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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 5 of 20)
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Ubergoober
Joined: Oct 11, 2010


Posted: Mar 17, 2013 11:08 PM    Msg. 141 of 682       
i really like ChBgt909's threads because everytime i come here theres been a lot of progress. u seem very dedicated to ur maps ChBgt909


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 01:37 AM    Msg. 142 of 682       
Quote: --- Original message by: Ubergoober
i really like ChBgt909's threads because everytime i come here theres been a lot of progress. u seem very dedicated to ur maps ChBgt909


it's faster when you have a pretty clear idea of what you want to do ;)


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 18, 2013 02:03 PM    Msg. 143 of 682       
Quote: --- Original message by: ChBgt909
Quote: --- Original message by: Ubergoober
i really like ChBgt909's threads because everytime i come here theres been a lot of progress. u seem very dedicated to ur maps ChBgt909


it's faster when you have a pretty clear idea of what you want to do ;)


good to know that you know what you're doing :)


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 02:08 PM    Msg. 144 of 682       
Well, mapping of red base, complete!
I hope you like it :D












Flag base



-----------------------------------------------------------------------------------------------------------------------------------------------------





Banshee room, and the red arrows indicate that there's gonna be a teleporter leading there





bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 18, 2013 02:26 PM    Msg. 145 of 682       
Looks good but these tiles where your spartan stands should be half smaller


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 02:38 PM    Msg. 146 of 682       
Quote: --- Original message by: bourrin33
Looks good but these tiles where your spartan stands should be half smaller


Done :)





And added the red symbol that i forgot lol



SlenderMan
Joined: May 3, 2012

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Posted: Mar 18, 2013 02:55 PM    Msg. 147 of 682       
wow, you sure are fast :O


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 02:56 PM    Msg. 148 of 682       
Quote: --- Original message by: SlenderMan
wow, you sure are fast :O


really? haha

attached to terrain!




SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 18, 2013 03:40 PM    Msg. 149 of 682       
put some boulders, or hills in front of it, so that people can't snipe in/out of the base

E: also, are you using reach textures?
Edited by SilentJacket on Mar 18, 2013 at 03:40 PM


ChBgt909
Joined: Sep 10, 2011

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Posted: Mar 18, 2013 03:59 PM    Msg. 150 of 682       
Quote: --- Original message by: SilentJacket

put some boulders, or hills in front of it, so that people can't snipe in/out of the base

E: also, are you using reach textures?
Edited by SilentJacket on Mar 18, 2013 at 03:40 PM


i was actually planning to place boulders on front of the base

and no, i'm using (like i said in an older post XD) a mix of h1, h2 and h3 textures


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 18, 2013 04:06 PM    Msg. 151 of 682       
well...



the texture on the lower part of your pic looks a lot like that of the brace, large in Halo Reach's forge


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Mar 18, 2013 04:15 PM    Msg. 152 of 682       
Quote: the texture on the lower part of your pic looks a lot like that of the brace, large in Halo Reach's forge


:o good eye...


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 05:25 PM    Msg. 153 of 682       
LOL, When you see it...



SlenderMan
Joined: May 3, 2012

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Posted: Mar 18, 2013 05:42 PM    Msg. 154 of 682       
lol a face xD

so yeah what else do you have in mind for this map :D


ChBgt909
Joined: Sep 10, 2011

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Posted: Mar 18, 2013 05:47 PM    Msg. 155 of 682       
Well not sure if "me gusta" here, what do you think of this shape? there won't be access to this area but you like it?

it's going to be connected somehow to 2 more structures, both in the game area and each on one side of the map, both are going to be aligned and will be connected with beams and tech stuff and that, and right in the middle of the link of those 2 structures it's going to be linked to that structure in the pictures, hope you understood half of what i said lol







SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 18, 2013 06:05 PM    Msg. 156 of 682       
needs moar beam tower


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Mar 18, 2013 06:12 PM    Msg. 157 of 682       
Am I the only one thinking about what this map would look like with nice bump maps? This map looks like it could replace bloodgulch in my favorite halo multiplayer maps list.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 18, 2013 06:14 PM    Msg. 158 of 682       
Nothing can replace Blood Gulch in my list.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 18, 2013 06:14 PM    Msg. 159 of 682       
maybe

AAA style map design and balance is really hard to do


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 18, 2013 07:56 PM    Msg. 160 of 682       
Well i think i got the main shape of the structure, this is how it would look like... for now (since i still need to get more feedback on it)
The red line indicates that there structures are going to shoot to each other some kind of energy beam like the one on the halo reach map tempest







SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 18, 2013 09:01 PM    Msg. 161 of 682       
wow, this is coming along fast

could I get an alpha for map flow and aesthetics?

(please?)


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 19, 2013 07:46 AM    Msg. 162 of 682       
I'm not liking a lot the shape of the round things...


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 19, 2013 10:46 AM    Msg. 163 of 682       
Quote: --- Original message by: bourrin33
I'm not liking a lot the shape of the round things...


yeah, me neither, i'm actually doing something new


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 19, 2013 03:14 PM    Msg. 164 of 682       
hmmmm why not to make some kind of... obesrvation spots, with glasses etc ?
Could even be a place to teleport where to obseravte the map, it would give a kind of tactical gameplay. Like with a teleporter, and a shorter foot path between both bases.

as for the shape, I dont know, maybe something with more angles

E: if you do that, you'd need to expand the map or make a custom sky, but it woldnt be too hard tho. You could make a larger sky by sticking random parts correlling with the map
Edited by bourrin33 on Mar 19, 2013 at 03:16 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 19, 2013 03:33 PM    Msg. 165 of 682       
Quote: --- Original message by: bourrin33

hmmmm why not to make some kind of... obesrvation spots, with glasses etc ?
Could even be a place to teleport where to obseravte the map, it would give a kind of tactical gameplay. Like with a teleporter, and a shorter foot path between both bases.

as for the shape, I dont know, maybe something with more angles

E: if you do that, you'd need to expand the map or make a custom sky, but it woldnt be too hard tho. You could make a larger sky by sticking random parts correlling with the map
Edited by bourrin33 on Mar 19, 2013 at 03:16 PM


uh.. no?

no one should be able to view the map like well... a map

that sort of tactical advantage would create a lot of base camping


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 19, 2013 03:52 PM    Msg. 166 of 682       
actually, i'm just gonna make them smaller, thinner and instead of using rounded surfaces i'm gonna use, as you said, more angular designs, but their purpose will remain the same


SlenderMan
Joined: May 3, 2012

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Posted: Mar 19, 2013 07:53 PM    Msg. 167 of 682       
looking forward for pictures of the new design


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 19, 2013 08:31 PM    Msg. 168 of 682       
Quote: --- Original message by: SilentJacket
Quote: --- Original message by: bourrin33

hmmmm why not to make some kind of... obesrvation spots, with glasses etc ?
Could even be a place to teleport where to obseravte the map, it would give a kind of tactical gameplay. Like with a teleporter, and a shorter foot path between both bases.

as for the shape, I dont know, maybe something with more angles

E: if you do that, you'd need to expand the map or make a custom sky, but it woldnt be too hard tho. You could make a larger sky by sticking random parts correlling with the map
Edited by bourrin33 on Mar 19, 2013 at 03:16 PM


uh.. no?

no one should be able to view the map like well... a map

that sort of tactical advantage would create a lot of base camping

And strategies about dismanteling that camping.
but the "uh no" actually shown that this was a dumb reaction.
And I was just suggesting my opinion.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 19, 2013 08:39 PM    Msg. 169 of 682       
I've played maps where they had the overview implemented, and honestly, it just caused a lot of sniper camping

the uh..no implied that I'm not sure how it would go in this map, but in the past, it hasn't worked so well

why does everyone in this forum feel the need to attack everyone else?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 19, 2013 09:02 PM    Msg. 170 of 682       
I said with glasses, therefore, closed...
Tool makes people angry. But i was not at this moment.


ChBgt909
Joined: Sep 10, 2011

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Posted: Mar 20, 2013 01:14 AM    Msg. 171 of 682       
Quote: --- Original message by: DSalimander
This BSP reminds me of Selentics'. Take as much care in the UVs/texturing as you do modeling and you'll succeed. I'm seeing a lack of lighting sources though...

In this picture:

Is that forerunner light modeled into the BSP? It's shader is transparent, so if it is, you'll be able to see through the world (a bad thing).


That light is not modeled into the bsp, it's "floating", just like bungie always do with these light strips using the ! symbol for non-collision geometry, maybe it can't be seen but there's metal behind.

Oh and i'm glad you like what i'm doing so far with this map, i will keep improving this map and myself :-)


SlenderMan
Joined: May 3, 2012

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Posted: Mar 20, 2013 10:49 AM    Msg. 172 of 682       
looking forward to see some updates on the new design of the structures!


ChBgt909
Joined: Sep 10, 2011

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Posted: Mar 20, 2013 07:30 PM    Msg. 173 of 682       
Well guys i got some updates, here's the new design of the structure i had before, not too many details i know, but that structure is unreachable anyways xD
I hope you like it :)




This structure is going to fire an energy beam to the tower thingy:





Tower thingy, beam emitter:




Here is where the energy beam from the other structure is received:




And here is where it's going to be shot to deep space:




the concept is a rip off from tempest i know, deal with it


Edited by ChBgt909 on Mar 20, 2013 at 07:31 PM


SlenderMan
Joined: May 3, 2012

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Posted: Mar 20, 2013 10:01 PM    Msg. 174 of 682       
i love it!!

what kind of environment will you use for the map?
and what kind of sky box do you have in mind?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 21, 2013 06:17 PM    Msg. 175 of 682       
Quote: --- Original message by: SlenderMan
i love it!!

what kind of environment will you use for the map?
and what kind of sky box do you have in mind?


hmm, i'm not sure yet, maybe a shield world, a forerunner planet, a halo, or something just cool lol

Well i'm done with the mapping of the beam structures:






 
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