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Author Topic: [WIP] Halo 3 The Pit (401 messages, Page 5 of 12)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 25, 2013 04:14 PM    Msg. 141 of 401       
Quote: --- Original message by: Joker
Quote: --- Original message by: Jesse
Since I added the fences, I noticed some collision gaps right in front of them. Want to take a look?



I wish you can come up something creative not just copying and ripping.

You've done foundry now.... Now you're working on the Pit?


What next Construct from multiplayer?

I would have been so much interesting if you did you're own thing.


Actually, our learning capacity is often at our greatest after we have observed or copied.

I see nothing wrong with trying to recreate maps from other OS systems. Keep up the good work jesse! Btw once you get to the sapien phase, could you keep both teams spawning points a little more sporadic?

The only problem I found with H3Foundry was bumping into a tango after a second, a little tiresome after a while. Otherwise great work!

- Happy fan


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 25, 2013 04:33 PM    Msg. 142 of 401       
Quote: --- Original message by: Joker
Quote: --- Original message by: Jesse
Since I added the fences, I noticed some collision gaps right in front of them. Want to take a look?



I wish you can come up something creative not just copying and ripping.

You've done foundry now.... Now you're working on the Pit?


What next Construct from multiplayer?

I would have been so much interesting if you did you're own thing.


Everybody needs to learn their skills and limits. If you have no accurate gauge of either, you will never succeed. As AscendantJustice said, copying usually shows your capacity to learn.

Also note that Jesse isn't ripping anything here, the entire BSP is being modeled by hand and the HUD he made custom back from Foundry. The only real rips here are probably the weapons and some of the textures.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Nov 25, 2013 06:14 PM    Msg. 143 of 401       
And the objects that will be populating the map are ripped.
Edited by 1bobsam1 on Nov 25, 2013 at 06:15 PM


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 25, 2013 08:45 PM    Msg. 144 of 401       
plasma pistol needs to have more purple in it and the grip needs to look more rubber


A Juicy Frank
Joined: Oct 28, 2013


Posted: Nov 25, 2013 10:10 PM    Msg. 145 of 401       
Quote: --- Original message by: ASCENDANTJUSTICE

The only problem I found with H3Foundry was bumping into a tango after a second, a little tiresome after a while.


Personally, I find the speedy confrontations necessary for H1 multiplayer. Important factors like the sheer amount of lag/leading in a typical game, how many players are even there, and to a lesser extent the inaccurate weapon stats/poor balance and the ineffectiveness of melee all contribute to how Halo 1's multiplayer can be played. Keep in mind, no matter how similar a map is to another game, it will always be played as Halo 1.

Don't get me wrong, never will there be a case in any game where spawning with an enemy aiming at you is a good thing, but considering all the limitations of Halo, whatever can be done to get people into the fight faster I feel is needed. No one wants to trek into the field just to get immediately killed by a nade or power weapon, or loose in lengthy lag-fueled firefight.


All I can provide as an example is a relatively recently recorded game on Foundary of 5~6 players. It never took too long to get back into the fight when I did happen to go down:
http://youtu.be/087dv5ll5I4


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 26, 2013 03:40 AM    Msg. 146 of 401       
That gameplay was beautiful :o


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 26, 2013 09:42 AM    Msg. 147 of 401       
Quote: --- Original message by: A Juicy Frank
Quote: --- Original message by: ASCENDANTJUSTICE

The only problem I found with H3Foundry was bumping into a tango after a second, a little tiresome after a while.


Personally, I find the speedy confrontations necessary for H1 multiplayer. Important factors like the sheer amount of lag/leading in a typical game, how many players are even there, and to a lesser extent the inaccurate weapon stats/poor balance and the ineffectiveness of melee all contribute to how Halo 1's multiplayer can be played. Keep in mind, no matter how similar a map is to another game, it will always be played as Halo 1.


Leading isn't as much of an issue as it used to be. Most servers run SAPP no-lead, which makes the game feel more like H1 Xbox LAN, aka higher fidelity towards the way the game was designed to be played.

I must agree though that speedy confrontations are key to Halo's gameplay. The trick is to always find an enemy player within a few seconds BUT not to see them spawn (with proper spawn point placement, the engine is designed not to let enemy players see other players spawning - that is, unless a well-coordinated team spawn-traps the opposing team). Check out different spawn-point configurations used in competitive/MLG forge variants from H3 to get an idea, then test test test.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 26, 2013 02:09 PM    Msg. 148 of 401       
I'll model all of the objects I can, but I'll used extracted textures. There isn't much scenery in The Pit anyway. Some obvious examples of what I WON'T be modeling are the pelican and warthog outside the main level. That's apparently what spelled doom for Penguin...


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Nov 26, 2013 02:10 PM    Msg. 149 of 401       
what are you planning on for the grav lifts?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 26, 2013 04:09 PM    Msg. 150 of 401       
I'll probably go with Kirby's method, or I could just use a simple ladder :v

Or even a teleporter, I don't really see why not :o
Edited by Jesse on Nov 26, 2013 at 04:10 PM


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Nov 26, 2013 10:19 PM    Msg. 151 of 401       
I logged onto Xfire today and received this map file....















No SMG?
Half map
UV errors
NO PELICAN
only found a sniper rifle

such tragedy
nothanks
much disappoint
not amaze
Edited by Invader Veex on Nov 26, 2013 at 10:19 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Nov 26, 2013 10:58 PM    Msg. 152 of 401       
strected textures
horrible shaders
not even custom. its a rip from halo 3

worse map ever


A Juicy Frank
Joined: Oct 28, 2013


Posted: Nov 26, 2013 11:05 PM    Msg. 153 of 401       
Gentlemen, please. Be patient and give Jesse some time. I'm sure he'll add the SMG soon.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Nov 26, 2013 11:13 PM    Msg. 154 of 401       

8/3 Doges
such play
much graphics
such variety
too pro
such future
wow


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Nov 26, 2013 11:15 PM    Msg. 155 of 401       
plz use open sauce so it can be hd


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 27, 2013 02:23 AM    Msg. 156 of 401       
Learning Pythagoras?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 27, 2013 04:01 AM    Msg. 157 of 401       
I typically break things before I fix them.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Nov 27, 2013 05:42 AM    Msg. 158 of 401       
Looking good jesse. It's been great to see how much your skills have been improving since the development of foundry.

Ever check out Halo 4's Pitfall? (No hate please).



This would be awesome as hell to see in CE, but would obviously 100% require open sauce.
Edited by Ki11erFTW on Nov 27, 2013 at 05:42 AM


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Nov 27, 2013 07:32 AM    Msg. 159 of 401       
Quote: --- Original message by: Ki11erFTW

Looking good jesse. It's been great to see how much your skills have been improving since the development of foundry.

Ever check out Halo 4's Pitfall? (No hate please).

http://teambeyond.net/wp-content/uploads/2013/07/1373141169-halo-4-champions-bundle-pitfall-establishing-screenshot-sightlines1.jpg

This would be awesome as hell to see in CE, but would obviously 100% require open sauce.
Edited by Ki11erFTW on Nov 27, 2013 at 05:42 AM


Oh Pitfall.... they broke you in Halo 4.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 27, 2013 12:18 PM    Msg. 160 of 401       
Quote: --- Original message by: TheChunkierBean
Oh balanced gameplay.... they broke you in Halo 4.

ftfy (and yes i do hate h4, but i have reasons)

jesse, i'd love to see this as an OS .map with quality textures and LODs, foundry's LODs needed love and attention, i hope you'll be able to make this one even better.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 27, 2013 04:46 PM    Msg. 161 of 401       
lol


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 27, 2013 06:46 PM    Msg. 162 of 401       
nice gameplay but getting real tired of people who cant shoot and just spray and punch


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 27, 2013 07:12 PM    Msg. 163 of 401       
Quote: --- Original message by: Renderpity
Quote: --- Original message by: greg079
i'd love to see this as an OS .map with quality textures and LODs, foundry's LODs needed love and attention, i hope you'll be able to make this one even better.

Quality textures? The textures used in Foundry were right out of Halo 3 and downsized only enough to fit them into the tagspace constraints. The super high models were also right out of Halo 3.

LODs? Textures automatically generate mipmaps based on how far away you are from them. Non-BSP models only drop LODs if they only take up so many pixals on the screen, which rarely happens these days because everybody uses super uber hyper awesome amazing retardedly high resolutions. Plus, Jesse DID spend time making LODs for everything, but as I said, you'll rarely see them depending on how high your resolution is.

Based on the evidence presented, I'd say you have no idea what Halo's LOD/quality capabilities are and you should stop talking.

look man, i'm not trying to argue with anybody. i don't know why your coming across so defensive, if u want i can rephrase what i said.

i'd very much like to see this project done up as a .map with support for OS enhancements, and also include some excellent quality h3 textures compressed in a way that doesn't kill the detail or add any sound. i'd also like to see better LODs, because the ones in foundry didn't look very good to me.

now that that's out of the way, i never mentioned mipmaps so there's no need to point those out, i thought the ones in foundry looked fine. lastly to say i don't know what i'm talking about is kinda rude, i'm trying to give constructive feedback, in a way that people understand. i don't quite get why that's such a big deal.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 28, 2013 03:44 AM    Msg. 164 of 401       
Actually, I spent a considerable amount of time working on the LODs, and each model that had them (nearly all of them) were perfectly tuned so that they wouldn't change at a distance where you would notice, and this was done to stop objects from 'popping' when using LODs.


Here are my examples of the LODs from when I began creating them:









These are just a few of course.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 28, 2013 03:45 AM    Msg. 165 of 401       
Of course.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 28, 2013 04:03 AM    Msg. 166 of 401       
Don't forget that it's all based on your screen resolution. If you run the game at 1920 x 1080p, you won't see the LODs pop in unless you are completely across the map. If you change it to 600 x 400, you only need to be a few yards away for them to show up.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 28, 2013 11:00 AM    Msg. 167 of 401       
Quote: --- Original message by: Jesse
Don't forget that it's all based on your screen resolution. If you run the game at 1920 x 1080p, you won't see the LODs pop in unless you are completely across the map. If you change it to 600 x 400, you only need to be a few yards away for them to show up.

yeah i know, i guess my post processing (non OS) made them appear differently for me. i'll take it back then since i guess it just didn't look the same in my game.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Nov 28, 2013 02:52 PM    Msg. 168 of 401       
Quote: --- Original message by: Jesse
Don't forget that it's all based on your screen resolution. If you run the game at 1920 x 1080p, you won't see the LODs pop in unless you are completely across the map. If you change it to 600 x 400, you only need to be a few yards away for them to show up.


Wow, didn't know that. Is it solely the resolution that is the determining factor, or more so the aspect ratio? Like will 16:9 pop at the same distance while 4:3 does so at different distances?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 28, 2013 03:51 PM    Msg. 169 of 401       
Quote: --- Original message by: A Juicy Frank
Quote: --- Original message by: Jesse
Don't forget that it's all based on your screen resolution. If you run the game at 1920 x 1080p, you won't see the LODs pop in unless you are completely across the map. If you change it to 600 x 400, you only need to be a few yards away for them to show up.


Wow, didn't know that. Is it solely the resolution that is the determining factor, or more so the aspect ratio? Like will 16:9 pop at the same distance while 4:3 does so at different distances?


According to Guerilla, it's based on how many pixels the object is taking up on the screen.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 30, 2013 06:43 AM    Msg. 170 of 401       
*Bump*


Couldn't stop gushing over Jesse's work.

And to keep this comment moderately on the same page as this thread, here are a few foundry game plays of my own. And a [HUN] {SS} one too!

https://www.youtube.com/watch?v=2ZaczaYRqC8 - Foundry

https://www.youtube.com/watch?v=0HqkP0uEiQg - Foundry

https://www.youtube.com/watch?v=R7iYXJdDl8Y - Foundry

https://www.youtube.com/watch?v=Z-7K3lgQaM8 - [HUN] {SS}
_____________________________________________________________________________

I am not in any way taking a dig at Jesse or any other BSP maker.

(Far be it from me to judge, others who are more capable than 100 of me put together)

But the greatest maps are often the precursor of people who take a part in testing a WIP MP map, avidly and give detail pro's and con's of the match.

And secondly it makes a great deal of good if the map maker actually played halo custom edition from time to time. It really would give you a better approach as to tackle the balance between:

A beautiful map - And a game play friendly map.



To sum up guys, making your map as sexy as possible doesn't really help you gain popularity unless you actually partake in what Gamer's like and need.

I.E: Play some Halo Custom Edition!


- 1 more thing. (Jeez I have type writing diarrhea) I am not exactly sure how to make the grade for a WIP Mp map tester, but if you need a tester Jesse I'd be happy to help!

> I am more trustworthy than Obama

> Your map will not appear on wikileaks

> I really would like to become more involved in projects like these, in any way that I can.


- Avid fan.



46.249.47.12:2535


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 30, 2013 10:03 AM    Msg. 171 of 401       
Quote: --- Original message by: ASCENDANTJUSTICE

To sum up guys, making your map as sexy as possible doesn't really help you gain popularity unless you actually partake in what Gamer's like and need.



I don't like this statement. Yes, popularity is not exactly in cohesion with the beauty with the map/game, etc... But if people went by those rules we probably would have never got some very interesting and exciting maps in this game, let alone, a lot of other indie games that take artistic freedom. A lot of times its not about what the "gamers" want, its about what the developer wants to create and show through a game.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 30, 2013 10:36 AM    Msg. 172 of 401       
i love that "more trustworthy than obama" part, literally almost everyone is more trustworthy than our president. i mean come on, a democrat who says he'll lower taxes, obvious lies even before he was in office. (also i thought jesse was mexican so he may not understand the reference)


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 30, 2013 11:46 AM    Msg. 173 of 401       
Quote: --- Original message by: greg079
i love that "more trustworthy than obama" part, literally almost everyone is more trustworthy than our president. i mean come on, a democrat who says he'll lower taxes, obvious lies even before he was in office. (also i thought jesse was mexican so he may not understand the reference)

Can Mexicans not also be Americans?


Horeb
Joined: Nov 27, 2013

bananakid


Posted: Nov 30, 2013 12:21 PM    Msg. 174 of 401       
Obama this likes this


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 30, 2013 04:02 PM    Msg. 175 of 401       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: greg079
i love that "more trustworthy than obama" part, literally almost everyone is more trustworthy than our president. i mean come on, a democrat who says he'll lower taxes, obvious lies even before he was in office. (also i thought jesse was mexican so he may not understand the reference)

Can Mexicans not also be Americans?

i never meant to imply that, i was merely saying he MAY not understand the reference if he doesn't keep up with american politics. many americans don't even keep up with american politics.

 
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