
Halonimator
Joined: Dec 15, 2014
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Posted: May 22, 2015 12:11 AM
Msg. 1 of 24
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 22, 2015 12:18 AM
Msg. 2 of 24
reminds me slightly of silent lexicon, dunno why.
Also you should delete those portals and use exactportals instead, you don't need such big portals for a map when they aren't really even being used.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 22, 2015 01:26 AM
Msg. 3 of 24
I just have one request. Do not release it 1 week as of this post. Please try and make this as good of a map as possible.
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Mokou Price
Joined: Oct 30, 2014
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Posted: May 22, 2015 02:02 AM
Msg. 4 of 24
Looks cool
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 22, 2015 04:51 AM
Msg. 5 of 24
Oh dear those portals will never work for you. :)
And I couldn't help but notice those pipes. If the map is indeed themed on the whole forerunner take why are there clearly humanoid pipes?
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Halonimator
Joined: Dec 15, 2014
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Posted: May 22, 2015 02:14 PM
Msg. 6 of 24
Quote: --- Original message by: SS Flanker Oh dear those portals will never work for you. :)
And I couldn't help but notice those pipes. If the map is indeed themed on the whole forerunner take why are there clearly humanoid pipes? Was my first interpretation of AscientHuman-forerunner ship: http://halo.wikia.com/wiki/Prehistoric_human_civilization
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: May 22, 2015 08:51 PM
Msg. 7 of 24
Good work on modeling, wich tagset will you use? is simitrical? Quote: --- Original message by: MEGASEAN2812 I just have one request. Do not release it 1 week as of this post. Please try and make this as good of a map as possible. hehehe............very funny
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Halonimator
Joined: Dec 15, 2014
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Posted: May 22, 2015 09:00 PM
Msg. 8 of 24
Quote: --- Original message by: EmmanuelCDGood work on modeling, wich tagset will you use? is simitrical? Quote: --- Original message by: MEGASEAN2812 I just have one request. Do not release it 1 week as of this post. Please try and make this as good of a map as possible. hehehe............very funny i will use my own custom biped and some skins for the weapons. Edited by Halonimator on May 22, 2015 at 09:01 PM
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NeX
Joined: Apr 11, 2013
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Posted: May 22, 2015 09:25 PM
Msg. 9 of 24
Yeah man, I'm gonna hit you with some truth:
A) You have a lot of potential with modeling and map making.
B) You're lazy and release things before they're finished because you (presumably) don't want to take the time to complete it. It's my personal motto that 90% of the completed project takes 10% of the time/effort, and the last 10% of the project takes 90% of the time/effort. You get things to that 90% marker, and then just release it as "finished" without polishing, testing, balancing, or anything else.
C) Because of this trend, everything you've ever released has been complete horsecrap. Like, I deleted the one map you made from the recent HMU because it wasn't worth the few hundred megabytes of space it took on my 2TB hard drive.
D) This is easily fixable - it just takes effort. If you actually want to learn anything, get respect, or make something that's actually worth people playing, you WILL have to put forth some effort, and polish the crap out of it. Let SBB do your playtesting, and then TAKE THEIR ADVICE. Then release a private beta. and TAKE THEIR ADVICE. Then refine it some more. Spend a week just doing small stuff. Then release a pre-final beta to some testers and TAKE THEIR GOD DAMN ADVICE. Then play it yourself with them for about 5 games in a row of all different gametypes with as many people as the map was designed for. Fix any issues remaining, and THEN, THEN, and ONLY THEN release it.
If the map isn't worth that extra time to you, it isn't worth the download time to anyone else.
Now, bad stuff aside, this is looking good, and I think you should keep at it. Good luck kid, welcome to holomops.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 22, 2015 11:21 PM
Msg. 10 of 24
yes nex has it spot on. contact storm and have us test it. we will give you suggestions on how we think you could improve the map
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 22, 2015 11:41 PM
Msg. 11 of 24
i agree
if i could id ship him some :P but american beer pales in comparison (90% of it is pure piss in a bottle)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 22, 2015 11:44 PM
Msg. 12 of 24
or some of the hand crafted local stuff :P
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 22, 2015 11:50 PM
Msg. 13 of 24
Quote: --- Original message by: TheSenpaiModderQuote: --- Original message by: killzone64 or some of the hand crafted local stuff :P Aw hell yeah man. Killzone, If I go to Seattle one day and find you. You better believe it's alcohol time. good :P you gotta wait a year and 4 days though :P im not legally able to buy it yet (still drink it tho ;D)
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: May 23, 2015 03:02 AM
Msg. 14 of 24
OT
This had been bugging me for like forever... but wth is a portal?!?!?!?
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Wolf_
Joined: May 16, 2006
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Posted: May 23, 2015 05:13 AM
Msg. 15 of 24
A technique that stops portions of the bsp from rendering when it is not in the pov of the player. And lots of other stuff. It's a good first attempt, but you seriously need to revise how you spend your triangles and where you spend them :)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 23, 2015 06:46 AM
Msg. 16 of 24
They're used for frame rate optimization I think.
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sshers4
Joined: Apr 28, 2013
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Posted: May 23, 2015 07:23 AM
Msg. 17 of 24
Quote: --- Original message by: Mootjuh For both, it also helps with weather and ambient sound. Halo CE only allows a limit amount of BSP triangles. So you can control to have most of the map not rendered by deviding the map into clusters. You can set up each cluster having different weather and ambient sound. You know when it comes to making maps how many triangle can it hold?
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: May 23, 2015 07:32 AM
Msg. 18 of 24
Quote: --- Original message by: Halonimatori will use my own custom biped While simple, I quite like that biped design. The large helm reminds me a bit of the aliens from alien.
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Wolf_
Joined: May 16, 2006
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Posted: May 23, 2015 08:46 AM
Msg. 19 of 24
Quote: --- Original message by: sshers4Quote: --- Original message by: Mootjuh For both, it also helps with weather and ambient sound. Halo CE only allows a limit amount of BSP triangles. So you can control to have most of the map not rendered by deviding the map into clusters. You can set up each cluster having different weather and ambient sound. You know when it comes to making maps how many triangle can it hold? The hek tutorial recommends a multiplayer level to be roughly 10 k polygons. Per scene it recommends 50k triangles. Although all of this can be debated. There are of course maps that exceeds the limit. Shaders, effects, textures all count towards the maps performance as well. However, in halo's case the tris limit has always been the issue for most level designers. Which is why portals might come in handy.
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sshers4
Joined: Apr 28, 2013
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Posted: May 23, 2015 09:58 AM
Msg. 20 of 24
Quote: --- Original message by: Wolf_Quote: --- Original message by: sshers4Quote: --- Original message by: Mootjuh For both, it also helps with weather and ambient sound. Halo CE only allows a limit amount of BSP triangles. So you can control to have most of the map not rendered by deviding the map into clusters. You can set up each cluster having different weather and ambient sound. You know when it comes to making maps how many triangle can it hold? The hek tutorial recommends a multiplayer level to be roughly 10 k polygons. Per scene it recommends 50k triangles. Although all of this can be debated. There are of course maps that exceeds the limit. Shaders, effects, textures all count towards the maps performance as well. However, in halo's case the tris limit has always been the issue for most level designers. Which is why portals might come in handy. thanks for your response.
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sshers4
Joined: Apr 28, 2013
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Posted: May 23, 2015 11:47 AM
Msg. 21 of 24
Quote: --- Original message by: Mootjuh Default CE can render 16k BSP triangles t once. OS and HAC2 up that limit to 32k. You know this image can you explain to me where he find polygon counts? And what does it exactly do?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2015 11:14 AM
Msg. 22 of 24
Quote: --- Original message by: Mootjuh Press 7 in 3ds max.
And the portals, as I said, devide the BSP in clusters. When working with indoor bsp's I'd advise to use +exactportals only since they screw up way less then +portals and are really easy to setup. If your compiling an outdoor bsp and you are worried about the tris count, try and push for adding around 7-8 portals on your map. 1 common misconception people have with portals is that "if I add loads of portals, I'll get more fps" Wrong! First off portals only work on x - y and - 7 axis. As for my second point a portal will not behave correctly unless it has suitable geometry to manipulate. If your trying to portal a cluster of geometry which equates to 50 triangles then it is a complete waste of time and resources. Where as dividing a cluster of 1000 triangles into two 500 triangle portions would be far more successful and not to mention rewarding. My third point would be the way you set your sky box up will determine if how your portals will compile. (take a look at the tutorial bsp included in the HEK and note the design of the skybox in relation to the portals) Lastly I want to mention the normals of your portals. (if you don't know what a normal is then GTFO the planet) Halo recommends that your portal faces on the x - axis should all be pointing in the same direction, by this I mean if you have a line of 20 portals facing the x- axis but a few of the normals on the portal planes are flipped in comparison to the others then your going to have a screwy time getting your files through tool. Make sure all your portal planes on 1 axis have there normals facing the exact same direction and additionally make sure the behavior of any other portals located on different axis behave similarly. For more info read this: http://hce.halomaps.org/hek/ open up level creation part 2 and scroll 95% of the way down. A couple of my own examples: (A bsp with approx 6k triangles doesn't require portals but I'm too much of a show off :) Edited by SS Flanker on May 24, 2015 at 11:17 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2015 01:04 PM
Msg. 23 of 24
Quote: --- Original message by: Mootjuh Thing is though those portals are kinda useless. Because of you stand at the edge of the map and look at the other side, all portels come into view and thus all geometry will still be rendered. Also try to get rid of portals that do not make up a cluster. It was project in response to a number of complaints. Namely being: "Hrgggmgmg facking portals dn't work, they r useless and people who make them used zteams tols prolly."
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Halonimator
Joined: Dec 15, 2014
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Posted: May 29, 2015 02:26 PM
Msg. 24 of 24
Ingame cliff 
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