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Author Topic: [WIP] ChBgt909 Unnamed map 01 (682 messages, Page 3 of 20)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 11, 2013 10:24 PM    Msg. 71 of 682       
nice work, it looks awesome so far. the terrain geometry looks no different to me, but only took a quick glimpse at it.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 11, 2013 10:27 PM    Msg. 72 of 682       
Quote: --- Original message by: SilentJacket
http://i1266.photobucket.com/albums/jj526/ChBgt909/WIP%20ChBgt909%20unnamed%20map%2001/52.jpg

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.


hmm yeah, i don't think i will add the turrets, imo they are useless (unless they are human ones)
and yeah i was planning to add:

2 ghosts for each team
2 classic warthogs each team
1 gauss warthog each team
1 banshee each team


~optional~
brute chopper?
human turret?
scorpion?
spectre (no boost)?
wraith (either classic or AA)?


Do you like this idea?
Edited by ChBgt909 on Mar 11, 2013 at 10:28 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 11, 2013 10:37 PM    Msg. 73 of 682       
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: SilentJacket
http://i1266.photobucket.com/albums/jj526/ChBgt909/WIP%20ChBgt909%20unnamed%20map%2001/52.jpg

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.


hmm yeah, i don't think i will add the turrets, imo they are useless (unless they are human ones)
and yeah i was planning to add:

2 ghosts for each team
2 classic warthogs each team
1 gauss warthog each team
1 banshee each team


~optional~
brute chopper?
human turret?
scorpion?
spectre (no boost)?
wraith (either classic or AA)?


Do you like this idea?
Edited by ChBgt909 on Mar 11, 2013 at 10:28 PM


oh, I thought the thing in front was a turret

(suggested)
per team:
2 ghosts
1 gauss hog
2 choppers (replace chain hog)
1 wraith (classic)/spectre (w/boost)


neutral:
2 banshees

as cool as it would be to include every vehicle one can squeeze in, it would be better if the number of vehicles on the map was limited

even then, I would limit it to no more than 6 vehicles/team, with no more than 2 "power vehicles"


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 11, 2013 11:27 PM    Msg. 74 of 682       
edit


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 11, 2013 11:41 PM    Msg. 75 of 682       


ohh cool nice editing haha, that's a great idea i'm gonna do that thanks :D


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 11, 2013 11:49 PM    Msg. 76 of 682       
Thanks. The back of the two pieces are not a bad corner, they extend past the bottom part then go down, if you get what i mean.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 12:07 AM    Msg. 77 of 682       
Quote: --- Original message by: Maniac1000
Thanks. The back of the two pieces are not a bad corner, they extend past the bottom part then go down, if you get what i mean.


is this what you meant?



XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 12, 2013 12:22 AM    Msg. 78 of 682       
That looks great, but I also think you should add the other thing that maniac edited in, plus mirror it on the other side :)



It'd make a great place to hide behind, possibly good for weapon placements or other things.
Edited by XlzQwerty1 on Mar 12, 2013 at 12:22 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 12:27 AM    Msg. 79 of 682       
Quote: --- Original message by: XlzQwerty1

That looks great, but I also think you should add the other thing that maniac edited in, plus mirror it on the other side :)

http://i.imgur.com/PQYU2Ul.jpg

It'd make a great place to hide behind, possibly good for weapon placements or other things.
Edited by XlzQwerty1 on Mar 12, 2013 at 12:22 AM


i will don't you worry lol, it's gonna take me a while because of the angle of the ramps (no 0, 90, 180, 270 of angle for me = more time to get it right lol)


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 12, 2013 12:33 AM    Msg. 80 of 682       
i was thinking more like this.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 12, 2013 12:35 AM    Msg. 81 of 682       
make the sides of the warthog pit slope up, so that people who fall in don't get stuck (esp since you put it in a high traffic area)

actually, why did you put a pit in a high traffic area?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 12:52 AM    Msg. 82 of 682       
Quote: --- Original message by: SilentJacket
make the sides of the warthog pit slope up, so that people who fall in don't get stuck (esp since you put it in a high traffic area)

actually, why did you put a pit in a high traffic area?


that's why people should read the whole post... read the post 74, the text above the first picture and you will see that it says that im going to cover that area with glass and metal grate haha dont worry :p
Edited by ChBgt909 on Mar 12, 2013 at 12:54 AM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 12, 2013 01:02 AM    Msg. 83 of 682       
hur derp

that's what I get for just looking at pictures :P


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 01:17 AM    Msg. 84 of 682       
Quote: --- Original message by: Maniac1000
i was thinking more like this.
http://i159.photobucket.com/albums/t151/Maniac1000/edit2_zps4773de42.jpg



ohh i get it, well that looks better i will change it

once again, nice editing haha when i saw the pic in my cellphone you actually fooled me lol


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 12, 2013 01:38 AM    Msg. 85 of 682       
wow, just keep adding details to the structure, make it look as good as possible :D


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 01:39 AM    Msg. 86 of 682       
got it! haha



SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 12, 2013 01:45 AM    Msg. 87 of 682       
unless you have light tethers coming from the tips, you should probably lower those to about 2/3 size, they just look really out there for no reason
Edited by SilentJacket on Mar 12, 2013 at 01:46 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 12, 2013 01:57 AM    Msg. 88 of 682       
i think they look nice like that, light tethers might be good too ( i am not a fan of them)
can we get a screen of a little farther back? the big picture :)
Edited by Maniac1000 on Mar 12, 2013 at 01:57 AM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 02:18 AM    Msg. 89 of 682       
Well here it is :)

and i think this is it for now, i need to rest lol lol
keep posting suggestions or point out error or anything and i will check it later :)
have a good night/day whatever haha :P





Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 12, 2013 07:38 AM    Msg. 90 of 682       
Oh so it didn't take that long. Texturing will probably take alot longer.

Is this map going to be specified for only a few game types or are you going to try and make it
a universal game type map?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 12, 2013 09:09 AM    Msg. 91 of 682       
The bases looks a tad gigantic to me, reaching the banshee would take a while...
Otherwise it looks very nice


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 10:24 AM    Msg. 92 of 682       
Quote: --- Original message by: bourrin33
The bases looks a tad gigantic to me, reaching the banshee would take a while...
Otherwise it looks very nice


hmm i think you're right :/ ehh i will try to scale it down a little bit, if it doesn't
work out then i when get it back to it's normal size


SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 12, 2013 11:56 AM    Msg. 93 of 682       
i think it has a good size but hey, that's my opinion


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 12, 2013 03:09 PM    Msg. 94 of 682       
Good job on the bases. Impressive work sir.


altis94
Joined: Oct 5, 2012

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


Posted: Mar 12, 2013 03:52 PM    Msg. 95 of 682       
I would actually like to see wraith (not aa) in this map.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 08:09 PM    Msg. 96 of 682       
hey guys should i use the structure from my previous map "imposing" as the red base?
i can't think of anything good and i already have that model which actually (imo) looks good lol
whst do you think :D


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 12, 2013 08:17 PM    Msg. 97 of 682       
just mirror your existing structure with some modifications to match the terrain


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 08:20 PM    Msg. 98 of 682       
Quote: --- Original message by: SilentJacket
just mirror your existing structure with some modifications to match the terrain


but i want something different as red base


Quote: --- Original message by: ASCENDANTJUSTICE
Oh so it didn't take that long. Texturing will probably take alot longer.

Is this map going to be specified for only a few game types or are you going to try and make it
a universal game type map?


i always add all the game types to my maps, regardless of the size, shape, layout, etc. so yeah, it's going to feature all the game types :)
Edited by ChBgt909 on Mar 12, 2013 at 08:22 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Mar 12, 2013 08:31 PM    Msg. 99 of 682       
what about balance?


ChBgt909
Joined: Sep 10, 2011

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Posted: Mar 12, 2013 08:52 PM    Msg. 100 of 682       
Quote: --- Original message by: SilentJacket
what about balance?


There will be balance in this map, i just think that the structure i just made was designed to be there, right where i just put it, it won't fit in both visual and proportions on the red team area, the structure from "imposing" not only looks good, but it was designed to be merged to a cliff wall, and it has a pretty good balance: 2 corridors leading to the flag base, elevated area, cover, ramp in the middle where you can snipe opponents, and even good spots to place turrets.

That structure is ideal and it won't break the balance for either team, do you know which base i'm talking about? haha
this one






Edited by ChBgt909 on Mar 12, 2013 at 09:00 PM


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 12, 2013 09:00 PM    Msg. 101 of 682       
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: SilentJacket
what about balance?


There will be balance in this map, i just think that the structure i just made was designed to be there, right where i just put it, it won't fit in both visual and proportions on the red team area, the structure from "imposing" not only looks good, but it was designed to be merged to a cliff wall, and it has a pretty good balance: 2 corridors leading to the flag base, elevated area, cover, ramp in the middle where you can snipe opponents, and even good spots to place turrets.

That structure is ideal and it won't break the balance for either team, do you know which base i'm talking about? haha
this one


http://i40.tinypic.com/ehyxzd.jpg
http://i40.tinypic.com/2dhzbeb.jpg
http://i42.tinypic.com/5jz701.jpg
Edited by ChBgt909 on Mar 12, 2013 at 08:57 PM


The bases in Imposing were unbalanced imo... at least I felt that when I played with some friends.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 09:02 PM    Msg. 102 of 682       
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: ChBgt909

Quote: --- Original message by: SilentJacket
what about balance?


There will be balance in this map, i just think that the structure i just made was designed to be there, right where i just put it, it won't fit in both visual and proportions on the red team area, the structure from "imposing" not only looks good, but it was designed to be merged to a cliff wall, and it has a pretty good balance: 2 corridors leading to the flag base, elevated area, cover, ramp in the middle where you can snipe opponents, and even good spots to place turrets.

That structure is ideal and it won't break the balance for either team, do you know which base i'm talking about? haha
this one


http://i40.tinypic.com/ehyxzd.jpg
http://i40.tinypic.com/2dhzbeb.jpg
http://i42.tinypic.com/5jz701.jpg
Edited by ChBgt909 on Mar 12, 2013 at 08:57 PM


The bases in Imposing were unbalanced imo... at least I felt that when I played with some friends.


unbalanced to each other yes, that's a mistake i made back then, but that base from the pics with the one i have right now would be balanced, don't you think?


Danger_zone_98
Joined: Nov 26, 2012


Posted: Mar 12, 2013 09:14 PM    Msg. 103 of 682       
Quote: --- Original message by: ChBgt909
unbalanced to each other yes, that's a mistake i made back then

Good to know you think that.
Quote: --- Original message by: ChBgt909
but that base from the pics with the one i have right now would be balanced, don't you think?

So I hope you're right :). Those bases in Imposing were the principal problem imo.

What I'm not really liking is the size of the map, I'd like it to be a bit more small... But anyways that's just my personal preference :/ (I hate Extincion, Coldsnap, etc... So damn big and boring!)
Edited by Danger_zone_98 on Mar 12, 2013 at 09:21 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 12, 2013 09:56 PM    Msg. 104 of 682       
Actually i pretend to make a new base now, i won't use the one from Imposing

Reason: Base is too big lol...





SlenderMan
Joined: May 3, 2012

01000100 01000101 01000001 01010100 01001000


Posted: Mar 13, 2013 05:59 PM    Msg. 105 of 682       
why don't you try using an structure simila to the bases of sidewinder? but obviously, with mire details and h3 like angles and designs, a reduced space like that is almost forcing you to make a two stories tall building

 
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