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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP] ChBgt909 Unnamed map 01

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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 2 of 20)
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


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.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


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.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 8, 2013 02:13 PM    Msg. 40 of 682       
Quote: --- Original message by: ChBgt909
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


The empty cliff area to the left similar to the one in h2 coagulation.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


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


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Mar 8, 2013 09:12 PM    Msg. 43 of 682       
:O
looking great man, keep it up


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 9, 2013 10:35 AM    Msg. 44 of 682       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: ChBgt909
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


I just click on quote for both messages on different tabs, and copy and paste both in 1 post.


ohh... i fell dumb right now lol thanks xD

Well, since i didn't have anything to do this Friday i kept working on my map:


More polishing to the cliff walls and terrain in general









I'm starting to make the blue base, i really hope you like it, and feel free to post suggestions on how to improve it






This area will have something else, perhaps some kind design that goes up and has the classic angular design... but i can't think of anything :c



altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 9, 2013 11:33 AM    Msg. 45 of 682       
http://i1266.photobucket.com/albums/jj526/ChBgt909/WIP%20ChBgt909%20unnamed%20map%2001/45.jpg
I think there should be a long bridge or a base for banshees.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 9, 2013 11:43 AM    Msg. 46 of 682       
Quote: --- Original message by: altis94
http://i1266.photobucket.com/albums/jj526/ChBgt909/WIP%20ChBgt909%20unnamed%20map%2001/45.jpg
I think there should be a long bridge or a base for banshees.


hmm that's a good idea, let's hear other people's suggestions and/or opinions about your idea to have my decision, thanks!


Higuy
Joined: Mar 6, 2007

@lucasgovatos


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.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


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


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 10, 2013 10:50 AM    Msg. 50 of 682       

Edited by Super Flanker on Apr 10, 2016 at 02:31 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 10, 2013 01:13 PM    Msg. 52 of 682       
love all the changes :D


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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




SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 10, 2013 02:03 PM    Msg. 54 of 682       
reminds me of Narrows :3


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


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


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


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?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


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


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 10, 2013 02:48 PM    Msg. 60 of 682       
Will the terrain be optimized?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


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:


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


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


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 10, 2013 09:56 PM    Msg. 63 of 682       
how many banshees should i place for each team: one or two?


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 10, 2013 10:06 PM    Msg. 64 of 682       
one


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


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


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


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?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 11, 2013 10:05 PM    Msg. 68 of 682       
i like how the blue base looks like, it's gonna be great!


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


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?





SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


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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