
SlenderMan
Joined: May 3, 2012
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Posted: Mar 28, 2013 09:28 PM
Msg. 211 of 682
Hmm, that what he is gonna do i believe
loving your progress so far, keep it up!
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 28, 2013 11:23 PM
Msg. 212 of 682
Quote: --- Original message by: ASCENDANTJUSTICE
2 SRS99's per team. With 8 round ammo. That seems fair enough.
People usually clutch there power weapon and die before using it. I dont think you should make super long spawn times just a 30 seconds more than the original.
Keep the sniping rifles far apart from each-other. :D Edited by ASCENDANTJUSTICE on Mar 28, 2013 at 11:00 AM Why SRS99? Beam Rifles are pretty good too. Edited by Dumb AI on Mar 28, 2013 at 11:26 PM
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 29, 2013 03:02 PM
Msg. 213 of 682
Quote: --- Original message by: Dumb AIQuote: --- Original message by: ASCENDANTJUSTICE
2 SRS99's per team. With 8 round ammo. That seems fair enough.
People usually clutch there power weapon and die before using it. I dont think you should make super long spawn times just a 30 seconds more than the original.
Keep the sniping rifles far apart from each-other. :D Edited by ASCENDANTJUSTICE on Mar 28, 2013 at 11:00 AM Why SRS99? Beam Rifles are pretty good too. Edited by Dumb AI on Mar 28, 2013 at 11:26 PM hmm i like the beam rifle :D the problem is that i don't have it, and i haven't seen yet a good one, you know, with good bitmaps, shaders, mapping and effects
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SlenderMan
Joined: May 3, 2012
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Posted: Mar 29, 2013 11:06 PM
Msg. 214 of 682
Quote: --- Original message by: ChBgt909Quote: --- Original message by: Dumb AIQuote: --- Original message by: ASCENDANTJUSTICE
2 SRS99's per team. With 8 round ammo. That seems fair enough.
People usually clutch there power weapon and die before using it. I dont think you should make super long spawn times just a 30 seconds more than the original.
Keep the sniping rifles far apart from each-other. :D Edited by ASCENDANTJUSTICE on Mar 28, 2013 at 11:00 AM Why SRS99? Beam Rifles are pretty good too. Edited by Dumb AI on Mar 28, 2013 at 11:26 PM hmm i like the beam rifle :D the problem is that i don't have it, and i haven't seen yet a good one, you know, with good bitmaps, shaders, mapping and effects if i find a good one, i will link it to you :)
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 31, 2013 01:21 PM
Msg. 215 of 682
Well, after one week of vacations, i finally got my a$$ back to work! haha
This is an small update tho...
These tunnel entrances are just decorative, only "the first door" is open, the second will be close as you won't have access to the interiors that are "the mechanisms of the beams above" and is a restricted area, i will place a powerup or power weapon in there... i didn't want to create a whole tunnel system because i felt it wasn't necessary, so yeah
these are the places i will put them
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SlenderMan
Joined: May 3, 2012
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Posted: Mar 31, 2013 03:28 PM
Msg. 216 of 682
í like it! but i think you should actually make a room showing all the inner machinery of those energy beams, but hey, that's just my suggestion and opinion, so far i like everything you have done :)
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 31, 2013 04:26 PM
Msg. 217 of 682
I remember this one Zteam tag pack that Masterz released.
It should have a Beam Rifle somewhere.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Mar 31, 2013 07:37 PM
Msg. 218 of 682
I have made a tunnal system I can donate if you like?
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 31, 2013 08:54 PM
Msg. 219 of 682
Made first ground texture: 
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SlenderMan
Joined: May 3, 2012
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Posted: Mar 31, 2013 09:36 PM
Msg. 220 of 682
WOW i like it! can't wait to see the cliff walls! :D
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 31, 2013 09:40 PM
Msg. 221 of 682
Made second ground texture... not that great but hey, no one will be there anyways xD
i think i forgot to mention that i already mapped and attached the tunnels
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Maurix Mapper
Joined: Dec 8, 2012
::Th3BestEditoR::
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Posted: Mar 31, 2013 11:30 PM
Msg. 222 of 682
wow it´s of crazy 
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 1, 2013 12:26 AM
Msg. 223 of 682
Mapped rock formation: 
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SlenderMan
Joined: May 3, 2012
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Posted: Apr 1, 2013 12:48 AM
Msg. 224 of 682
looks great!
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 1, 2013 07:37 PM
Msg. 225 of 682
started with mapping on cliff walls i hope you like what i'm doing so far Edited by ChBgt909 on Apr 1, 2013 at 07:41 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 1, 2013 07:40 PM
Msg. 226 of 682
the sizing is way too large, the filtering on the texture would be too noticeable up close(the filtering is noticeable at the screenshot distance as-is)
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 1, 2013 07:43 PM
Msg. 227 of 682
Quote: --- Original message by: master noob the sizing is way too large, the filtering on the texture would be too noticeable up close(the filtering is noticeable at the screenshot distance as-is) Filtering? explain yourself please because i don't understand :SEdited by ChBgt909 on Apr 1, 2013 at 07:44 PM
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SlenderMan
Joined: May 3, 2012
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Posted: Apr 1, 2013 07:48 PM
Msg. 228 of 682
Quote: --- Original message by: master noob the sizing is way too large, the filtering on the texture would be too noticeable up close(the filtering is noticeable at the screenshot distance as-is) i don't understand either, i don't see anything wrong with the texture tbh
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 1, 2013 07:52 PM
Msg. 229 of 682
Quote: --- Original message by: ChBgt909Quote: --- Original message by: master noob the sizing is way too large, the filtering on the texture would be too noticeable up close(the filtering is noticeable at the screenshot distance as-is) Filtering? explain yourself please because i don't understand :SEdited by ChBgt909 on Apr 1, 2013 at 07:44 PM http://en.wikipedia.org/wiki/Bilinear_filtering from far away the texture looks fine, but as you get closer the filtering on the image produces this blurred look that looks horrid, the method used to avoid this in halo's engine is detail mapping, but you should experiment with larger rock textures/smaller tiling.
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 1, 2013 08:00 PM
Msg. 230 of 682
Quote: --- Original message by: master noobQuote: --- Original message by: ChBgt909Quote: --- Original message by: master noob the sizing is way too large, the filtering on the texture would be too noticeable up close(the filtering is noticeable at the screenshot distance as-is) Filtering? explain yourself please because i don't understand :SEdited by ChBgt909 on Apr 1, 2013 at 07:44 PM http://en.wikipedia.org/wiki/Bilinear_filtering from far away the texture looks fine, http://i.imgur.com/GD1cIAL.png but as you get closer the filtering on the image produces this blurred look that looks horrid, http://i.imgur.com/3LEx4T8.png the method used to avoid this in halo's engine is detail mapping, http://i.imgur.com/O0LrdxL.png but you should experiment with larger rock textures/smaller tiling. ohh i get it now... but well, the size of the texture isn't that big compared to the player, as for the detail map well i'm well aware of the fact that i have to use them, but of course, that once i get the bsp in game these are the possible detail textures i'm gonna use for the cliff walls, if you got a better one, mind sharing it? :3 
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 1, 2013 08:49 PM
Msg. 231 of 682
sure. you'll probably have to alter the saturation a bit. 
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 2, 2013 03:00 AM
Msg. 232 of 682
Thanks! I like the second one, i think i'm gonna use itanother section mapped! Edited by ChBgt909 on Apr 2, 2013 at 03:04 AM
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SlenderMan
Joined: May 3, 2012
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Posted: Apr 2, 2013 03:15 AM
Msg. 233 of 682
Amazing! at least in my opinion, idk what other people think (since not too many people seems to be posting here >.>) anyways haha, it seems that you are almost done O.O you're pretty fast you know :D
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 2, 2013 03:41 AM
Msg. 234 of 682
Cliff wall on top area mapped! 
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 2, 2013 06:50 AM
Msg. 235 of 682
are you going to make a custom sky ? :3
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 2, 2013 02:19 PM
Msg. 236 of 682
Quote: --- Original message by: bourrin33 are you going to make a custom sky ? :3 of course I will haha, I'm want to an sky dome similar to that of halo 4, with either those towers floating or hose forerunner ships from halo wars floating nearby
there are going to be mountains, a lake, cool clouds, and maybe, instead of a classic blue or starry sky I will make it a shield world :D
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Apr 2, 2013 02:35 PM
Msg. 237 of 682
^ Good Idea, man! The shield world sky is beautiful IMO
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Apr 2, 2013 03:19 PM
Msg. 238 of 682
I haven't read the entire thread, but did I see you say that this is your last map and your leaving?
If so, why? You are one of the best mappers on the forum imo. If you do leave, would you be willing to at least make a tutorial?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 2, 2013 05:39 PM
Msg. 239 of 682
he said he might make a tutorial, which i would love to see
Loving the map progress so far bro, keep up the good work, cant wait to see this ingame
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 3, 2013 02:07 AM
Msg. 240 of 682
Well yeah, i might make a tutorial explaining in detail everything i know, i will let you all know if i do ;)
More mapping! 
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SlenderMan
Joined: May 3, 2012
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Posted: Apr 3, 2013 02:33 AM
Msg. 241 of 682
really cool! and yeah a full tutorial, that would be great! i hope you really do it :D
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Apr 3, 2013 02:34 AM
Msg. 242 of 682
still think you should remove those steps...
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ChBgt909
Joined: Sep 10, 2011
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Posted: Apr 3, 2013 03:08 AM
Msg. 243 of 682
hmm... well I put those steps just as decoration, you can actually jump over them so they won't actually stop you, it also gives cover to those who are attacking blue base and also gives more variance to the terrain so that area doesn't look just all flat and boring
so, unless at least 5 more ppl agree with you, I don't think I will remove them, I'm sorry man :/
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 3, 2013 03:25 AM
Msg. 244 of 682
remove them
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 3, 2013 06:36 AM
Msg. 245 of 682
Keep them !
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