
PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jul 21, 2015 12:31 AM
Msg. 1 of 133
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 21, 2015 12:57 AM
Msg. 2 of 133
This looks pretty interesting and i am quite curious to see how you handle some missions like T&R.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 21, 2015 02:42 AM
Msg. 3 of 133
You know you can up the count to 16k right? The HEK only suggested 10k back then because PCs couldn't handle otherwise.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jul 21, 2015 02:48 AM
Msg. 4 of 133
you know he's doing this as a self challenge right?
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 21, 2015 03:31 AM
Msg. 5 of 133
Might want to have some quality with that too.
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Valentin
Joined: Jun 17, 2014
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Posted: Jul 21, 2015 04:07 AM
Msg. 6 of 133
That humanship map looks pretty great. I don't suppose you could give a quick rundown/cheat-sheet on how to that artsyle sometime? It's been kicking me hard...
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 21, 2015 04:12 AM
Msg. 7 of 133
Why wasn't this on CE3, looks great.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jul 21, 2015 04:27 AM
Msg. 8 of 133
Looks excellent as always, Pope. Looking forward to this
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 21, 2015 06:17 AM
Msg. 9 of 133
I have such an erection right now. Great work pope!
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 21, 2015 06:35 AM
Msg. 10 of 133
Awesome stuff as usual. ^_^
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Jul 21, 2015 02:46 PM
Msg. 11 of 133
These look great. Love the really clean, angular style of those indoor PoA-styled sections.
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jul 21, 2015 03:07 PM
Msg. 12 of 133
Quote: --- Original message by: MEGASEAN2812 Curious to see how you handle some missions like T&R. Oh boy, I have a huge plan for that one. 
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jul 21, 2015 03:26 PM
Msg. 13 of 133
This is a very fun idea. As a vehicle fan, looking forward to your outdoor maps :-)
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Lateksi
Joined: Jan 1, 2010
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Posted: Jul 21, 2015 03:30 PM
Msg. 14 of 133
HYPE DA POPE!!!
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jul 21, 2015 03:37 PM
Msg. 15 of 133
#pontifex
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jul 21, 2015 04:41 PM
Msg. 16 of 133
This looks great pope. I'm excited to see how these turn out.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jul 21, 2015 05:16 PM
Msg. 17 of 133
Wich tagset are you going to use?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 21, 2015 05:19 PM
Msg. 18 of 133
I think he will stick with classic.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jul 21, 2015 06:07 PM
Msg. 19 of 133
in that case i would love see the lumoria shaders.
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jul 21, 2015 07:13 PM
Msg. 20 of 133
I was able to successfully export and run the 'Halo' themed map through tool. I had 0 open edge errors during the structure phase of tool, which is absolutely incredible, I usually have a couple. I'm running basic lightmaps right now. I can't wait to see this thing in game.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jul 21, 2015 07:45 PM
Msg. 21 of 133
Its incredible, I would like to see guilty Spark
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 21, 2015 11:17 PM
Msg. 22 of 133
I wish you worked with us, this looks fantastic.
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n00b1n8R
Joined: Jun 14, 2006
Major League Trolling
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Posted: Jul 22, 2015 03:24 AM
Msg. 23 of 133
My favorite thing about these maps is that by restricting your polycount, you end up producing maps that look like they could be from the stock game. Great work.
My one nitpick would be the use of Covenant Shields on the PoA map. Human Barricades maybe? Edited by n00b1n8R on Jul 22, 2015 at 03:28 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 22, 2015 03:35 AM
Msg. 24 of 133
well there were covenant shields on the original level.
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NeX
Joined: Apr 11, 2013
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Posted: Jul 22, 2015 06:14 AM
Msg. 25 of 133
Quote: --- Original message by: MEGASEAN2812 well there were covenant shields on the original level. Boarding action? Nah.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Jul 22, 2015 06:47 AM
Msg. 26 of 133
Quote: --- Original message by: NeXQuote: --- Original message by: MEGASEAN2812 well there were covenant shields on the original level. Boarding action? Nah. He means a10
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NeX
Joined: Apr 11, 2013
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Posted: Jul 22, 2015 08:00 AM
Msg. 27 of 133
Derp. Fair enough
As far as this project though, it looks like it'll be some of the most clean, well put together MP maps I've seen in a long time. The BSPs are looking fantastic, even with the original textures!
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jul 22, 2015 10:53 PM
Msg. 28 of 133
Looks great man. Really digging the concept. I'd love to help you test these out. Quote: --- Original message by: Mootjuh Might want to have some quality with that too. Throwing polies at a scene doesn't automatically increase its quality - imo there's a certain elegance that is achieved when you can create an object with the minimum polycount necessary to recognize it. Plus if these are tuned to high level play they will be compatible with OG Xboxes and can be used for LANs 
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jul 22, 2015 11:03 PM
Msg. 29 of 133
YESSSS. SOOO GUUUUUUUUUD
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jul 24, 2015 12:16 AM
Msg. 30 of 133
Tri-count does not include player clipping and portals. Only BSP and other graphical enhancements. (Right click > View Image) to see a larger image. Edited by PopeAK49 on Jul 24, 2015 at 12:17 AM
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jul 24, 2015 12:34 AM
Msg. 31 of 133
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 24, 2015 01:13 AM
Msg. 32 of 133
Quote: --- Original message by: War Master Vthe 2d trees lol Thats pretty common actually
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 24, 2015 04:45 AM
Msg. 33 of 133
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: War Master Vthe 2d trees lol Thats pretty common actually #Bigass
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 24, 2015 07:10 AM
Msg. 34 of 133
Depends on what version of MAX you are facilitating. Configure viewports > Statistics > Check tris count > Uncheck everything else > Hit apply > Select a viewport and hit "7"
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 24, 2015 08:07 AM
Msg. 35 of 133
Quote: --- Original message by: Mootjuh Might want to have some quality with that too. This is a stupid post and you should feel stupid. The maps look great Pope, I'm really diggin that PoA map and the lighting that you have going on too. It looks like alot of fun. The a10 map looks nice as well, can't wait to see it ingame and some more areas in it :)
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