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Author Topic: [wip][map]Garden (150 messages, Page 1 of 5)
Moderators: Dennis

Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 11:29 AM    Msg. 1 of 150       

This is a new map im working on called Garden.
~~
Things that are in the map:
Light Bridges, that you are able to turn off and on by Gamma.
Mech8 Remastered - A song that plays in the map : http://www.youtube.com/watch?v=iLqBnMtOrJk (I have it ingame already =O) I also have a bunch of really good ambiance sounds ready to roll too.

Thats all for now, heres some pictures, it's still pretty early in progress, but since I want to have a thread and keep it updated, so I decided to make this. I plan on having the bsp done by the middle of next week. The map is called garden becuase most of the map is centered around a garden, with a waterfall that goes down it, and off the side of the edge of the map into oblivion. I may throw this into a map pack with another map, Immolate, which just needs to be finished texturing basically.
Anyway, pics.



I know its not much yet, but I have a feeling it will be nice when done.
I will be working on it alot today, and will post more progress later.
Post any suggestions or comments in this thread
Thanks.
Edited by Higuy on Aug 9, 2009 at 11:47 AM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Aug 6, 2009 11:34 AM    Msg. 2 of 150       
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 11:36 AM    Msg. 3 of 150       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.

It does, actually. With a biped killing script. They've done it in Yoyov2 (Ive seen it myself, works fine on a regular server) with there shield doors, which is basically the same.


Sgt Blaze
Joined: Mar 14, 2009

still actin' like Two-Bit from the Outsides....


Posted: Aug 6, 2009 11:36 AM    Msg. 4 of 150       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.
Dennis I have to Disagree. Because they may have found a way to Really make it Sync or found a good Loop-hole at best.
Edited by Sgt Blaze on Aug 6, 2009 at 11:37 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 6, 2009 11:40 AM    Msg. 5 of 150       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.


The reason why it should sync, is instead of global booleans, it uses bipeds as booleans. The bridge will appear once a certain biped dies, and that biped will die, because a vehicle will fall on his head. Vehicles sync, and biped deaths sync, so this should sync. I haven't exactly done a multiplayer test yet, but there is a tutorial on Halomaps that teaches you how to make syncing doors. I did a little modification out of that script, and *poof*, I have a two-way bridge.


Sgt Blaze
Joined: Mar 14, 2009

still actin' like Two-Bit from the Outsides....


Posted: Aug 6, 2009 11:42 AM    Msg. 6 of 150       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: Dennis
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.


The reason why it should sync, is instead of global booleans, it uses bipeds as booleans. The bridge will appear once a certain biped dies, and that biped will die, because a vehicle will fall on his head. Vehicles sync, and biped deaths sync, so this should sync. I haven't exactly done a multiplayer test yet, but there is a tutorial on Halomaps that teaches you how to make syncing doors. I did a little modification out of that script, and *poof*, I have a two-way bridge.
Gamma...That was a Trick also use in the maps BloodcreekRC1,2, and maybe 3 if it comes out,Wet Dune,and some DMT map


Advancebo
Joined: Jan 14, 2008


Posted: Aug 6, 2009 11:45 AM    Msg. 7 of 150       
Bloodcreek RC3 uses alot of sync scripting. Way more than the other two.


Scott
Joined: Apr 4, 2005

No.


Posted: Aug 6, 2009 11:56 AM    Msg. 8 of 150       
The structure of this map seems very unique. Have not seen anything like it in CE yet.

Looks great HiGuy.

You have my support.


pakar45
Joined: Sep 21, 2008

Hi


Posted: Aug 6, 2009 11:59 AM    Msg. 9 of 150       
I like it :). I can't wait for it to be released.You also have my support.


Sgt Blaze
Joined: Mar 14, 2009

still actin' like Two-Bit from the Outsides....


Posted: Aug 6, 2009 12:02 PM    Msg. 10 of 150       
Quote: --- Original message by: Advancebo
Bloodcreek RC3 uses alot of sync scripting. Way more than the other two.
Hey any idea when it's comin' out? [BTW Abvancebo I think I saw you online on Halo CE last night]


Advancebo
Joined: Jan 14, 2008


Posted: Aug 6, 2009 12:03 PM    Msg. 11 of 150       
Quote: --- Original message by: Sgt Blaze
Quote: --- Original message by: Advancebo
Bloodcreek RC3 uses alot of sync scripting. Way more than the other two.
Hey any idea when it's comin' out? [BTW Abvancebo I think I saw you online on Halo CE last night]


Whenever a certain part of the map is done.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Aug 6, 2009 12:03 PM    Msg. 12 of 150       
this looks really nice. i like the shape of all the buildings, the curves and that.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 6, 2009 12:04 PM    Msg. 13 of 150       
What happened to the boat map >:V


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 12:06 PM    Msg. 14 of 150       
Quote: --- Original message by: Advancebo
What happened to the boat map >:V

if you can fix the error in it that I can't seem to find, ill finish it.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 02:54 PM    Msg. 15 of 150       
A bit new renders.



Advancebo
Joined: Jan 14, 2008


Posted: Aug 6, 2009 02:58 PM    Msg. 16 of 150       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Advancebo
What happened to the boat map >:V

if you can fix the error in it that I can't seem to find, ill finish it.


k send.


Wolf_
Joined: May 16, 2006


Posted: Aug 6, 2009 03:39 PM    Msg. 17 of 150       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Dennis
Quote: --- Original message by: Higuy
Light Bridges, that you are able to turn off and on by Gamma.
You do know that this will not properly sync on-line in multiplayer.

It does, actually. With a biped killing script. They've done it in Yoyov2 (Ive seen it myself, works fine on a regular server) with there shield doors, which is basically the same.


Well,those doors doesnt always work very well:P

Map looks nice.


DEEhunter
Joined: Dec 16, 2006


Posted: Aug 6, 2009 03:50 PM    Msg. 18 of 150       
I can help making some nice trees and plants and stuff.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Aug 6, 2009 05:03 PM    Msg. 19 of 150       
Biped kill scripts make things appear to sync however they don't actually because of the latency inherent in the transfer and the speed at which it is running on the individual clients which is different than that of the server. They are fine for non-crucial activation of some device machines but to activate a bridge which will undoubtedly play a major role in the game play will hamper the game by the various glitches that will occur when the server is busy. I would not recommend it. HiGuys maps are normally very playable and adding this "trick" of two way bridges will make this a novelty map. Maps that rely on biped syncing scripts generally don’t actually play well.


Edited by Dennis on Aug 6, 2009 at 05:07 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 05:10 PM    Msg. 20 of 150       
When the final model is ingame, I'll run a few tests on my Dedicated server and see how things go at max players of 12. If the map dosent approve like that, I'll keep the bridges but you just wont be able to turn them off or on.
Oh and Dennis, its actually 3 bridges, one connects to the center piece from the middle too, oppisite side of the waterfall :P
Edited by Higuy on Aug 6, 2009 at 05:12 PM


Joshflighter
Joined: May 23, 2009

Former CMT Team Co-Leader


Posted: Aug 6, 2009 07:33 PM    Msg. 21 of 150       
wow, Nice! Who is higuy?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 07:36 PM    Msg. 22 of 150       
watdaf





Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 6, 2009 08:00 PM    Msg. 23 of 150       
Looks like some kinda futuristic office building to me. Looks good and fun. Don't fail with the sextures. I can halp :V


vmt
Joined: Jan 29, 2008


Posted: Aug 6, 2009 08:19 PM    Msg. 24 of 150       
Nice... i think thats all i have to say


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 6, 2009 09:00 PM    Msg. 25 of 150       
I've liked most of your maps, and I think I'll like this one too. Keep it up.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Aug 6, 2009 11:36 PM    Msg. 26 of 150       
I find that using exploding weapons works better then vehicles.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 6, 2009 11:59 PM    Msg. 27 of 150       
Quote: --- Original message by: chrisk123999
I find that using exploding weapons works better then vehicles.

Huh?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Aug 7, 2009 12:01 AM    Msg. 28 of 150       
For syncing stuff.

Replaying to stuff near the top. Just saw this thread.
Edited by chrisk123999 on Aug 7, 2009 at 12:02 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 7, 2009 02:56 AM    Msg. 29 of 150       
Looks good.

E:Should read OP more carefully -.-
Edited by Mythril on Aug 8, 2009 at 10:08 PM


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Aug 7, 2009 05:26 AM    Msg. 30 of 150       
Quote: --- Original message by: Higuy
The map is called garden becuase most of the map is centered around a garden, with a waterfall that goes down it, and off the side of the edge of the map into oblivion.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 7, 2009 11:17 AM    Msg. 31 of 150       
If anyone's wondering how the lightbridges play out:

Green platform = lightbirdge

Edited by Higuy on Aug 7, 2009 at 11:20 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 8, 2009 09:52 PM    Msg. 32 of 150       
is doing stuff on his own again!! =O


These aren't completely final, but it definitely shows the entire idea of the map ALOT more clear then it did before.


sneak12
Joined: Aug 25, 2008


Posted: Aug 8, 2009 10:19 PM    Msg. 33 of 150       
I like the map concept. Is the platform over a body of water?


Ninjadude
Joined: Jun 22, 2008


Posted: Aug 9, 2009 08:12 AM    Msg. 34 of 150       
tis good.

Also, if I'm not wrong, covenant inspiration?
Edited by Ninjadude on Aug 9, 2009 at 08:13 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 9, 2009 09:02 AM    Msg. 35 of 150       
Quote: --- Original message by: Ninjadude

tis good.

Also, if I'm not wrong, covenant inspiration?
Edited by Ninjadude on Aug 9, 2009 at 08:13 AM

no
=)

 
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