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

Author Topic: Contour map [WIP] (21 messages, Page 1 of 1)
Moderators: Dennis

samnwck
Joined: Sep 4, 2014


Posted: Sep 6, 2014 10:04 PM    Msg. 1 of 21       
So this was a map that I created the bsp about 7 years ago for a team. Though most of the texturing of the model was done by BobtheGreatII and tagging and getting it ingame was done by fleetadmiralbacon and BobtheGreatII I did do the actual modeling of the map. So I got in touch with BobtheGreatII and thankfully he still had the max files but no map. But either way good news. So I've decided to redo the project seeing as how my modeling skills were fairly poor but I do like the general flow of it. So here's the pics of the project.

These were when it was actually a playable map
http://i.imgur.com/3IRbqxk.jpg
http://i.imgur.com/kPl7pER.jpg
http://i.imgur.com/AEHYz2n.jpg

This is the max file as it stands
http://i.imgur.com/QYE5bH4.png
http://i.imgur.com/YuPhrTr.png
http://i.imgur.com/bJAGoB6.png
http://i.imgur.com/okbBPRc.png
http://i.imgur.com/AABbtFW.png

Edited by samnwck on Sep 6, 2014 at 10:22 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 6, 2014 10:35 PM    Msg. 2 of 21       
Looking cool, good progress!


Wolf_
Joined: May 16, 2006


Posted: Sep 7, 2014 05:42 AM    Msg. 3 of 21       
Love the layout, definitely something I will play!


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Sep 7, 2014 10:10 AM    Msg. 4 of 21       
looks cool


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Sep 7, 2014 10:33 AM    Msg. 5 of 21       
Looks fun. Looking forward to seeing where this goes.


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Sep 8, 2014 01:52 AM    Msg. 6 of 21       
Nice job so far, I like where you're going with the Forerunner(?) base with the two large holes on top.. really unique take on Forerunner architecture.

As for textures/scenery, I think it'd be awesome if this map was set in and surrounded by a giant jungle, with you being encompassed (if not dwarfed) by a forest full of tropical trees like parts of Halo 4 or C10.


Wolf_
Joined: May 16, 2006


Posted: Sep 8, 2014 03:56 AM    Msg. 7 of 21       
I thought it looked like human architecture.. I honestly like the setting you have put it in so far, the ground needs more variation perhaps (In the ground texture that is, the mesh is fine), and maybe you should consider night time?


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Sep 8, 2014 08:54 PM    Msg. 8 of 21       
found an old moddb page about the mod

http://www.moddb.com/mods/entropy-ce

interesting...


samnwck
Joined: Sep 4, 2014


Posted: Sep 9, 2014 06:55 AM    Msg. 9 of 21       
Yep, that's where I found the in game pics from. I figured something could come from the work we did.

These are the pics of the rework so far in progress. It will be keeping in the same theme, but I am redoing everything with a bit different layout

http://i.imgur.com/BC5V50V.png
http://i.imgur.com/mT2wqku.png
http://i.imgur.com/qbBDDrG.png

Edited by samnwck on Sep 9, 2014 at 07:52 AM


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Sep 9, 2014 06:54 PM    Msg. 10 of 21       
Quote: --- Original message by: samnwck

Yep, that's where I found the in game pics from. I figured something could come from the work we did.

These are the pics of the rework so far in progress. It will be keeping in the same theme, but I am redoing everything with a bit different layout







Wolf_
Joined: May 16, 2006


Posted: Sep 9, 2014 07:04 PM    Msg. 11 of 21       
Thats nice too, looks like the ground has a bit more variety. That will make it a tad more interesting while playing.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Sep 9, 2014 11:04 PM    Msg. 12 of 21       
The map looks good variety and gameplay-wise, but you should consider putting some kind of barrier at certain points for the player to hide behind on that really long, on-foot, hanging path. It is just so open from so many different sides that it really looks like something no one will use. I mean, it runs parallel to what looks like a base and it's got very little room to maneuver to avoid fire without suiciding.

I'm not saying to make it a tunnel, but that at least something like a "checkpoint" wall would be useful. Now you may argue that Ascension had a very similar pathway and you would be right!


The difference is that ascension's is less than half the length and has vertical panels to make headshotting with a sniper harder and to absorb some of the turret fire. Despite this, I have played "Tower of Power" and believe me that the short length of Ascensions walkway is plenty long enough to murder someone walking straight.

Just some food for thought.


samnwck
Joined: Sep 4, 2014


Posted: Sep 10, 2014 12:45 PM    Msg. 13 of 21       
There is still plenty that has yet to be done on the map. Especially architecture-wise. This is just the general layout of of what I have so far.


TheChunkierBean
Joined: Oct 31, 2013

This Bean is Cooking!!


Posted: Sep 10, 2014 01:36 PM    Msg. 14 of 21       
Sam, I sent you a PM.


BobtheGreatII
Joined: Feb 27, 2006

Meh


Posted: Sep 11, 2014 03:07 AM    Msg. 15 of 21       
Holy crap, you actually started working on this. My brain froze when I read the title, and then noticed it was you. Good luck!


samnwck
Joined: Sep 4, 2014


Posted: Sep 13, 2014 05:17 PM    Msg. 16 of 21       
Haha that I did Bob. It is resurrected. Hopefully it will be even better this time as well. It's finally getting less plain jane looking and more like a level. There's still a lot to be fleshed out but it is moving in the right direction I think.





Wolf_
Joined: May 16, 2006


Posted: Sep 13, 2014 05:24 PM    Msg. 17 of 21       
What is the tris count?


samnwck
Joined: Sep 4, 2014


Posted: Sep 13, 2014 05:34 PM    Msg. 18 of 21       
9700 currently. I don't know what the limitations are to compile such a map. I'm hoping I can get away with a little more than 12k or maybe more.


Wolf_
Joined: May 16, 2006


Posted: Sep 13, 2014 05:46 PM    Msg. 19 of 21       
You could get away with more, the question is how far you would like to go with the detail. What I would do is just let the creativity loose, and then deal with optimization later on. You should keep and eye on the tris count though, so it doesn't get way out of hand :)


samnwck
Joined: Sep 4, 2014


Posted: Sep 13, 2014 05:55 PM    Msg. 20 of 21       
My only worry is it compiling, not whether I can run it. But I really think if I can get about 2-4k more out of it I will have a pretty detailed map.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 14, 2014 07:17 AM    Msg. 21 of 21       
Quote: --- Original message by: samnwck
My only worry is it compiling, not whether I can run it. But I really think if I can get about 2-4k more out of it I will have a pretty detailed map.


The approved count is 30,000 tris. However you may want to deal in some moderate portalling here. Other mappers have exceeded that cap however to my knowledge on altis94 & co were successful in making a map with a tris count tremendously higher than what gearbox had approved.

 

 
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