 of 97
I always see the bright sand and bright dirt everywhere. I think the the ground should be darker
kinda looks like grass growing on sand with no dirt. Edited by spiral on Dec 11, 2011 at 03:18 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 12, 2011 07:50 PM
Msg. 18 of 97
well is this better? oh and i have decided to add banshees. but i should warn you. don't go too far away from the battlefield. or you will be put on the targeting roster.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Dec 12, 2011 07:53 PM
Msg. 19 of 97
it definetly blends better now.
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Dec 12, 2011 08:03 PM
Msg. 20 of 97
Quote: --- Original message by: darkassassin14 oh and i have decided to add banshees. but i should warn you. don't go too far away from the battlefield. or you will be put on the targeting roster. Targeting roster? I'm intrigued. I hope you mean guardians.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 12, 2011 08:09 PM
Msg. 21 of 97
lol in a way yes they are guardians.
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Dec 12, 2011 08:14 PM
Msg. 22 of 97
Quote: --- Original message by: darkassassin14 lol in a way yes they are guardians. DO THEY FIRE LAZORS?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 12, 2011 08:20 PM
Msg. 23 of 97
lol yes. and there's no warning lol.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Dec 12, 2011 08:24 PM
Msg. 24 of 97
Looking good man. Stock weapons/vehicles i hope.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 13, 2011 01:24 AM
Msg. 25 of 97
yes. why not stock? the maps i make are meant to bring back the spirit of just making the maps and not changing the equipment.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 13, 2011 04:50 PM
Msg. 26 of 97
Cmt tagset? Or dare I say it... Halo 3 tags.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 14, 2011 01:53 AM
Msg. 27 of 97
i could go with cmt tagset. if you guys really want that. here's a new picture: what do you think of the guardians? should i make them not so squared? or wide?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Dec 14, 2011 02:00 AM
Msg. 28 of 97
definetly make them not so squared in shape, they don't look like they fit in with the angles you have with the bases i know they are not near the bases but they don't look like part of the surrounding yet. maybe go for a more greyish texture aswell for them, something similar to the bases?
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Kal
Joined: Jul 30, 2011
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Posted: Dec 14, 2011 02:01 AM
Msg. 29 of 97
Maybe you should try turning the bases around, too, so you can drive up them on a race gametype.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Dec 14, 2011 11:29 AM
Msg. 30 of 97
Map's looking awesome. I assume those towers a little way away from the island are the guardians? If so, I suggest a more mechanical look. That is if you have enough time and skill. I'm afraid I'm not a modellor so I don't have any experience in that area but having some more detail in the towers would be great. :)
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Dec 14, 2011 12:13 PM
Msg. 31 of 97
Quote: --- Original message by: Maniac1000 Looking good man. Stock weapons/vehicles i hope. I agree with this guy.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 15, 2011 04:24 AM
Msg. 32 of 97
Quote: --- Original message by: TM_updatesQuote: --- Original message by: Maniac1000 Looking good man. Stock weapons/vehicles i hope. I agree with this guy. Same. The stock tag set would just work (and look) so much better for this map.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 15, 2011 06:15 PM
Msg. 33 of 97
exactly. and now more pics: does that look better? oh and if you didn't notice i shortened the beam emmiter beam so that the blue flame effect is more dominant.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 15, 2011 11:24 PM
Msg. 34 of 97
The structure looks a bit too green don't you think?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Dec 16, 2011 12:40 AM
Msg. 35 of 97
yes i realize this and im working on the shader. i don't know why models aren't affected by shaders the same as bsps. im using the same shader i have on the bases but they look completely different. and i also don't know why bump maps don't work on models either.
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