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Author Topic: Firefight-Sector 9 Thread (164 messages, Page 2 of 5)
Moderators: Dennis

Taiwan123
Joined: Sep 15, 2013

A-Pu-Pu-Pue-Pue


Posted: Feb 22, 2014 09:47 PM    Msg. 36 of 164       
you finally back.. hope you can finish this!


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 25, 2014 07:48 PM    Msg. 37 of 164       
-bye bye-
Edited by Nickster5000 on Sep 19, 2014 at 02:55 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 25, 2014 10:45 PM    Msg. 38 of 164       
A+ on the roads. I cant seem to find any decent road bitmaps like that >.>


klasher1000
Joined: Nov 1, 2012


Posted: Feb 25, 2014 11:14 PM    Msg. 39 of 164       
Oh god... Nick actually dug out an old project.


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 26, 2014 12:04 AM    Msg. 40 of 164       
Quote: --- Original message by: R93_Sniper
A+ on the roads. I cant seem to find any decent road bitmaps like that >.>


All the bitmaps I am using I ported from Halo 3: ODST.


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: Feb 26, 2014 01:17 AM    Msg. 41 of 164       
Damn I remember this, I'd play the crap out of this if it was done right. did you plan on using OS with this or no?? just curious


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 26, 2014 03:01 AM    Msg. 42 of 164       
I recall that he is.
Also damnit Hr3shy, get on xfire


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 26, 2014 02:52 PM    Msg. 43 of 164       
Quote: --- Original message by: Mootjuh

That big structure needs a custom bitmap.
Edited by Mootjuh on Feb 26, 2014 at 12:15 AM


Which one?

It would be great if you could circle it on the picture you're talking about :)


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 27, 2014 12:32 PM    Msg. 44 of 164       
Those wide spaces needs some fountains, little water places or something...


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 27, 2014 06:17 PM    Msg. 45 of 164       
Quote: --- Original message by: bourrin33
Those wide spaces needs some fountains, little water places or something...


That's actually a really good idea that didnt occur to me! Thanks dude! :D (not being sarcastic btw)


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Feb 27, 2014 07:29 PM    Msg. 46 of 164       
lookin good nickster


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Feb 27, 2014 07:40 PM    Msg. 47 of 164       
Fountains would be really cool too..
How about adding in hologram billboards or digital ads/posters? Just like what you'd see in the New Alexandria levels on Reach.


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 27, 2014 08:23 PM    Msg. 48 of 164       
Quote: --- Original message by: renegade343
Fountains would be really cool too..
How about adding in hologram billboards or digital ads/posters? Just like what you'd see in the New Alexandria levels on Reach.


I have plans to do that, and im trying to give it a Halo 3: ODST feel rather than reach. :)


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Feb 27, 2014 08:34 PM    Msg. 49 of 164       
thanks op i came on cat she hiss at penis


Nickster5000
Joined: Dec 11, 2010


Posted: Mar 29, 2014 05:51 AM    Msg. 50 of 164       
UPDATE!!!!

@2:53 AM...

ANYWAYS! I have a latest version ingame, and since it's rather difficult to take pictures... I decided to make a VIDEO instead!

Check it out here: https://www.youtube.com/watch?v=j26PFw5Ypms&feature=youtu.be

Keep in mind this is in ALPHA stage, and I am taking a big gamble showing you guys how much I show in this video. I hope you guys like it though! :D


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 29, 2014 07:51 AM    Msg. 51 of 164       
Great video and nice updates.

If you want me to redo the weapon effects, so they look more fresher and not reused. I don't mind helping.



Apologies for the squashed screen, didn't want overtake the thread. With a huge HD look at me URL!

All effects you see were created exclusively by me, I would sorely love to see them in the public release of your map


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Mar 29, 2014 11:34 AM    Msg. 52 of 164       
Looks like good progress and I love the sense of scale of the city in the video but it looks like alot of the textures on your map are very 'rocky' which doesn't really fit with the more metal-looking buildings and objects that odst had.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 29, 2014 12:08 PM    Msg. 53 of 164       
Because every project needs artwork. Made by meh. PSD available



Haven't seen a firefight project to rival the likes of descent, maybe this could clinch the trophy?
Edited by ASCENDANTJUSTICE on Mar 29, 2014 at 12:10 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Mar 29, 2014 02:48 PM    Msg. 54 of 164       
Since this is in its WIP stage I'm not going to gripe about the lighting. Once you have your gameplay set in stone though I think this map would greatly benefit from some well-done rain particle effects, and dynamic lighting like burning cars or flashing street lights.


Nickster5000
Joined: Dec 11, 2010


Posted: Mar 31, 2014 03:31 AM    Msg. 55 of 164       
UPDATE!

I'm going to make it offical that I am bringing this back. I can't gurantee a solid date since my senior year of high school is rapidly coming to an end, and college is coming up (and i'm sure most of you can relate to the college / post-high school life) and I have picked up some awesome opportunities with CMT.

However, I have a solid 5-wave working demo with some awesome encounters, a temporary nice-looking HUD, and assets in the process of being ported from H3: ODST. I have ideas which include the player leaving Sector 9 & fighting enemies in two different sectors throughout the level. I've been doing research & reading about lighting and shaders, in which I am going to attempt an accurate - best-of-my-ability feel of a night city that looks similar to H3: ODST.

I have alot planned for this project, stay tuned & enjoy the progress of this ambitious, potential-loaded, exciting project!

Feel free to contribute any ideas you have for this firefight, as I have seen some awesome ideas i'm considering implementing by looking back on this thread!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 1, 2014 12:19 PM    Msg. 56 of 164       
PM me how I could improve it, don't kill da thread.

" It looks so messy and make it clean than adding a bunch of effects. "

> Makes no sense :(


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Apr 1, 2014 01:37 PM    Msg. 57 of 164       
What he's trying to say is that the glare, shininess and graphic effects made your logo REALLY hard to read, let alone enjoy.
It's like what he said, slapping down effects doesn't make a logo good.
What you want to do is to make it easy to remember, memorable, fun to look at and stand out without being painfully distracting.

Side note, a lot of graphics the past few years are looking less glossy and more minimalist (only using one or two colors, clean lines, simple-as-possible designs)... basically the exact opposite of what you had.

Take a look at the change between CE3 logos between 2010 and 2013, as well as logos by Apple, Shell oil, Microsoft, Pepsi, Wal-Mart, Volkswagen and Siemens... or heck, even the Halo logo between Halo 1 and 4 -note how they're all really simple but still visually striking.

EDIT: Nick, I'll try to slap together another logo for you soon. I gotta go to San Diego for a college visit, but I'll see if I can make you something on the flight there.
Edited by renegade343 on Apr 1, 2014 at 01:38 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 1, 2014 02:03 PM    Msg. 58 of 164       
Oh okay, I understand now.

BTW there weren't many fancy effects.

I was just playing around with the blend modes and stuff, but I'll take your critiques on board, ty.


Nickster5000
Joined: Dec 11, 2010


Posted: Apr 1, 2014 03:01 PM    Msg. 59 of 164       
Quote: --- Original message by: renegade343

EDIT: Nick, I'll try to slap together another logo for you soon. I gotta go to San Diego for a college visit, but I'll see if I can make you something on the flight there.
Edited by renegade343 on Apr 1, 2014 at 01:38 PM


Flying to SoCal, eh? Make sure you come visit me when you're down there!


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Apr 1, 2014 03:04 PM    Msg. 60 of 164       
Quote: --- Original message by: renegade343
It's like what he said, slapping down effects doesn't make it good.
Edited by renegade343 on Apr 1, 2014 at 01:38 PM

but it can make for a michael bay movie poster


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Apr 1, 2014 05:55 PM    Msg. 61 of 164       

Edited by renegade343 on Apr 1, 2014 at 05:56 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 1, 2014 10:48 PM    Msg. 62 of 164       
...ill be honest, that looks pretty bad >.>

Super Cartoony Models, semi-realistic blood, oddly made road texture. The font is good though, font I agree with


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 1, 2014 10:54 PM    Msg. 63 of 164       
If it looked like the ingame, I'd take it. A different take visually


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 2, 2014 08:31 AM    Msg. 64 of 164       
Nah, I'd have to say that looks a little more crappier than mine. But everything starts off crap, so no worries there. Actually your poster has given me an idea........


Nickster5000
Joined: Dec 11, 2010


Posted: Apr 2, 2014 09:57 PM    Msg. 65 of 164       
-bye bye-
Edited by Nickster5000 on Sep 19, 2014 at 02:55 AM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Apr 2, 2014 10:07 PM    Msg. 66 of 164       
Cool, people actually taking advantage of OS. That looks great and makes this so much more like ODST stylistically.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Apr 2, 2014 10:31 PM    Msg. 67 of 164       
The BSP looks really nice!


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Apr 3, 2014 12:38 AM    Msg. 68 of 164       
Okay. Now that I look at it when I can actually keep my eyes open.... .... what was I even thinking @.@

I'll be honest, I was focused more on trying to get that image done before I left rather than making it better in terms of quality... My bad, I'll redo it when I can focus x.x

Nick: does that you mean you finally got VISR working???


Nickster5000
Joined: Dec 11, 2010


Posted: Apr 3, 2014 01:43 AM    Msg. 69 of 164       
Quote: --- Original message by: renegade343
Nick: does that you mean you finally got VISR working???


I've always had VISR working. I just wanted to show an update with a comparison between VISR and no VISR.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 3, 2014 06:12 AM    Msg. 70 of 164       
Really epic bsp shaders. And the VISR mode is epic too. Great work :D

More custom art work for ya nick, more subtle, less 3d, more 2d, inspired slightly by renegades attempt.

2 Hrs, 15 minutes of work, might have screwed up with the bloodsplat and "coming soon" FEEDBACK!





@Nickster5000: Can we have a hint on the type of weapons you will be using? I've already seen the TAC BR and Socom. So would it be safe to say that there will be a major stealthy feel to the map?
Edited by ASCENDANTJUSTICE on Apr 3, 2014 at 06:15 AM
Edited by ASCENDANTJUSTICE on Apr 3, 2014 at 06:17 AM

 
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