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Author Topic: (WIP)10K Map Pack (134 messages, Page 1 of 4)
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PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 21, 2015 12:31 AM    Msg. 1 of 134       
Hello community, I'm working on a map pack called the 10k map pack. The map pack features 10 maps. Each map has a triangle limit of 10,000 (hence the 10k). The maps are based on each of Halo's 10 single player levels. So far, I have the POA(1st mission) styled map in beta form and the Halo (2nd mission) styled map almost ready for export. My goal is to create 10 multiplayer levels as detailed as possible using only a max of 10,000 triangles.

















MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 21, 2015 12:57 AM    Msg. 2 of 134       
This looks pretty interesting and i am quite curious to see how you handle some missions like T&R.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 21, 2015 02:42 AM    Msg. 3 of 134       
You know you can up the count to 16k right? The HEK only suggested 10k back then because PCs couldn't handle otherwise.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jul 21, 2015 02:48 AM    Msg. 4 of 134       
you know he's doing this as a self challenge right?


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 21, 2015 03:31 AM    Msg. 5 of 134       
Might want to have some quality with that too.


Valentin
Joined: Jun 17, 2014


Posted: Jul 21, 2015 04:07 AM    Msg. 6 of 134       
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...


altis94
Joined: Oct 5, 2012

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


Posted: Jul 21, 2015 04:12 AM    Msg. 7 of 134       
Why wasn't this on CE3, looks great.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Jul 21, 2015 04:27 AM    Msg. 8 of 134       
Looks excellent as always, Pope. Looking forward to this


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 21, 2015 06:17 AM    Msg. 9 of 134       
I have such an erection right now. Great work pope!


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 21, 2015 06:35 AM    Msg. 10 of 134       
Awesome stuff as usual.
^_^


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Jul 21, 2015 02:46 PM    Msg. 11 of 134       
These look great. Love the really clean, angular style of those indoor PoA-styled sections.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 21, 2015 03:07 PM    Msg. 12 of 134       
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.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Jul 21, 2015 03:26 PM    Msg. 13 of 134       
This is a very fun idea. As a vehicle fan, looking forward to your outdoor maps :-)


Lateksi
Joined: Jan 1, 2010


Posted: Jul 21, 2015 03:30 PM    Msg. 14 of 134       
HYPE DA POPE!!!


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Jul 21, 2015 03:37 PM    Msg. 15 of 134       
#pontifex


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Jul 21, 2015 04:41 PM    Msg. 16 of 134       
This looks great pope. I'm excited to see how these turn out.


Kinnet
Joined: Dec 27, 2013

FeelsGoodMan


Posted: Jul 21, 2015 05:16 PM    Msg. 17 of 134       
Wich tagset are you going to use?


altis94
Joined: Oct 5, 2012

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


Posted: Jul 21, 2015 05:19 PM    Msg. 18 of 134       
I think he will stick with classic.


Kinnet
Joined: Dec 27, 2013

FeelsGoodMan


Posted: Jul 21, 2015 06:07 PM    Msg. 19 of 134       
in that case i would love see the lumoria shaders.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 21, 2015 07:13 PM    Msg. 20 of 134       
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.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Jul 21, 2015 07:45 PM    Msg. 21 of 134       
Its incredible, I would like to see guilty Spark


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 21, 2015 11:17 PM    Msg. 22 of 134       
I wish you worked with us, this looks fantastic.


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Jul 22, 2015 03:24 AM    Msg. 23 of 134       
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


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 22, 2015 03:35 AM    Msg. 24 of 134       
well there were covenant shields on the original level.


NeX
Joined: Apr 11, 2013


Posted: Jul 22, 2015 06:14 AM    Msg. 25 of 134       
Quote: --- Original message by: MEGASEAN2812
well there were covenant shields on the original level.


Boarding action? Nah.


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Jul 22, 2015 06:47 AM    Msg. 26 of 134       
Quote: --- Original message by: NeX
Quote: --- Original message by: MEGASEAN2812
well there were covenant shields on the original level.


Boarding action? Nah.

He means a10


NeX
Joined: Apr 11, 2013


Posted: Jul 22, 2015 08:00 AM    Msg. 27 of 134       
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!


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Jul 22, 2015 10:53 PM    Msg. 28 of 134       
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


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 22, 2015 11:03 PM    Msg. 29 of 134       
YESSSS. SOOO GUUUUUUUUUD


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 24, 2015 12:16 AM    Msg. 30 of 134       


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


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 24, 2015 12:34 AM    Msg. 31 of 134       


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Jul 24, 2015 01:13 AM    Msg. 32 of 134       
Quote: --- Original message by: War Master V

the 2d trees lol


Thats pretty common actually


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 24, 2015 04:45 AM    Msg. 33 of 134       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: War Master V

the 2d trees lol

Thats pretty common actually

#Bigass


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 24, 2015 07:10 AM    Msg. 34 of 134       
Quote: --- Original message by: PopeAK49

https://scontent.fsnc1-1.fna.fbcdn.net/hphotos-xfp1/t31.0-8/1780086_1653486414864934_5230082163386795188_o.jpg

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


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"


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 24, 2015 08:07 AM    Msg. 35 of 134       
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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