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Author Topic: Snowtorn Oasis (wip) (need testers) (38 messages, Page 1 of 2)
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EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 15, 2015 07:17 PM    Msg. 1 of 38       
Hey guys, i´m making a one week work multiplayer map, but i think i dont know nothing about mp maps, my strong is sp.
these are some pics




Can somebody try out this map? i haven´t tested with my friends becuase their computer is broken, any critics, sugestions and help are acept; thanks

here is the link
https://mega.co.nz/#!K08D1QDQ!Ok2FqXuEIEEyzUrQABJBIts8qSMn9-UZYBIZb2dADXI

it only has the original hce tagset, tell me what tagset will you want

known issues:

-some problems with elite shaders
-still having problems with the sky
-race is still not suported
-i think on ctf crashes
Edited by EmmanuelCD on May 15, 2015 at 07:19 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 15, 2015 11:00 PM    Msg. 2 of 38       
ill give it a whirl and record, just to see what its like

Edit: Did a video, here you go
https://www.youtube.com/watch?v=smn1JyYKxps&feature=youtu.be

Less snark, more voice.
Edited by R93_Sniper on May 15, 2015 at 11:29 PM


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: May 16, 2015 02:04 AM    Msg. 3 of 38       
The rough mountain terrain is an interesting place to do a map, conceptually, and I love the Reach Banshee so I was happy to see that here.

With that said, there were a lot of things I noticed that could be improved... and that's besides what M16/R93 just pointed out.

This was written at 2AM, so I'm sorta sorry for my snark, as well.

1) The "bases" were really hard to find, and just looked incredibly disorganized and hard to defend to begin with. Having more structures/cover and drawn-out paths to major destinations would help a lot.
2) Speaking of textures, the mountains are kinda ugly, let's be honest. Cliff edges or cliff textures might do wonders, for starters.
3) While we're talking about terrain, the "background" mountains (which you can easily see past, making the whole map look less than sightly) were extremely close to the playing field, plus you can even fly past them on a Banshee. Triple the ugliness ._.
4) Weapon balance, like R93 said, except I'm going to point out weapon choices here, too. I mean... pistols and rocket launchers. That's it? Is that really gonna be useful? In otherwords, think of the strategies you'd use to try to take out enemy players; is that really going to be enough?
5) I was also really confused by the teleporters -specifically, figuring out which ones work and which ones don't, where they go, and why they were there in the first place when it makes the map feel really cheap.
6) There was a place near the lake/river/body of water that I flew into on a Ghost, and my screen turned pink and everything on my screen disappeared. When I pressed E to get off of the vehicle, then it started looping me in a teleporter, and the game/computer started lagging heavily -and this kept happening when I went to the menu and chose "Restart Map". I don't know where this happened, but I'm scared of recreating it.
7) ...by the way, this is a mountainous snow map, but the water wasn't iced over at all.


Nickster5000
Joined: Dec 11, 2010


Posted: May 16, 2015 02:16 AM    Msg. 4 of 38       
Your first heightmap map looks better than my first heightmap map did xD

We all start somewhere, and it looks like you're on the right path of gaining some skills. Keep practicing and learning, you'll be suprised where you could be in a year or two!
Edited by Nickster5000 on May 16, 2015 at 02:16 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 16, 2015 03:10 AM    Msg. 5 of 38       
while the encouragement is nice, you could also (constructively) criticize him a bit more to help him, rather than just saying "9/10 you're doing great" when its pretty clear that's not the case.

Personally I'd just say maybe make the main mountain a lot smaller, plan out the player paths some, and then make the actual boundaries of the map bigger and clearer.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: May 16, 2015 05:40 AM    Msg. 6 of 38       
I agree with R93's sentiment.
Currently you can see there was not much level design planned out, rather you just made a heightmap terrain and threw some assets on it.

Try to better define player bases, areas which you'd like to see as main combat areas, tactical weapon spawns etc.


altis94
Joined: Oct 5, 2012

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


Posted: May 16, 2015 05:57 AM    Msg. 7 of 38       
Quote: --- Original message by: DaLode
Currently you can see there was not much level design planned out, rather you just made a heightmap terrain and threw some assets on it.

And that's how bigass was born.
Edited by altis94 on May 16, 2015 at 05:57 AM


Mokou Price
Joined: Oct 30, 2014


Posted: May 16, 2015 08:09 AM    Msg. 8 of 38       
Nice banchee model.
Custom weapons plz.
Map design needs to improve
Edited by Mokou Price on May 16, 2015 at 08:40 AM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: May 16, 2015 09:51 AM    Msg. 9 of 38       
Quote: --- Original message by: altis94

Quote: --- Original message by: DaLode
Currently you can see there was not much level design planned out, rather you just made a heightmap terrain and threw some assets on it.

And that's how bigass was born.
Edited by altis94 on May 16, 2015 at 05:57 AM


Born yes, but you nurtured it to become a fine map.
It's like Goku in DBZ, he was just a low class Sayan, but became the legendary Super Sayan through hard work, dedication, and constant iteration of his level design skills!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 10:35 AM    Msg. 10 of 38       
Quote: --- Original message by: DaLode
Quote: --- Original message by: altis94

Quote: --- Original message by: DaLode
Currently you can see there was not much level design planned out, rather you just made a heightmap terrain and threw some assets on it.

And that's how bigass was born.
Edited by altis94 on May 16, 2015 at 05:57 AM


Born yes, but you nurtured it to become a fine map.
It's like Goku in DBZ, he was just a low class Sayan, but became the legendary Super Sayan through hard work, dedication, and constant iteration of his level design skills!


Why ppl no watch YU-GI-OI?

In any case I thought for a weeks work it wasn't half bad.

I should say however that on looking at ur Op pics it was pretty obvious you used the displacement map method. Which is fine but you should really explore "edge to edge" workflows if you want a little more artistic freedom.

Id rate the map overall 5/10
Edited by SS Flanker on May 16, 2015 at 11:35 AM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: May 16, 2015 11:29 AM    Msg. 11 of 38       
I should not that I also watched yu-gi-oh when it first aired on the telly back in the day. Believe in the heart of the cards and all that stuff.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 11:34 AM    Msg. 12 of 38       
Quote: --- Original message by: DaLode
I should not that I also watched yu-gi-oh when it first aired on the telly back in the day. Believe in the heart of the cards and all that stuff.


Yays! Some one with same anime interests as me who I can relate too!

I still have my old decks and doubles of my favourite cards including "star eater"


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 11:42 AM    Msg. 13 of 38       
Quote: --- Original message by: TheSenpaiModder
Even though YuGiOh was just Digital Devil Story: Megami Tensei with monsters being summoned through trading cards. Season Zero > All other YuGiOhs.


Anime quality of yugioh was far superior. In fact it would be like comparing pokemon to lilo and stich.

Also yugioh made it into an awesomemovie which my dad slept through.

Ahhhh memoryville.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 16, 2015 03:14 PM    Msg. 14 of 38       
Quote: --- Original message by: renegade343
The rough mountain terrain is an interesting place to do a map, conceptually, and I love the Reach Banshee so I was happy to see that here.

With that said, there were a lot of things I noticed that could be improved... and that's besides what M16/R93 just pointed out.

This was written at 2AM, so I'm sorta sorry for my snark, as well.

1) The "bases" were really hard to find, and just looked incredibly disorganized and hard to defend to begin with. Having more structures/cover and drawn-out paths to major destinations would help a lot.
2) Speaking of textures, the mountains are kinda ugly, let's be honest. Cliff edges or cliff textures might do wonders, for starters.
3) While we're talking about terrain, the "background" mountains (which you can easily see past, making the whole map look less than sightly) were extremely close to the playing field, plus you can even fly past them on a Banshee. Triple the ugliness ._.
4) Weapon balance, like R93 said, except I'm going to point out weapon choices here, too. I mean... pistols and rocket launchers. That's it? Is that really gonna be useful? In otherwords, think of the strategies you'd use to try to take out enemy players; is that really going to be enough?
5) I was also really confused by the teleporters -specifically, figuring out which ones work and which ones don't, where they go, and why they were there in the first place when it makes the map feel really cheap.
6) There was a place near the lake/river/body of water that I flew into on a Ghost, and my screen turned pink and everything on my screen disappeared. When I pressed E to get off of the vehicle, then it started looping me in a teleporter, and the game/computer started lagging heavily -and this kept happening when I went to the menu and chose "Restart Map". I don't know where this happened, but I'm scared of recreating it.
7) ...by the way, this is a mountainous snow map, but the water wasn't iced over at all.



thnaks renegade, i will modify the bsp later, i was going to do it but i was bored when i made this (it was gonig to have 2 crappy bases like the crappy map). the telepoters still i havnt make them work and i only put 2 pars working.the number 6, the ghost tend to sink, still trying to make physics work. dont worry i will get off the background mountains and replace it for cliffs. i think i will have problems making the water ice, but let me see what i can do



Quote:
Nice banchee model.
Custom weapons plz.
Map design needs to improve
Edited by Mokou Price on May 16, 2015 at 08:40 AM


thats another thing of discusion. What kind of tagset do you what? last time i combined cmt, HR, H3 and Odst but it was not well "acepted"

Another thing theres any mp layout tutorial? i havent see any one


Docer
Joined: Jul 10, 2014


Posted: May 17, 2015 12:48 AM    Msg. 15 of 38       
If you mix every halo set couldn't be good, just select CMT or HR tagset, try to do something with the banshee projectile is very slow, is a good map I like.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 17, 2015 02:52 AM    Msg. 16 of 38       
I'd say ignore docer's suggestion about the Banshee projectile. Because it's traveling straight, making it slow is a good alternative


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 17, 2015 09:01 PM    Msg. 17 of 38       
Quote: --- Original message by: Docer
If you mix every halo set couldn't be good, just select CMT or HR tagset, try to do something with the banshee projectile is very slow, is a good map I like.


what? is faster than the original one..
tomorrow new bsp


OHunterO
Joined: May 24, 2012

.


Posted: May 17, 2015 09:19 PM    Msg. 18 of 38       
- Don't use heightmaps.
- Plan the map layout.
- Don't set yourself 1 week time limit to make the map... from what I can see that's a 5 minute map.
- Your strong point can't be SP Maps, as from the quality of the map in your first post, I can't see you making a decent SP Map with good gameplay and planning.
- Need some variation in your ground textures.
- Tree's shadows look unrealistic, their scale looks very off.
- Hill's are just spikes... looks on Google on how hills really look.

tbh I don't know where to start, there is so much wrong with this. Look into some multiplayer level creation tutorials, doesn't have to be a Halo:CE tutorial, the workflow and level design can be carried across.


Docer
Joined: Jul 10, 2014


Posted: May 17, 2015 10:23 PM    Msg. 19 of 38       
Sorry I thought it was slowest than original, anyway just forget what I said.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 18, 2015 07:55 PM    Msg. 20 of 38       
Hey guys, some new updates,

::::New things:::::::::

-New bsp with fix layouts
-Add bsp bases
-Center mountain is now split at half
-HR tagset is going to be used
-i wil fix elite shaders (my freind sayd "¿por que es negro?" heheh)
-add Nightime and afetrnoon
-Added cliffs
-New textures
-Detail objects

::::::::::::::::::::::::

once i finish populating i will upload this map
HR tagset courtesy of PRPaxti and Leonox97

https://www.youtube.com/watch?v=lZnmpz3j-GY

Please dont abuse him

:::::::::::::::::::PICS:::::::::::::::::::::::::::













::::::::::::::::::::::::::::::::::::::::::::::::

Thanks, sorry Hunter, i hope i can satisfay you, but i dont
understand the lightmaps, their 1024x1024 ¿what else do you whant?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 18, 2015 08:33 PM    Msg. 21 of 38       
well this is interesting. that actually looks a lot better than before. Given it still looks like it's not 100% there, this looks like it could get better. Generally speaking Hunter was saying don't use heightmaps and try to make the textures not repeat as much. I know that you could easily take that snow texture and tile it a lot less.

Here's my list of remarks
- Maybe make the BSP less obvious of a heightmap
- Make Textures tile less
- Variate your hills a bit so they don't look like they were just pulled up
- Make the center mountain shorter please
- Add some more scenery, block off sightlines, see how gameplay works on the map.
- Considering the map is so small, maybe get rid of the teleporters, or at the very least make it known which one is a teleporter and which is a receiver.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: May 19, 2015 12:19 AM    Msg. 22 of 38       
Agree with Hunter and Sniper, try to take their crit into account.
Good to see you added some form of paths and "planning" ontop of the current map, step by step, day by day.


Docer
Joined: Jul 10, 2014


Posted: May 19, 2015 01:33 AM    Msg. 23 of 38       
I'm good editing textures, if you want I could edit your snow textures for better view.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 19, 2015 02:08 AM    Msg. 24 of 38       
Quote: --- Original message by: Docer
I'm good editing textures, if you want I could edit your snow textures for better view.


prove yourself, first.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 19, 2015 03:09 AM    Msg. 25 of 38       
From a quick glance, all I can say is to tile the texture less.
Looking good!


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 19, 2015 06:41 PM    Msg. 26 of 38       
Ok, i will fix the textures but wich ones? The snow or the ground?


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: May 19, 2015 07:32 PM    Msg. 27 of 38       
Quote: --- Original message by: EmmanuelCD
Ok, i will fix the textures but wich ones? The snow or the ground?

The snow texture's the most obviously tiling one, so I'd start there.
(Also, again, adding cliff textures on top of this would help make your terrain look less awkward and more natural, too~)


OHunterO
Joined: May 24, 2012

.


Posted: May 19, 2015 07:47 PM    Msg. 28 of 38       
- Read this tutorial and follow it's tips, some of it can be ignored, for example the reasons you want to make it.

- Make some better mountains, watch this for a better example on how to use heightmaps. Then add some finer details in the playable area of the map.

- Add some boulders and other things you see in nature, this can be done in Sapian, but I personally would add large ones to the BSP for better lighting.

- Maybe some buildings? Like a little hut, players can use this for cover when being fired at.

- There wold be dirt/sand where the water it touching the ground? Not snow like it looks like, as it would melt.

- Lighting is too strong, it looks like it has got a spotlight being blasted onto it instead of the sun. Shadows are too harsh and it looks really washed out, use the trick to bake your lightmaps inside 3ds max instead of using "Tool".

More can be said, but start from there.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 19, 2015 08:45 PM    Msg. 29 of 38       
Quote: --- Original message by: OHunterO
- Read this tutorial and follow it's tips, some of it can be ignored, for example the reasons you want to make it.

- Make some better mountains, watch this for a better example on how to use heightmaps. Then add some finer details in the playable area of the map.

- Add some boulders and other things you see in nature, this can be done in Sapian, but I personally would add large ones to the BSP for better lighting.

- Maybe some buildings? Like a little hut, players can use this for cover when being fired at.

- There wold be dirt/sand where the water it touching the ground? Not snow like it looks like, as it would melt.

- Lighting is too strong, it looks like it has got a spotlight being blasted onto it instead of the sun. Shadows are too harsh and it looks really washed out, use the trick to bake your lightmaps inside 3ds max instead of using "Tool".

More can be said, but start from there.


thanks hunter, i will follow your tips,

the problem is im using Gmax, even if can bake lightmaps, ¿how can get them in the game?

the lighning intensity is 1.3, to make a litlle more realistic, because when your outside its not smooth and dark


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 19, 2015 11:05 PM    Msg. 30 of 38       
personally you could use radiosity instead, would look a bit less weird but it wouldn't be the same quality as you doing it manually in aether or something related


OHunterO
Joined: May 24, 2012

.


Posted: May 20, 2015 01:10 PM    Msg. 31 of 38       
That looks a bit like using Mudbox or zBrush, if OP is willing to learn Mudbox which is free I believe, he can get much better cliffs by sculpting them, and then remeshing the highpoly mesh into a lowpoly.

Maybe make some nice module pieces that can be rotated and duplicated within Sapian to build geometry which looks detailed. Personally I would add the module pieces into the mesh and weld verts ect so they follow the sealed world rules.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 20, 2015 05:52 PM    Msg. 32 of 38       
I will add them as scenery, hmm somebody noticed that I use "GMAX"? I can export the modeL to Unity, then run lightmaps in that.

Idk what the hell is mudbox. Other thing, Can somebody explain me how can i pass the 130 mb limit?
The map is already for another versión.

Other thing, I have the 3 bsps, its posible to switch between them ingame


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 22, 2015 05:55 AM    Msg. 33 of 38       
Quote: --- Original message by: EmmanuelCD
I will add them as scenery, hmm somebody noticed that I use "GMAX"? I can export the modeL to Unity, then run lightmaps in that.

Idk what the hell is mudbox. Other thing, Can somebody explain me how can i pass the 130 mb limit?
The map is already for another versión.

Other thing, I have the 3 bsps, its posible to switch between them ingame


Mudbox is autodesks answer to zbrush.

What is zbrush? Google it cwock blocker.

Use tool pro and smoke weed every other day to pass 130mb limit.


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: May 22, 2015 09:13 AM    Msg. 34 of 38       
Quote: --- Original message by: Mootjuh
OS_tool is more stable..


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: May 22, 2015 10:51 PM    Msg. 35 of 38       
Gues I will have to download open suace

On Thursday it will be finished and ready for test

(That wasnt sacarsm, right?)

 
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