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Author Topic: (WIP)10K Map Pack (134 messages, Page 3 of 4)
Moderators: Dennis

altis94
Joined: Oct 5, 2012

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


Posted: Aug 1, 2015 06:36 AM    Msg. 71 of 134       
I would suggest to add them.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Aug 1, 2015 07:12 AM    Msg. 72 of 134       
Yes, detail objects are nice.
The map looks nice. Though I do feel some of the terrain looks a bit sharp.
I understand you are of course limiting yourself to 10k, so that would be a consequence of that.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 1, 2015 07:44 AM    Msg. 73 of 134       
Whens the beta test? Count me in, the map looks awesome.

My only crit would also be the waterfall/stream be unwrapped a little bit better, make sure the sides fade out nicely! The only other thing would to do something with the skybox, eg add the a30 sky so the waterfall and backdrop has somewhere to go.

Last thing, after looking at the pics again (and would probably require a beta test first to make sure), but, some areas look a little barren, might be nice to add some more rocks here and there to ensure that players on foot have a good place to hide and take cover in case there is any enemies around them.
Edited by Higuy on Aug 1, 2015 at 07:46 AM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Aug 1, 2015 02:01 PM    Msg. 74 of 134       
Looks great! As others have said, waterfall could be unwrapped better. Also, you could have unwrapped the cliffs so that the grassy ends of the texture line up with the top/bottom edges of the cliff faces, it would have made it blend better.

Can't wait to play these bad boys


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Aug 1, 2015 05:03 PM    Msg. 75 of 134       
Detail objects are a must.

As others have said, the waterfall and stream could use a better unwrap. There are a few other issues I've noticed.

I don't know how much your trying to base these off the original maps, but I'll give my input.

I'll start with BSP. a30 had a lot of steep hills that prevented the player from getting out of the map, accompanied by cliffs. This gave a sense of freedom, even though the hills performed the same purpose as a cliff, your map could greatly benefit from this, as right now it's easy to tell you made cliffs for player barriers. It was also very rocky at places as well. It would have also been cool if you followed a similar architectural style to the original a30, iirc a30s beta name was "manufacturing Facility", hence all the pipes and machinery. I'm aware that people have ripped a30's structures and used them countless times, but a custom take on the idea would be interesting, especially for interiors.

Your map could also use way more scenery, as I said, a30 was rocky at places so don't be afraid to go crazy with rocks. I see right now you're only using pine tree tall, there's another pine tree I'm sure you're aware of. Itd also be neat to throw in a lifepod or two. Also, in the seventh picture, there's a pine tree on what looks like a thin bridge-like formation. This does not look right.

The map looks great, however it doesn't make me think of a30 as of right now.
Edited by Ki11erFTW on Aug 1, 2015 at 05:04 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Aug 1, 2015 07:40 PM    Msg. 76 of 134       
Thank you for the input guys.

@Ki11er, I couldn't think of a way to implement the landslides, but I think I'll try to get it to work. I pretty much just plopped scenery into the map, I'll definitely redo most of it.

I guess my maps are not exactly based on the campaign maps, just similar looking environments. The a10 map is sort of the same way. I guess I'm just trying to be more creative instead of making everything look like an exact replica or remake.

Again, I can't wait to test these maps out with some of you guys. I really appreciate all the feedback that you guys provide. Thank you.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 1, 2015 09:00 PM    Msg. 77 of 134       
Bump.


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Aug 2, 2015 04:44 PM    Msg. 78 of 134       
Quote: --- Original message by: Mootjuh
Look at the quote I had in that post. It was not directed to Pope.

Quote: --- Original message by: lolslayer
LOL, even game maker is able to handle more polygons xD


K lol sorry ;)

Quote: --- Original message by: PopeAK49
A few updates. Added some teleporters and populated the map a bit. Cliffs are completely unwrapped. I just need to create a new ground texture.

-snip-


those pics gave me such a halo boner :O

Quote: --- Original message by: Mootjuh
Quote: --- Original message by: lolslayer
LOL, even game maker is able to handle more polygons xD


There you go. 100k triangles.

-snip-


Well, your proof is good,

but I'm not sure if that is enough to beat game maker with some good extensions on it

but k, as i said, with some good extensions on it xD

Edited by lolslayer on Aug 2, 2015 at 04:51 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Oct 28, 2015 01:07 AM    Msg. 79 of 134       
Beta Releases. I'm in the midst of graduating this semester from my college, so I did not have time to work on the Truth and Rec. themed map. However, I will release two betas. Its better for people to at least explore the maps instead of having them sit in my maps folder.

-POA Theme-
https://www.dropbox.com/s/wrufvbgq5js2fpg/10kPoaTheme.rar?dl=0

-Halo Theme-
https://www.dropbox.com/s/f301kcmeqh2e6yq/10kHaloTheme.rar?dl=0


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 28, 2015 01:35 AM    Msg. 80 of 134       
Awesome
Will play around in 'em
^_^


NeX
Joined: Apr 11, 2013


Posted: Oct 28, 2015 08:29 AM    Msg. 81 of 134       
Pope - great friggen job man.

The POA layout is one of the best I've seen in a very long time in terms of routes and pathways. My only beef is that the tele to the rocket also gives you instant access to the sniper, so two power weapons are within 10 feet of each other.

The Halo map is pretty slick, too. Others have brought up some of the sharp corners in the canyons, but that's just aesthetic. Only "bug" I really noticed was the beam-tower's light damage radius being slightly too big, so it hits people that are still on the pathway around it.
But it had that same "nostalgic" feel, while remaining fresh in terms of layout and paths to take. I especially liked the sub-hallways in the larger tunnels made for vehicles, allowing pedestrians to escape splatters and even hide out of sight.

Great job man, I'm really looking forward to the rest!


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Oct 28, 2015 09:35 AM    Msg. 82 of 134       
Gave the Halo map a quick run-through, and I find myself agreeing with NeX.
The sharp corners really aren't too bad, and aren't noticeable ingame. Indeed, the beam's damage radius is too big, so that's worth a fix.

But I really love the layout of the map. Independent of NeX, I too was going to give a special shoutout to the small infantry hallways, being part of the larger vehicle tunnels. Excellent cover opportunity there.

Well done lad!


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Oct 28, 2015 12:28 PM    Msg. 83 of 134       
I can't believe that I forgot to fix the beam emitter. I remember taking note of it when I was testing...


altis94
Joined: Oct 5, 2012

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


Posted: Oct 28, 2015 12:43 PM    Msg. 84 of 134       
Yus. So much yus.


NeX
Joined: Apr 11, 2013


Posted: Oct 28, 2015 04:07 PM    Msg. 85 of 134       
Quote: --- Original message by: Zetren
These maps are cool. Some pointers + screenshots.

Can you use Lumoris HUD plz.

Excellent maps so far, here's a cool overview i procured while messing with devcam

http://puu.sh/l0UEI/657a84b458.jpg


That's pretty badass. How did you get that exactly? Was it like a panorama compiled from multiple shots, or one single overhead?


altis94
Joined: Oct 5, 2012

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


Posted: Oct 28, 2015 05:19 PM    Msg. 86 of 134       
In Halo map, blue base teleporter seems to be blocked.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Oct 28, 2015 09:06 PM    Msg. 87 of 134       
Dam, its pretty nice, i hope someday i can model like you


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Oct 28, 2015 10:22 PM    Msg. 88 of 134       
Quote: --- Original message by: Zetren

it's really easy to shove a hog in these pedestrian paths, defeating their purpose

http://puu.sh/l0Tz7/ca381c1def.jpg


I was told a while ago you can block vehicles trough portals, but Idk how.


NeX
Joined: Apr 11, 2013


Posted: Oct 29, 2015 12:54 PM    Msg. 89 of 134       
Quote: --- Original message by: The_Purrminator
Quote: --- Original message by: Zetren

it's really easy to shove a hog in these pedestrian paths, defeating their purpose

http://puu.sh/l0Tz7/ca381c1def.jpg


I was told a while ago you can block vehicles trough portals, but Idk how.


There's also a way to remove collision from an invisible scenery that will only apply to bipeds - you can walk through it, everything else (including vehicles) is blocked. Might be a decent idea here. I believe it's a simple script thingy, and I know BlackCrypt used it for his ClearingGround map
Edited by NeX on Oct 29, 2015 at 12:54 PM


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Oct 31, 2015 05:44 AM    Msg. 90 of 134       
Both maps where really fun to play. And they look very good, specially the one based on Halo's second level. Keep up the good work!


altis94
Joined: Oct 5, 2012

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


Posted: Oct 31, 2015 06:44 AM    Msg. 91 of 134       
Seems like players mostly spawn in bases when playing on non-ctf gametypes. There should be more spawn points somewhere in the middle of the maps.


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Oct 31, 2015 10:06 AM    Msg. 92 of 134       
Feedback on POA map:
You can pick up the rocket launcher from the sniper area if you jump up under it. Bug or Feature?

I was really lost until I realised the map wasn't symmetrical which took like 5 minutes lol.

I hate that "door would go here" hole infront of the blue flag room (where the shotgun spawns) and down that corridor (which clearly would have a very small room on the other side based on the view out the window). Do you have the polys to put proper POA blast doors?

Having a triangle anywhere in a POW style level really bugs me (blue flag room floor).

Put a light over the blue flag. It's so dark in there and the flag is right at the back of the room that I feel it needs something to make it pop visually.

I feel like the walking space around the server box things in the blue teleporter room is just a little too narrow. Walking spaces in Halo tend to almost always be wider than that. It actually feels really strange to me when I walk around it.

The teleporter to teleporter corridor space is certainly interesting. I kind of wish there was some proper cover around the join in the V though. The teleporter and sniper hole both serve as escapes but I like having some way to duke and stay in the fight. I guess the fact that there isn't just means I should adapt haha.

I really like the red flag room as an arena, I just wish it was a little further back from the centre section of the map. I guess the main way to defend it isn't so much to stop them getting the flag as stopping them getting back out with it. It just seems much harder to defend than blue.


Feedback on Halo level:
A lightbridge without some kind of "oh snap" drop or expanse into the cavities within halo is a pretty dull lightbridge. I know there's the hole beneath it but I'd rather have one of those pretty dips in the floor with the lights in them and the flat glass over the top (you know what I mean).

The walkways seems basically impossible to cross in the face of a sniper. Not like Danger Canyon hard (which is quite hard), I mean Infinity hard (impossible).

Is there supposed to be grass texture at the base of the waterfall cliff? Moss sure, but grass on a vertical wall?

Make the non-vertical cliffs in the central area more vertical at the base so I can't get a ghost up there maybe? It always bugs me when I can get ghosts to useless places.

Given how easy it is for red to get vehicles in the tunnels, could a vehicle spawn near blue's entrance? Or failing that, could you maybe make the ramp to get from where they do spawn up onto the base a bit wider? I don't think players should have to be quite that precise to get it up that cliff in a timely manner (or maybe I'm just tired and out of practice lol).

Make the transition from where the vehicles spawn on Red off the base of that first ramp a bit less sharp? I hate banging the nose of my vehicle into the ground and bouncing before I can keep going.

Leaf collision is a nono.

Nitpicking aside, these are really cool maps. Great job.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 3, 2015 09:21 PM    Msg. 93 of 134       
Great work, I'm hosting them on my sv.

Also btcc22 uploaded them for auto-downloads in HAC2
Edited by stunt_man on Nov 3, 2015 at 09:21 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Nov 3, 2015 09:24 PM    Msg. 94 of 134       
Thanks.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 3, 2015 10:19 PM    Msg. 95 of 134       
Quote: --- Original message by: stunt_man
Great work, I'm hosting them on my sv.

Also btcc22 uploaded them for auto-downloads in HAC2
Edited by stunt_man on Nov 3, 2015 at 09:21 PM

I can't connect to the server because of connection issues?
:'(


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 4, 2015 01:18 PM    Msg. 96 of 134       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: stunt_man
Great work, I'm hosting them on my sv.

Also btcc22 uploaded them for auto-downloads in HAC2
Edited by stunt_man on Nov 3, 2015 at 09:21 PM

I can't connect to the server because of connection issues?
:'(


What's the exact error message?

Also what's your CE like? (CE 1.10 + HAC2? Legit/pirated?)


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Nov 27, 2015 07:21 PM    Msg. 97 of 134       
-UPDATE ON A50 THEME-
So, I got the entire bsp modeled. Texturing is completed on the architecture. The terrain only had a basic sand and cliff texture with improper unwraps. I just wanted to get the BSP in game and see how it flows. I'm aware that the tiled floor texture has its bump map at too small of a scale. I just wanted to get some quick pictures for you guys.

Please note that this is my first try at covenant architecture.













EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Nov 27, 2015 08:11 PM    Msg. 98 of 134       
Looks impresive as always Pope, i think that the inner structure is to dark.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Nov 27, 2015 09:28 PM    Msg. 99 of 134       
Quote: --- Original message by: EmmanuelCD
Looks impresive as always Pope, i think that the inner structure is to dark.


Yeah I just put basic lighting in-game for now. The inside structure is actually larger than what I expected. It's probably a lack of scenery.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Nov 27, 2015 11:10 PM    Msg. 100 of 134       
Quote: --- Original message by: PopeAK49
-UPDATE ON A50 THEME-
So, I got the entire bsp modeled. Texturing is completed on the architecture. The terrain only had a basic sand and cliff texture with improper unwraps. I just wanted to get the BSP in game and see how it flows. I'm aware that the tiled floor texture has its bump map at too small of a scale. I just wanted to get some quick pictures for you guys.

Please note that this is my first try at covenant architecture.

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-05-72_zpst0vc9m4t.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-20-82_zpsdzsvacyw.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-54-65_zpshoq2qtfs.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-13-22-09_zpsoylezcde.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-14-27_zpscqep8ckq.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-15-08-64_zpsvzmjik8e.jpg


The architecture looks.. Odd. You have these smooth round halls and door ways combined with square rooms with cylinders in the center. It's a little uncomfortable to look at. I feel like you could do way better with more study of covenant architecture, especially after how nice your a10 bsp came together.


n00b1n8R
Joined: Jun 14, 2006

Major League Trolling


Posted: Nov 27, 2015 11:44 PM    Msg. 101 of 134       
Yeah that covenant architecture looks way off. I'd be inclined to rip geometry (corridor pieces, arena spaces, etc) from the actual T&R geometry to keep it "right". Being much more curved and less "use these angels" than Forruner makes Covenant really hard to emulate.


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Nov 28, 2015 12:36 AM    Msg. 102 of 134       
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: PopeAK49
-UPDATE ON A50 THEME-
So, I got the entire bsp modeled. Texturing is completed on the architecture. The terrain only had a basic sand and cliff texture with improper unwraps. I just wanted to get the BSP in game and see how it flows. I'm aware that the tiled floor texture has its bump map at too small of a scale. I just wanted to get some quick pictures for you guys.

Please note that this is my first try at covenant architecture.

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-05-72_zpst0vc9m4t.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-20-82_zpsdzsvacyw.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-54-65_zpshoq2qtfs.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-13-22-09_zpsoylezcde.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-14-27_zpscqep8ckq.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-15-08-64_zpsvzmjik8e.jpg


The architecture looks.. Odd. You have these smooth round halls and door ways combined with square rooms with cylinders in the center. It's a little uncomfortable to look at. I feel like you could do way better with more study of covenant architecture, especially after how nice your a10 bsp came together.


Youve described Halo 1 covenant architecture


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Nov 28, 2015 05:17 AM    Msg. 103 of 134       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: PopeAK49
-UPDATE ON A50 THEME-
So, I got the entire bsp modeled. Texturing is completed on the architecture. The terrain only had a basic sand and cliff texture with improper unwraps. I just wanted to get the BSP in game and see how it flows. I'm aware that the tiled floor texture has its bump map at too small of a scale. I just wanted to get some quick pictures for you guys.

Please note that this is my first try at covenant architecture.

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-05-72_zpst0vc9m4t.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-20-82_zpsdzsvacyw.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-11-54-65_zpshoq2qtfs.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-13-22-09_zpsoylezcde.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-14-14-27_zpscqep8ckq.jpg

http://i1067.photobucket.com/albums/u425/clsullivan3/haloce%202015-11-27%2015-15-08-64_zpsvzmjik8e.jpg


The architecture looks.. Odd. You have these smooth round halls and door ways combined with square rooms with cylinders in the center. It's a little uncomfortable to look at. I feel like you could do way better with more study of covenant architecture, especially after how nice your a10 bsp came together.


Youve described Halo 1 covenant architecture


Although Halo 1 covenant architecture is terribly out-dated, it makes sense, and it isn't visually unpleasing.



Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 28, 2015 08:54 AM    Msg. 104 of 134       
I think popes stuff looks great. Only complaint is to start getting some scenery in there and make it pretty!


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Nov 28, 2015 12:56 PM    Msg. 105 of 134       
Quote: --- Original message by: n00b1n8R
I'd be inclined to rip geometry (corridor pieces, arena spaces, etc) from the actual T&R geometry.




But seriously, I appreciate the feedback. Most of the corners are curved. Specifically, making use of the 'covenant rounded caripace.tif' texture. What makes things even more complicated is that I'm trying to cap my polygon count. I went over the cap with this map, but I'll leave covenant architecture as an exception since rounded geometry required more polygons. Otherwise, yes, I'll be sure to study the crap out of covenant architecture before approaching other projects without a cap challenge.

Thanks ki11erFTW and N00b for the feedback.
Edited by PopeAK49 on Nov 28, 2015 at 12:57 PM

 
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