il Duce Primo has contributed to 1705 posts out of 467542 total posts
(.36%) in 4,176 days (.41 posts per day).
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Looks like you are not referencing a shader in your material editor. Or your bsp is referencing a shader called <none>, which isn't a valid name for a shader so it won't even automatically create a blank shader there. Either way you need to check your maps material ids and make sure your materials are properly named and applied.
Edited by il Duce Primo on Aug 30, 2018 at 06:32 PM
A few weeks ago he shut down his website, Probably couldn't pay the 20k upkeep costs on the golden wrapped server chassis.
Can you believe this guy? Apologizing for inconveniencing us by not hosting our precious halo images!
This thread should be one of thanking you for continuing providing the number 1 place to come for anything halo custom edition.
Thank you Dennis!
^You are 100% correct. No one in their right mind would go through the aggravation of releasing custom maps on mcc. There's really only one thing that may happen is maybe the gearbox made maps get converted over. The only way to get custom maps on mcc is if they set up a system for the community to create and upload mcc maps. But even saying this makes me laugh because its so out there.
If you already have the latest version of max then thatll work more than enough.
Quote: --- Original message by: SBB_Michelle
Everyone needs to stop telling people that they should use max 8. Max 8 depends on a deprecated Windows API for it's max script, so they won't all work properly. You also can't use some newer scripts and plugins, rendering is broken on windows 7 and up. Don't use max 8. If you want to go old school, use 9. But I suggest using a newer version personally.
Best version of 3dsmax for developing for halo CE is.... 3dsmax8. What newer scripts do you use that are necessary for making halo ce stuff, and why would rendering help for halo ce?
The reason why version 8 is the best for Halo ce is the main built in exporter and most tools designed for halo support max 8. Most of the things in the newer version of max are nice in developing for other games but have little to no use for halo development. A possible problem might be if you're using the newest version of windows, but i think that has been resolved and is no longer an issue.
sounds like your portal material is setup wrong. Try compiling the bsp without the portals
post the debug that tool spits out. Also a screenshot of your model with the wrl imported also can help.
no you suck
What is this? A description would be very helpful.
Yes, thats the latest iteration of Tension by Arteen. Arteen has many unreleased projects and this iteration called "Intensity" is one of them.
Gearbox also took creative liberties and changed a list of things on the stock maps. An easy example would be they removed the lip in the center pit on Hangemhigh.
Use Blitzkrieg as your exporter. It's a much better exporter than Bluestreak. Bluestreak is a half assed script that is suppose to try and replicate Blitzkrieg but for later versions of max. One of the main benefits of using Max 8 is the capability of using Blitzkrieg. Download it here: http://hce.halomaps.org/index.cfm?fid=5195
3dsmax8 or go home
In this devblog I discuss the art pass on Platoe.
So when I left off on Platoe the levels overal layout was taking shape and it looked like this.
When blocking out a level its always good to have two main textures, one for the floor and another generic that covers everything else. This is great for aiding the player to see the playable space during testing. So I started out knowing I was going to be doing a human level originally planning to do something more like the engine room from the Maw because it has all sorts of cool fancy shaders, but then noticed the resemblance of the overall shape to Boardingaction. It then was obvious that Boardingaction theme would be the most fitting.
First thing was then to rip Boardingaction's BSP and examine it for what its style consists of.
BoardingAction is a very simple level compared to others where it mainly consists of four generic textures I used for large massing the level. The floors use a generic metal, the walls use the POA exterior paneling, the ceilings use steel, and some walls used panel strips. After I box uved most of the level I then looked for modular details within Boardingaction. The parts I saw was the doorway frame and the ladder. For me to easily add the ladder geometry and other geometry I stretched out Platoe vertically to line up the floor elevations with Boardingaction. This change impacts the overall design and I decided that the increased verticality was good but there are some negative side effects I'll need to address.
At this stage I was able to get those doorways and ladders along with some caution strips into the level. I then copied around beveled squares in each of the room section that helped bring the same look from Boardingaction and at the same time creating a nice platform for netgame equipment.
Here I finished most of the visuals, I ended up adding the light fixtures, the teleportal geometry, and also the POA to panel strip detail. Most of this geometry was floating geometry that was render only in order to reduce triangulation for Boardingaction's already high try count. I decided that the map was plenty optimized unlike Boardingaction so I can afford to spend the extra triangles and make everything attached to the model and have proper collision. Then, I quickly added some basic exact portals seen in the image below.
Something to note about creating exact portals. The edges of exact portals do not need to line up exactly with an edge the main level as long as the portal geometry completely seals and does not intersect the main level geometry. Here is a better image to help explain what I mean.
Here you can see not all the corners of the exact portal line up with vertices in the map geometry. The reason this works is that the portal seals off that space and does not intersect the main geometry.
And here is the end of the art pass concluding with adding in ceiling lights taken from the engine room.
This is the stage I'm at now with my BSP and going forward I plan on addressing issues that have became more apparent with playtesting. Two major changes are relocating the teleporter-from teleporter to the first floor from the second floor. The current location of the teleporter is already on the route to getting up to the top and can be relocated to the first floor to stir up the bottom floor's stale movement. The second change is to relocate the dropdown located on the third floor that drops to the second floor. The reason for changing the location of that dropdown is that the drops onto the ramp which is slightly lower than the second floor and is within the height of causing fall damage. This fall damage is causing this dropdown to adversely affect players movement when using it.
I'm going to end this blog here and next time I'll go over older maps I worked on as I release their data files. The reason I'm able to go back and take pictures like these is because as I work im constantly saving as a new file. For example I used "platoe_01.max" and then "platoe_02.max" this allows me to make quick changes and if I do not like my change I can easily revert back to a previous version.
If you liked reading this blog check out devblog #1: Designing a Map - Platoe
Also check out my previous 2 maps
In addition if you're interested in playing competitive 2vs2 games please feel free to message me here for more information.
This is my first devblog that I wish I started sooner. I'll start off by recapping what I have done so far in developing my latest competitive 2vs2 map, Platoe.
I started off with a few basic things on my wishlist to include in my next map after recently finishing my last two maps, Overflow and Surfsup. Overflow is a covenant/swamp themed with gameplay similar to Downrush while Surfsup is a forerunner/snow themed map with faster gameplay similar to Derelict. With that I decided for my third map I would try and do something human and with more verticality similar to how Imminent pushes the bounds on what a map can be with large vertical sitelines.
With that in mind I started off creating shapes and cutting them up until I had spaces I thought would be cool and would merge them together to come up with even more intricate and cool spaces. When I found a specific space I liked which was the multilevel pit that went down the center of the map I started to redirect my chaotic way of creating space to narrow down the space to revolve more around what I decided would be my main feature space in the map.
Here is an image taken from when I first started working on the map. There were a few cool spaces I liked in here that I knew I would keep and iterate on. The first being the dropdown to the left onto a block which would then force the player to drop again to keep on going. I like this space mainly because I was intending on using it as a location for a powerup. So the player would have to drop down onto the powerup to get it and then be at the bottom of the level where they would naturally want to climb back up to a higher position. I really liked having the catwalk across the steep pit and then including a large angled surface. An angled surface is cool but is usually only seen in the form of a ramp so I figured lets make this whole wall a slanted surface.
Now in the next photo to the bottom of this I was expanding on the space but knew it was not enough space to make a complete map. I had a conversation about "what is the ideal amount of rooms/spaces for a map" and it concluded with atleast 5-6 rooms\spaces, but there could be a few more. The reasoning for those numbers was that a good team of two players would be able to keep an eye on two rooms each and thus know that the opponent would be in the fourth or sixth room allowing for some fun predictability. So with that I merge this three layered cross into the original model which extended the long pit farther and then it created another corner point which would become the red base.
At this point I knew the overshield would be placed at the end up the top catwalk and needed a place for camo. So during blocking out the hole I created a small little platform for camo and made it grabbable through the floor. This fun gimmick has a practical purpose too because it allows the player to grab camo while still being shielded by the large ramp. At this stage I had developed a level that had an enclosed space and could get it ingame. There I could traverse the space and I liked that it had a natural flow to it because of it having almost a figure eight shape.
I had a location for my powerups and now was starting to think of where my rockets should be placed. I started figuring it would then go at the bottom of the center pit because it was a central location that would force players to traverse down the levels to pick up rockets and then naturally flow back up to the top floors. So this meant I needed to elaborate on this new space where the rockets would be placed as you can see in the next photo below here. I also started carving out open spaces in each of the corners of the pathways with the purpose of enlarging the playable space and to give me enough space for spawns and equipment. I wasn't sure if adding these deadspaces would be good but found that some deadspace gives the player a calm place to spawn and increases the different sitelines that will occur between players.
Creating the dead space worked well because it started to define actual areas on the level. I started to see the benefits of this and expanded these areas out even farther as seen in the image below. I ended up with roughly 4-5 levels and realized having any more than 5 would be stretching the map out to be too complicated. I say 4-5 because the fifth level being the top tower is not much of a level sinse once you teleport up there you must drop down or get bombarded with nades so it's more like an extension of the 4th floor.
At this phase I had some playtesting done and the overall flow of the map was good. A problem that was occurring was that those rooms I carved out usually contained 3 spawns with one in each corner. All those spawns were relatively close to eachother leading to being spawn trapped inside that room with another teammate and the opponents just need to lob in grenades to get you both. With further playtesting there were several areas in those rooms that did allow the player to force spawn their teammate out from the rooms to avoid spawn trapping. Despite having these areas there were still too much spawn trapping occurring. With this I was satisfied with the overall layout and flow of the map and the main issue being spawn traps which was due to spawn placements. I had thoughts on resolving this by lowering the amount of spawns in those rooms and pushing them as far away from eachother as possible making it more likely that a player could force spawn their teammate to an adjacent room. With this I started to do an art pass.
I'm going to end this blog here. I'm still not caught up to date with where I'm at now. Hopefully these blogs don't always trail behind what I'm currently doing but instead discuss some of my thought processes before I do make any changes. For the next blog I'll discuss what I did during the art pass and how that impacted the design for the better and sometimes for the worse and how I deal with those problems. If were lucky, I'll get to discuss future plans for the map. Anyway, with all that thank you if you get to this part of the blog and I hope you've enjoyed reading about how I went about designing my new map Platoe.
A cool note I'd like to point out that can be seen in the photos is my frame is centered in the map at 0,0,0 with dimensions being 20, 30, 70 max units which is the relative size of the player. This helps give me an idea of scale when working and it helps me maintain that coordinate 0,0,0 stay in the level and are centerly located. I want coordinate 0,0,0 inside the map because it makes it easier when placing certain level specific objects and the camera defaults to 0,0,0 during the intro spawn.
If you liked reading this blog check out the next devblog #2: Art Pass - Platoe
Also check out my previous 2 maps
In addition if you're interested in playing competitive 2vs2 games please feel free to message me here for more information.
Edited by il Duce Primo on Mar 29, 2018 at 09:56 AM
Quote: --- Original message by: m1nd
OMG, I would like to create maps like this. Very nice
The name is the internal testing name but I decided not to change it because it was playful and fun. Besides I like to spend most my time on the map and not its name.
From testing that I've done they do not cull in different ways. The only difference that occurs is during the process of running the model through tool. Tool does not do any modification to exact portals but regular portals it cuts up and turns them into exact portals to fit the geometry they're placed in. That's why they're typically used in large terrain areas where it would be difficult or too tedious to sit there make exact portals. Once the model is gone through tool the game makes no distinction between exact portals or not. They're all simply portals.
Surfsup is a new map centered around competitive 2v2 play. The map is a reimagination on DDS' map "Uplift" and has taken a drastic simplification in the layout. Surfsup plays well for game sizes of 2-8 players, and takes place in a frigid forerunner structure bombarded with space debris.
I want to thank DDS on his map Uplift for the Original concept. Thanks to Halo 1 Hub for supporting new map creation by hosting, playtesting, and giving valuable feedback. Special thanks to Stuntman for support, and everyone with the @Map Testers role.
There are two downloads.
This first download is simply the map accompanied by a readme: https://www.dropbox.com/s/q51ur5yrigup7wq/surfsup.7z?dl=1
This second download is the map accompanied by all the working data and tag files used in developing the map: https://www.dropbox.com/s/jwnyy9etncpa75u/surfsup%20map%20tags%20data.7z?dl=1
If you like this map check out my previous map Overflow: http://forum.halomaps.org/index.cfm?page=topic&topicID=50461
Edited by il Duce Primo on Mar 25, 2018 at 05:35 PM