
Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 7, 2013 09:12 PM
Msg. 36 of 682
I spy with my little eye, about 500 thousand wasted polys. If the edge does not alter the silhouette then it is unnecessary. You should spend a while either collapsing or target welding verts. Looks like a fun map though, keep at it.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 8, 2013 12:30 AM
Msg. 37 of 682
Quote: --- Original message by: Maniac1000 I spy with my little eye, about 500 thousand wasted polys. If the edge does not alter the silhouette then it is unnecessary. You should spend a while either collapsing or target welding verts. Looks like a fun map though, keep at it. yeah, there are many polies that i already got on my list to delete, i just want to complete the terrain model before i do that, hehe
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 8, 2013 12:35 AM
Msg. 38 of 682
I can see a great area to model a crater in the last pic.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 8, 2013 08:59 AM
Msg. 39 of 682
Quote: --- Original message by: Ki11erFTW I can see a great area to model a crater in the last pic. where? that area that looks like a lake? well that will be an area where metal is gonna be exposed and will blend with the ground, and i'm also going to put an structure there
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Mar 8, 2013 02:13 PM
Msg. 40 of 682
Quote: --- Original message by: ChBgt909Quote: --- Original message by: Ki11erFTW I can see a great area to model a crater in the last pic. where? that area that looks like a lake? well that will be an area where metal is gonna be exposed and will blend with the ground, and i'm also going to put an structure there The empty cliff area to the left similar to the one in h2 coagulation.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 8, 2013 03:02 PM
Msg. 41 of 682
Looking pretty cool so far keep working on the cliffs. also i like the big rock mound thing on the top, perhaps copy it around and change it up a little bit, you could also stack them and add filler trees to create an "enclosed feeling" around the map
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 8, 2013 06:03 PM
Msg. 42 of 682
guys, how do you quote multiple posts at the same time? i've seen ppl doing it, but i don't seem to be able to figure it out lol, i don't think they just copy-paste the posts manually haha
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Mar 8, 2013 09:12 PM
Msg. 43 of 682
:O looking great man, keep it up
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 9, 2013 10:35 AM
Msg. 44 of 682
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 9, 2013 11:33 AM
Msg. 45 of 682
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 9, 2013 11:43 AM
Msg. 46 of 682
hmm that's a good idea, let's hear other people's suggestions and/or opinions about your idea to have my decision, thanks!
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 9, 2013 12:31 PM
Msg. 47 of 682
Banshee platform would be cool, I see a long type of thing that tapers inward kinda at the back - thatd be cool.
Also, there is alot of polys according to the wireframe that could be collapsed together on your terrain.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 9, 2013 01:22 PM
Msg. 48 of 682
make it two banshees at the most, and if you do make sure not to leave the upper map and skybox bare!
nothing is worse than having an arial view of the placeholder color behind the skybox
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 9, 2013 01:40 PM
Msg. 49 of 682
Quote: --- Original message by: SilentJacket make it two banshees at the most, and if you do make sure not to leave the upper map and skybox bare!
nothing is worse than having an arial view of the placeholder color behind the skybox i always add player clips when my maps have banshees
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 10, 2013 10:50 AM
Msg. 50 of 682
Edited by Super Flanker on Apr 10, 2016 at 02:31 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 10, 2013 11:40 AM
Msg. 51 of 682
Quote: --- Original message by: ASCENDANTJUSTICE Hey ALTIS94 need your help on something please reply! send him a PM, don't derail this thread haha :P
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: Mar 10, 2013 01:13 PM
Msg. 52 of 682
love all the changes :D
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 10, 2013 01:14 PM
Msg. 53 of 682
Well i got more updates, i'm not done with the structure either, i will add more details and modify things Entrance "Interior" View from behind 
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 10, 2013 02:03 PM
Msg. 54 of 682
reminds me of Narrows :3
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Mar 10, 2013 02:05 PM
Msg. 55 of 682
i like it, its a big improvement from any of your other maps. and it does remind me of narrows as well
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 10, 2013 02:10 PM
Msg. 56 of 682
can I get a forward assurance that you will put emphasis on the natural aspects of the map, so that they look more organic?
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 10, 2013 02:17 PM
Msg. 57 of 682
Quote: --- Original message by: SilentJacket can I get a forward assurance that you will put emphasis on the natural aspects of the map, so that they look more organic? didn't "core" and "imposing" look organic? haha
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 10, 2013 02:27 PM
Msg. 58 of 682
integration was ok, but more plants would be nice
and it would still be nice if you reworked the BSP around the central pit in "core" :P
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 10, 2013 02:44 PM
Msg. 59 of 682
Quote: --- Original message by: SilentJacket integration was ok, but more plants would be nice
and it would still be nice if you reworked the BSP around the central pit in "core" :P i added a decent amount of plants in those maps (at least more than in bungie maps) the problem is that if i add more plants the game can be laggy for some people, the trees i used in those maps have thousands of polies :s that's why they look good (the trees) and yeah, core needed more polishing on the model but i had that idea of keeping the poly count low and well... i'm not applying that for this map haha
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 10, 2013 02:48 PM
Msg. 60 of 682
Will the terrain be optimized?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Mar 10, 2013 02:55 PM
Msg. 61 of 682
Yea, he said he is going to optimize after he finishes modeling everything, which I hope is true D:
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Mar 10, 2013 08:30 PM
Msg. 62 of 682
im really liking what i see here so far, continue the great work
Also, for the back of the base, maybe try to add an upward area near the back that comes up as a sniper roost? it'd probably be somewhat difficult to make but i dont think that it'd be impossible. Also maybe warthog placement outside the base would be a good idea, if not mongooses
And for naturals, you could always use Broke's Trees, mushrooms and bushes from Project Reviere
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 10, 2013 09:56 PM
Msg. 63 of 682
how many banshees should i place for each team: one or two?
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 10, 2013 10:06 PM
Msg. 64 of 682
one
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Mar 10, 2013 11:35 PM
Msg. 65 of 682
2000 per team ☺,but really in all seriousness I would say 1. Edited by Spark on Mar 10, 2013 at 11:38 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 11, 2013 09:21 AM
Msg. 66 of 682
Sorry already pm'ed him before but no answer. He pm'ed me back though just now.
Question. How long did it take you to model this BSP?
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ChBgt909
Joined: Sep 10, 2011
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Posted: Mar 11, 2013 03:35 PM
Msg. 67 of 682
Quote: --- Original message by: ASCENDANTJUSTICE Sorry already pm'ed him before but no answer. He pm'ed me back though just now.
Question. How long did it take you to model this BSP? well, like 5 days, 1.5 to 2 hours each day
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SlenderMan
Joined: May 3, 2012
01000100 01000101 01000001 01010100 01001000
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Posted: Mar 11, 2013 10:05 PM
Msg. 68 of 682
i like how the blue base looks like, it's gonna be great!
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Mar 11, 2013 10:18 PM
Msg. 69 of 682
Well guys i got more updates:
That area inside the circle will have glass and grate so you can't access there, i just added it to add more details to the structure
Small changes to the rest of the structure (note that i will keep the detail level low, and by that i mean the amount of stuff the structure will have)(i might change my mind tho ;D)
I don't know if you can note the difference but i optimized the terrain a little bit, however, i won't remove a lot of faces, because, unlike the cliff walls, i DO want to keep the ground as smooth as possible, besides, i still have to add like 5 - 6 structures scattered around the map so yeah
This is how the structure would look like once attached to the ground... do you like it?
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Mar 11, 2013 10:20 PM
Msg. 70 of 682
Don't put the turrets in such an open position also, I'd have two ghosts per base, one one either side of the ramp thing, facing out.
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