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Author Topic: Grunttacular Map Pack beta test thread (65 messages, Page 1 of 2)
Moderators: Dennis

Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 07:11 PM    Msg. 1 of 65       
The beta versions of three maps are out -- Volcanus beta, Sandbagged beta, and Headquarters Beta.

Sandbagged Beta

Download Links:
http://rapidshare.com/files/103061497/sandbagged_beta.map.html

Screenshots:
http://img411.imageshack.us/img411/3254/screenie1iv4.jpg
http://img411.imageshack.us/img411/9007/screenie2vg2.jpg

Description:
A large, semi-symmetrical BTB map made for teams. A vehicle playground. Works
best with sixteen players. Reccommended gametype: CTF

Backstory:
A long forgotten island is getting whipped by Hurricane Webber. The locals had
already boarded up their homes and taken off before it hit, but there were those
too stubborn to leave. Now battle ensues, with the echoes of gunshots drowned
out by the storm.





Volcanus beta

Download Links:
http://rapidshare.com/files/101584768/volcanus_beta.map.html
http://hce.halomaps.org/index.cfm?pg=3&fid=3622

Screenshots:
http://img209.imageshack.us/img209/8220/screenshot1et2.jpg
http://img515.imageshack.us/img515/4351/screenshot2th5.jpg

Description:
A fiery deathpit above an active volcano. A small, symmetrical map built for teams. Primarily made for CTF and Team Slayer, it also works for everything else, except Race. Made for 4 to 8 players.

Backstory:
Located within an active volcano, this Forerunner geothermal power plant plays
host to the most heated of battles. How the Forerunner architecture has
withstood the intense temperatures within for so many years is anybody's guess.

Headquarters beta version 2

Download Links:
http://rapidshare.com/files/101637579/headquarters_beta_v2.map.html
http://hce.halomaps.org/index.cfm?pg=3&fid=3614

Screenshots:
http://img01.picoodle.com/img/img01/4/3/22/f_screenshot1m_bee374a.jpg
http://img30.picoodle.com/img/img30/4/3/22/f_screenshot2m_83f1de7.jpg

Description:
A series of interconnected hallways, ramps, and rooms mean that death could be around the next corner. A medium sized map, good for eight to twelve players. Itís asymmetry lends it to fun FFA and Team Slayer matches, as well as being as balanced as possible for objective games. A remake of the popular deathmatch level ĎBunkerí from Conkerís Bad Fur Day.

Backstory:
Hidden in the forest near Master Chiefís landing site, this history-rich, heavily armed and armored base was turned into a headquarters for local Marines after the Covenant invaded Voi. Even the shockwave released from the ancient forerunner structure nearby wasnít enough to unearth the tough structure. Now, as humanity starts to rebuild, it stands as the first joint Human-Sangheili military installation in history.


Overall Notes

Extra Weapons:

BR55-Z: A 4-round per shot variant of the popular BR55 series of rifles. 4 round bursts combined with a fast firing rate means it chews through ammo very fast.

M6E Magnum: A slightly stripped down variant of the M6D. Due to the decrease in weight, firing speed has been sacrificed for overall accuracy, while still keeping the punch of its scoped cousin.

MA5V Combat Rifle: A slower firing, more accurate rifle, designed with ruggedness and durability in mind. Good for all-around combat, it doesnít excel at anything, but is even slightly effective against vehicles.

M7 SMG: The famed M7 submachine gun of Halo lore. Good up close, crappy at mid to long range.

Updates:

Sat Mar. 22, 2008: I'm attempting to improve in every category. Modelling, texturing, UVW mapping, it all needs work, I know. However, despite my artistic flaws, I try to make maps as balanced as fun as possible, without taking away from the essence of the Halo experience. this 'Grunttacular Map Pack' is going to be a four map pack that's the culmination of my work thus far in mapping. As of right now, two beta maps are released; Headquarters and Volcanus. Both are on a rotating playlist on the 'Grunttacular Map Pack beta test' server. Be sure to check it out and give the maps a test spin; i'll be hanging out on there often (when I have free time) to play my map against other people.

So, PLEASE leave suggestions here as to changes I should make regarding weapon damage, firing speed, and other such useful feedback. I aim to create playable, fun, and balanced maps--but to do that I need help from you guys!

On the note of Headquarters beta: I know that the map is pure artistic failure, and trust me, I'm going to completely retexture it and give it an overhaul. It won't look as ghey as it does now; but for the moment please ignore it's artistic idiocy and focus more on the gameplay. Giving me critisizms on the artwork for this specific map is null; as i've already started re-doing it. As well, I know that the map seems very 'blocky' and 'corridorish', but as it is a remake of Bunker from Conker's Bad Fur Day, it's meant to be simplistic like that. Too bad I couldn't include the traps. I'm going to at least re-do the textures so that the hallways will be far more pleasing to look at. I'll soon release a beta v2 with the better textures.

With the Volcanus beta, however, I think I made up for the suckage that was Headquarters beta's artwork. This is easily my best map to date; I hope you love it as much as I do, and feedback in any shape or form is much appreciated.

So, please give my maps a download and jump on the server; I hope I see you on there! (I'm going to get my butt handed to me, lol).

As far as the remaining two maps are concerned, one is a remake of a relatively small Duke Nukem 64 map, and the other one is going to be a quite original large map of my own creation. Look forward to betas of those two soon, too. After enough feedback is accumulated on the four beta maps I will begin work on the final versions.

discuss!

Sun Mar. 23, 2008: Version two of Headquarters beta has been released. I suggest you download the new one, it is completely revamped with new textures. This is also the version now running on the server.

Please try them out competetively!

Thur Mar. 27, 2008: Download links have been added for Halomaps. As well, the beta version of my newest map, 'Sandbagged,' is chugging along. If you have any custom weapons or vehicles I can use, please post them.

Fri Mar. 28, 2008: Beta version of Sandbagged is out, and has been added to the server's rotation cycle.
Edited by Mr Gruntsworthy on Mar 28, 2008 at 12:18 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 22, 2008 07:49 PM    Msg. 2 of 65       
I like headquaters beta.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Mar 22, 2008 07:52 PM    Msg. 3 of 65       
You got my download.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 08:01 PM    Msg. 4 of 65       
I'm completely revamping the textures to make it better to play.

As well, i made a mistake with the current version 1 beta; namely I made the inside too bright. I meant to make it lit, for sure, but nowhere near the brightness evident in that map. I have to edit the shader's self-illumination to be less white, and more of a greyish color.

I invite you guys to jump on the server; if I see someone on there, i'll come join. (the server is currently running)


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 22, 2008 08:30 PM    Msg. 5 of 65       
Kiwi will give this map.

And rapidshare = fail.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 09:01 PM    Msg. 6 of 65       
unfortunately until it shows up on Halomaps, im using rapidshare as a temp download link.


and by the way, holy CRAP is headquarters starting to look sexy with the new textures. So much I had to post a preview, rendered in 3DS max:

http://img182.imageshack.us/img182/4922/previewxj4.jpg


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 22, 2008 09:14 PM    Msg. 7 of 65       
One thing you might wanna do is put a closed door that the wraith could could fit through so it's not just a random wraith in a room.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 09:45 PM    Msg. 8 of 65       
hm, since i'm restarting the map from the retexturing stage, perhaps i'll leave it out; and use the Elongation crates i got my hands on instead. Yah?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 22, 2008 10:02 PM    Msg. 9 of 65       
Why dont you just model the crates to the map so the scenery dosent create lag..


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 10:24 PM    Msg. 10 of 65       
Quote: --- Original message by: selentic
Whats with those UVs?

Fix them >:|


are you talking about the headquarters UV's? if so, yes... i have fixed them...

it seems that now i understand UVW wrapping... shame i didn't implement it DURING the volcanus creation, as it could've helped a bit. Trust me, the revamped headquarters is looking mighty snug; no f'ed uvs so far.

i have like 50 edit mesh/uvw wrap modifiers on the stack lol.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Mar 22, 2008 10:28 PM    Msg. 11 of 65       
I noticed some material errors on some of the walls that resulted in rockets not exploding when they should have.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 10:35 PM    Msg. 12 of 65       
secret rooms i think i know how do do (create a face that has no collidable geometry in the middle of a hallway or something)

and... bump mapping. Teach me plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz...



enough arby n' chief references.

Yeah, the new headquarters version is almost finished being textured. As soon as I get it into sapien and run radiosity, i'll post a screenie. It is now ALOT more dimmer, and has a Doom-y feel to it. You'll see what I mean shortly.

Edit: Oh, and about the rockets not exploding... they do, but for some ghey reason effects like explosions, muzzle flash, etc don't play on headquarters.

gay... hopefully my new version has that fixed.
Edited by Mr Gruntsworthy on Mar 22, 2008 at 10:36 PM


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 22, 2008 10:36 PM    Msg. 13 of 65       
Doom like the original awesome ones or Doom 3?


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 10:37 PM    Msg. 14 of 65       
Doom, the awesome original ones.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 10:58 PM    Msg. 15 of 65       
um, no... standard spartan. I said I aim for playability, not gimmicks.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 22, 2008 11:00 PM    Msg. 16 of 65       
Yay original, awesome, actiony Dooms!


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 22, 2008 11:24 PM    Msg. 17 of 65       
yay, map is ready for sapien. I'm going to run radiosity and post a preview.


Enzo03
-
Screenshot Guru
-
Joined: Aug 3, 2007

I'd rather go without than take what you'd bring.


Posted: Mar 22, 2008 11:26 PM    Msg. 18 of 65       
Descent > Doom *rapid, long succession of L's and O's*

I think that the lava texture in the first one looks absolutely fugly. Not only does it look fake, but I saw it in another map and upon closer inspection I found that it does not tile properly either.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 12:03 AM    Msg. 19 of 65       
really? lol i found that lava by searching google images. It was the best I could find.

BTW, my map is basically ready to redistribute. Just gotta run quality 1 radiosity on it...

Seriously, what IS the difference between quality 1 and quality 0, visually? I don't see one.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 12:22 AM    Msg. 20 of 65       
Quote: --- Original message by: Enzo03
Descent > Doom *rapid, long succession of L's and O's*

I think that the lava texture in the first one looks absolutely fugly. Not only does it look fake, but I saw it in another map and upon closer inspection I found that it does not tile properly either.


Kiwi disagrees there. Kiwi thinks their about the same, but it is hell trying to customize the controls and get the sensitivity right.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 12:30 AM    Msg. 21 of 65       
Okay, I updated the first post with the new map download link. check it out and comment on Headquarter's revamped look.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Mar 23, 2008 01:30 AM    Msg. 22 of 65       
show us a screen shot of a good angle in the map, the ones you provided didn't really show anything that may excite me to try it


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Mar 23, 2008 07:41 AM    Msg. 23 of 65       
Where's the downlaod button?


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 08:03 AM    Msg. 24 of 65       
for rapidshare, there should be a two columns when you first go to the download page. click the 'free' download button, and you have to wait upwards of a minute until you can download. Then you have to enter a 3 digit anti-spam code to start downloading.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 09:29 AM    Msg. 25 of 65       
yes, yes indeed, volcanus needs a little work.

what do you think of the new textures on headquarters?


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 10:26 AM    Msg. 26 of 65       
Alright, here is somethings ya need to fix COMPLETE WITH PICTURES!

In terms of weapons, fix the BR, the rate of fire is way too high for something that should be burst fire. Make that magnum better way too slow, at least give it a scope if you're going to keep that speed.

Headquarters first.

First this texture is kinda wierd.
http://img228.imageshack.us/img228/9890/badtexturepp5.png
Those ones seem kinda outplace period, to be honest.

http://img221.imageshack.us/img221/6562/boxesae4.png
Fix that box, please. It bothers Kiwi.

http://img337.imageshack.us/img337/1199/frghg5.png
Replace that fuelrod with a rocket, replace the AR with a flamer and replace the curret flamer spawn with a shotgun spawn.

http://img233.imageshack.us/img233/9219/lolwutrk0.png
Whut's with the plants there?

http://img138.imageshack.us/img138/174/platuk9.png
Flatten the ground that's sitting on so it doesn't look so wierd.

http://img138.imageshack.us/img138/500/rampmo7.png
The ramp is too steep and fix that ground.

Kiwi forgot to take a picture of it but, REMOVE THE ROCKET LAUNCHER IN FRONT OF THE RED FLAG! Put an AR and plasma rifle in that room instead. Remove the cover in the middle hallway to make the shade more useful.

Volcanus

http://img337.imageshack.us/img337/5229/cliffskb4.png
Makes these cliffs more rounded and natural.

http://img156.imageshack.us/img156/497/groundtextvfy3.png
Make the ground around the walls end in piles against the walls so it doesn't appear unnatural.

http://img504.imageshack.us/img504/9821/midqf0.png
Put a powerup above that tele to make the fights up thar more interesting, also remove the crates.

http://img521.imageshack.us/img521/9783/pitit8.png
Make the lava much higher up, maybe ending at the end of the scorch marks and put a death field thing to kill the player before they touch the lava.

http://img204.imageshack.us/img204/4461/snipeuv4.png
Fix this point. You can't easily get up it without crouch jumping and it looks ugly.
Edited by Kiwi on Mar 23, 2008 at 10:27 AM


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 12:06 PM    Msg. 27 of 65       
the weapon balance notations have been duly noted.

about that last one on volcanus... you're not supposed to get up there easily from the ground floor. You have to either take the hallway from the base or jump from the upper platform.


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 23, 2008 12:09 PM    Msg. 28 of 65       
i like the name of the "mappack". anyway these are good maps. i downloaded em :D


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 01:23 PM    Msg. 29 of 65       
Quote: --- Original message by: Mr Gruntsworthy
the weapon balance notations have been duly noted.

about that last one on volcanus... you're not supposed to get up there easily from the ground floor. You have to either take the hallway from the base or jump from the upper platform.


Fix it so you can't crouch jump up thar then.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 01:25 PM    Msg. 30 of 65       
im saying it shouldn't be easily accessible, not inaccessible.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 02:19 PM    Msg. 31 of 65       
So you're fine with crouch jumping?
Edited by Kiwi on Mar 23, 2008 at 02:20 PM


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 02:52 PM    Msg. 32 of 65       
yeah, it doesn't alter gameplay much, since it leads to the same entrance as a grount-level doorway.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 04:50 PM    Msg. 33 of 65       
Well, just make it prettier.


Kiwi
Joined: Jan 19, 2007

Now you see him, soon you won't


Posted: Mar 23, 2008 05:00 PM    Msg. 34 of 65       
Headquarters looked pretty good (probably because that type of map looks better with straight edges and such).


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Mar 23, 2008 07:04 PM    Msg. 35 of 65       
what exactly is 'chamfering', and how do I do it?

 
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