
Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 5, 2013 04:25 AM
Msg. 1 of 50
Eternal will be a unique MP map different from anything anyone has made. A beta will be avaible July 20th, 2013. This is all I have done so far. Nothing to show!?! That is correct. My goal in this project is to not only apply everything I know, but to attempt an actual planned project. I have been struggling with being able to do a project in any engine / game design / enviroment period. So, i'm going to use HEK since I have the most experience with it. I will follow a working guideline that I acquired & learned from WoLD (World of Level Design) http://worldofleveldesign.com/ I hope you will enjoy this project, and I hope alot of you can take from this project to help you become better mappers. Quote: Technical Map DocumentWeaponset: Zteam Halo Reach. Vehicles: Bourrin's warthog set, cheddars halo 3 scorpion, Halo 3 ghost, halo reach banshee, unarmed falcon, Map layout: BLUE BASE: Will have a structure mounted to the side of the canyon. It will have wall segments protecting it (but enough to allow the red base to infltrate). This base will also have access to a single falcon with no cannon. There will be two - four entrances for the opposing team to enter. It will contain two warthogs, two ghosts and one tank. BLUE CANYON: A small forest with rocks & other scenic pieces. RED BASE: Will have an isolated structure within the canyon, with two entrances. There will be a set of tunnels inside the wall behind it with two more entrances, leading to another part of the base. This base will have access to two banshees for an assualt on the blue base. It will contain two warthogs and two ghosts. RED CANYON: A small forest with rocks & other scenic pieces. CUSTOM ASSETS NEEDED: Two custom bases, custom terrain, custom sky, custom bridge & tunnels & other focal structures. Extra notes: N/A =-=-=--==--=-=-=-=-=-=-==--=-=-=--=-=-=--=-=- -GUIDELINES- -MultiplayerGame Type: CTF, Team Slayer, Slayer for the beta, all gametypes on final release. What game is it for? Halo Custom Edition. Story: Just when you thought this tri-circular piece of land could hold the secrets for universal peace... Hell will break loose. Objective of the map: To either eliminate the other player, or capture the other teams flag. To keep balance and fairness for both teams. How will this level play out?There are 3 "corners" of this map, each utilizing different pieces at these corners, and 3 different methods these corners are connected: A bridge, tunnel, and plateauic cliff edge. It will utilize Z-axis areas in both its base & in the three different connection methods. It will be dense enough for someone to take cover and cross it on foot safely, or with a team. How would you want the player to play through your map? What experiences do I want to give them?I want to give the players a futuristic, sci-fi, classic halo feel. I want them to be able to experience nice-looking models, interesting places, and my style of modeling / level design. Map Size?Medium to large. It will be able to have tank combat, but it will be recommended 8 - 12 people. (16 will work too.) Who is my audience?Everyone, mostly who like to play CE and not really create content for it. I'm not trying to impress the big pros, but just make something where I can apply my knowledge in places I notice. How will I make this map memorable?Atmosphereics, and the layout of this map. This is nothing I have ever seen that has been attempted. Basic sketches / locations sketched?Yep: Modeling Template: Map Layout: Note: The focal points has changed in the original layout, however, the base placement and other map components are still there.
How will this map be original? How will the map achieve this? The map will achieve this by the unique layout and the custom structures that I will create for it. It will also be original since it will feature ODST-type combat rather than spartans.
Time? Setting? Either during the day, or utilize Opensauce & its night optics successfully.
Atmosphere: Clear, Halo combat.
How will the player be directed? Each connection will be given unique pieces that make it hard to not-explore: The plateau will have a dense forest with a crash site; the bridge will be detailed to the extent that the player will want to cross it and see what you can do with it / where you can snipe, shoot, etc. The tunnels will have a pipe system similar to "rats nest" from Halo 3, and the tunnel will be damaged to an extent where it will create unique places for the player to hide / explore. It will have a standard sound enviroment, etc.
Concentration: (Gameplay, design, fun, etc.) I will focus on making it fair & balanced, focus on the environment being fun for everyone to explore, and make it visually appealing.
Trademark of your level? Design, structures, focal points.
DAY 1:Inital planning. Nothing was really created. :P DAY 2:Started off with this terrain, but it failed: DAY 3:Redesigned the terrain & got much better results. The terrain now looks much better & the bridge has been completed. Wrap up of what everything looks like on Day 3: DAY 4:New structure: the tunnels Day 5:New base: All the structures are nearly complete; all thats left is some platforms and attachment. DOWNLOAD THE PUBLIC BETA HERE: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=43501 Edited by Nickster5000 on Jul 8, 2013 at 12:27 AMEdited by Nickster5000 on Jul 8, 2013 at 12:28 AMEdited by Nickster5000 on Jul 9, 2013 at 12:56 AMEdited by Nickster5000 on Jul 10, 2013 at 04:37 PMEdited by Nickster5000 on Jul 31, 2013 at 11:08 PM
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Stevedoggen
Joined: Jan 14, 2013
#Byf4Lyf
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Posted: Jul 5, 2013 12:11 PM
Msg. 2 of 50
Oh, you tease!
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Jul 5, 2013 12:42 PM
Msg. 3 of 50
sweet thanks man
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Goldy De Wise
Joined: Dec 24, 2011
GTA Halo PR guy
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Posted: Jul 5, 2013 02:13 PM
Msg. 4 of 50
Clever of you to withhold your plans. We'll see what this project brings.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 5, 2013 07:24 PM
Msg. 5 of 50
Day one is nearly complete according to plan. I have references, a floor plan, etc. I also have a backbone story to share with everyone to give you an insight into this:
Just when you thought this tri-circular piece of land could hold the secrets for universal peace... Hell will break loose.
I will begin modeling tomorrow, and I will share the full layout of it on Sunday (I plan to have about 60 - 70% of my modeling done.)
Keep checking back for updates! :)
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Goldy De Wise
Joined: Dec 24, 2011
GTA Halo PR guy
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Posted: Jul 7, 2013 02:14 AM
Msg. 6 of 50
Perhaps you have an update for us?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 7, 2013 02:17 AM
Msg. 7 of 50
I do! It is the end of day two, and my terrain is getting near complete. Yes, I can agree it can use work. It's still a work in progress, and i'm on a deadline. It will also look alot better once I add textures to it. Trying to go for a large cliff-valley theme to provide stunning focal details. There will be a few separate islands with extravagant structures. I will complete the terrain tomorrow and transition into the base construction / structures the map needs. I will have another update for you guys tomorrow, constructive criticism is welcome & prefered on the terrain piece you see above. I forgot to mention, I hate this style of modeling terrain. I'm more of a sculpting kind of guy :P Edited by Nickster5000 on Jul 7, 2013 at 02:18 AM
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Stevedoggen
Joined: Jan 14, 2013
#Byf4Lyf
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Posted: Jul 7, 2013 03:15 AM
Msg. 8 of 50
My constructive criticism is this - Don't let your deadline be detrimental to your work quality. If you need to delay to make the work better, do so. Nothing worse than rushing and making something you aren't happy with. People around here would appreciate that. =)
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 7, 2013 03:18 AM
Msg. 9 of 50
Hence my 4 years of procrastination on the jail type map :D
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Stevedoggen
Joined: Jan 14, 2013
#Byf4Lyf
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Posted: Jul 7, 2013 03:20 AM
Msg. 10 of 50
Quote: --- Original message by: OrangeJuice Hence my 4 years of procrastination on the jail type map :D 
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jul 7, 2013 07:40 AM
Msg. 11 of 50
Quote: --- Original message by: Nickster5000I do! It is the end of day two, and my terrain is getting near complete. https://dl.dropboxusercontent.com/u/24229476/terrain.jpg Yes, I can agree it can use work. It's still a work in progress, and i'm on a deadline. It will also look alot better once I add textures to it. Trying to go for a large cliff-valley theme to provide stunning focal details. There will be a few separate islands with extravagant structures. I will complete the terrain tomorrow and transition into the base construction / structures the map needs. I will have another update for you guys tomorrow, constructive criticism is welcome & prefered on the terrain piece you see above. I forgot to mention, I hate this style of modeling terrain. I'm more of a sculpting kind of guy :P Edited by Nickster5000 on Jul 7, 2013 at 02:18 AM If I could only rhyme like an oompa loompa or what every the firetruck they are. Beware of the halo ce poly limity and the lagginess on multiplayer for a map that contains a large amount of polys. I was just looking at it and I hope that's not subdivided.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 7, 2013 07:59 AM
Msg. 12 of 50
Quote: --- Original message by: Nickster5000I do! It is the end of day two, and my terrain is getting near complete. https://dl.dropboxusercontent.com/u/24229476/terrain.jpg Yes, I can agree it can use work. It's still a work in progress, and i'm on a deadline. It will also look alot better once I add textures to it. Trying to go for a large cliff-valley theme to provide stunning focal details. There will be a few separate islands with extravagant structures. I will complete the terrain tomorrow and transition into the base construction / structures the map needs. I will have another update for you guys tomorrow, constructive criticism is welcome & prefered on the terrain piece you see above. I forgot to mention, I hate this style of modeling terrain. I'm more of a sculpting kind of guy :P Edited by Nickster5000 on Jul 7, 2013 at 02:18 AM Not going to try to be mean here but the terrain looks pretty bad. Use references when modeling cliff rocks and other shapes, it all looks very unnatural and unncessairly high poly. It's CE, it dosen't need to be crazy highpoly, even new games built in Cryengine and UDK don't go that crazy in the final models. It's too smooth rather then showing jagged boulders built up ontop of each other or slated cliff walls. Heres a couple examples: In this real life picture, you can see how the rocks are jagged vertically, and you can also see how they've built up together in "slates". This is another good example, being a sculpt. But you can make it doing a low poly using the same basic technique of jagged edges that are not smooth and rocks that are built up together. Rather than rushing into a new map, you should always take your time and try to learn new concepts. In the end if you do so you'll be much happier with the results that you get if you had not of done so. Lastly I'd like to say that your map's gameplay looks very unexciting as its really only a 1 way back and fourth, with no other visible paths at the moment.. Spruce it up a bit and get some interesting level design in there! Edited by Higuy on Jul 7, 2013 at 08:01 AM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 7, 2013 07:05 PM
Msg. 13 of 50
Thank you for the criticism. I was going to move forward with what I have, but the criticism ate at my mind and bugged me to no avail. So I decided to remake it, except I sculpted it this time, and I believe these are better results: If you notice the holes, they specify where the bridge & tunnels will go. In a few days, I will post the entire breakdown of the map so everyone will understand how it will work. Once I add textures, it'll also make it look more clear & it'll add a better level of beauty to it. Edited by Nickster5000 on Jul 7, 2013 at 07:05 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 7, 2013 10:25 PM
Msg. 14 of 50
Work with smoothing off, and when you do finally add smoothing groups, make sure you separate it into the main 4 category's: cliffs, ground, cave, and structures. You can't tell if your cliffs look good like that with smoothing groups are on, because, well, everything's smooth. Same goes for the ground, you can really tell if its smooth or not with that off. It definitely looks alot better but can still use some work.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 8, 2013 12:15 AM
Msg. 15 of 50
Thank you Higuy! :) Today wraps up Day 3, and I have my entire map documentation to show you, and the first structure: The bridge. Bridge: What it currently looks like: Keep checking back for updates, I will update the main body of text for the full documentation & the updates.
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Goldy De Wise
Joined: Dec 24, 2011
GTA Halo PR guy
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Posted: Jul 8, 2013 12:25 AM
Msg. 16 of 50
Excellent. This looks to be shaping up nicely.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 8, 2013 07:16 AM
Msg. 17 of 50
I can't really say I'm a fan of the map layout, its fairly linear and boring. Add some interesting paths and other game play alternatives to the map to make it more varied.
The bridge looks cool but watch your forerunner angles. 90 degrees isn't really one.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Jul 8, 2013 10:57 AM
Msg. 18 of 50
The bridge looks fantastic but I have to agree, the map layout doesn't compliment it well. I haven't read through much of this thread, but did you draw/think out a full map design, or did you focus on assets such as buildings, bridges, etc? You might want to know where you would put them before you start modeling everything.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 8, 2013 11:30 AM
Msg. 19 of 50
I appreciate your criticism, however with the amount of time given, I have to make progress every single day. My entire schedule is booked out until the release of the beta, so I have everything planned out each day. So going back to the drawing board is not a possibility at the moment.
After i've given a solid beta out, I will take the users criticisms & suggestions to make the final build.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 8, 2013 02:39 PM
Msg. 20 of 50
The bridge looks nice and reminds me somehow of borderland's 1 DLC Knoxx armory.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 9, 2013 12:55 AM
Msg. 21 of 50
Thank ye Bourrin. Today wraps up day 4, and I have a new update: All current structures are in, and I will get to work on the bases / lookout ledges in the next coming days. After i'm finished with the modeling, I am going to debug and get it ingame before I start texturing (So I don't have to re-unwrap stuff over again).
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Jul 9, 2013 01:04 AM
Msg. 22 of 50
I wonder how this map will play like. Edited by ZOBI3KING on Jul 9, 2013 at 01:04 AM
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 10, 2013 04:36 PM
Msg. 23 of 50
Sorry guys, forgot to give you guys the update on Day 5: The base is complete, and now all I have to do is implement it into the level as well as other platforms for sniping or long range firing. After this is complete, I will debug the level & get it ingame so texturing is a breeze & it'll all go ingame smoothly.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 10, 2013 06:01 PM
Msg. 24 of 50
Loving the structure
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 10, 2013 06:52 PM
Msg. 25 of 50
Such planning!
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 11, 2013 12:56 AM
Msg. 26 of 50
So, all the modeling is pretty much done now. Except... I'm getting a horrible error which I don't know how to fix D: (Referring to the smoothing groups) Anyone know how to fix this? Thanks in advance! :D Edited by Nickster5000 on Jul 11, 2013 at 12:57 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 11, 2013 01:25 PM
Msg. 27 of 50
I don't think smoothing would be a problem ingame as long as shader doesn't have a cubemap.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Jul 11, 2013 02:42 PM
Msg. 28 of 50
Wow, you're just rolling out updates super quickly, but the stuff you show still looks great.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 11, 2013 04:21 PM
Msg. 29 of 50
Quote: --- Original message by: waffles Its just the shading and specularity. If you have a complex set of geometry with 1 smoothing group, that tends to happen. I believe higuy mentioned finding out what you want to be "grass" and "cliff walls", and seperating them by smoothing groups (grass=1 cliff=2), which would help shading quite a bit. This has already been done. But what's weird is that whenever I select it by smoothing group, and I remove the smoothing group, the smoothing is still there o.o
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klasher1000
Joined: Nov 1, 2012
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Posted: Jul 13, 2013 11:50 PM
Msg. 30 of 50
*Bump* Whatcha got Nick anything new?
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 13, 2013 11:52 PM
Msg. 31 of 50
I really can't move forward with this smoothing error, So I haven't done anything.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 14, 2013 12:06 AM
Msg. 32 of 50
Select by MatID instead. If you haven't set those up yet, you should. One of the early steps when creating geometry. Even if the texture's just gray, at least the area's already have the material applied.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 15, 2013 11:37 AM
Msg. 33 of 50
Quote: --- Original message by: Higuy Select by MatID instead. If you haven't set those up yet, you should. One of the early steps when creating geometry. Even if the texture's just gray, at least the area's already have the material applied. Already did this before I stopped working on it. I am going to see if I can find & figure out the error today. Also, for those who were watching the updates roll in, the release of the beta is going to be post poned a few days.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 15, 2013 07:35 PM
Msg. 34 of 50
I'd personally say to give the bsp a placeholder texture and see if you still have the same issue. Sometimes halo will see that you took the smoothing groups off, even if 3ds doesn't. If not, try using quadrify all to see if that changes anything
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 28, 2013 03:51 PM
Msg. 35 of 50
INGAME YA'LL.
Yeah, I finally got it ingame. I figured out how to get Max 8 working again and downgraded to it for CE use.
I will have updates for you guys later on, and I will be releasing a beta either Wednesday or thursday.
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