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FireDragon04
August 20th, 2007, 06:48 PM
So even now...FireDragon has a Work in Progress for Halo CE...How odd

Well, to make a long story short, Halo 2 Vista's Editing Kit hates me (Stopped Working Error). So i thought I'd make one more Halo CE map in my spare time.

This is 1 half of this medium sized map and is about 75% complete. Got some little errors to fix...and i have to finish UV's and Texturing. As you will be able to see it isn't completely complete...Yet!

Without further ado:

http://img521.imageshack.us/img521/3351/new1we1.jpg
http://img458.imageshack.us/img458/5646/new2tg4.jpg
http://img458.imageshack.us/img458/9784/new3kq9.jpg
http://img512.imageshack.us/img512/3011/new4ju6.jpg
http://img512.imageshack.us/img512/5180/new5xb0.jpg
http://img208.imageshack.us/img208/9527/new6xm0.jpg
http://img171.imageshack.us/img171/2202/new7pe1.jpg


Woe, is a small forerunner structure with an unknown purpose it sits inside a dark cave and is lit by only the forerunner lights scattered around.
The base has various ways to assault and defend and weapon placement will be very sparing, yet very needed.
The map wil have no vehicles due to its size and nature, but will keep CTF and KOTH lovers entertained for days!

The above renders are just in max, the final map will look much much better, and the lighting i have mind will be nothing like I've ever done before.

More Updates coming soon!
Comments/Suggestions welcome!

Update 1 : HERE (http://www.h2vista.net/forums/showthread.php?p=144898#post144898)
Update 2 : HERE (http://www.h2vista.net/forums/showthread.php?p=145547#post145547)
Update 3 : HERE (http://www.h2vista.net/forums/showthread.php?p=146176#post146176)

LlamaMaster
August 20th, 2007, 07:05 PM
Looks completely awesome dude! Much better then some of the other maps you have made.

Snaver
August 20th, 2007, 07:13 PM
Cave idea is pretty cool, hopefully you'll have some nice shaders to go along with the map as always :)

Limited
August 20th, 2007, 07:26 PM
Looks pretty good. You said its for CTF, will there be 2 definitive bases for each team or will flags be out in open?

Tweek
August 20th, 2007, 07:27 PM
meh. texturing fails. you can do better.
looks kinda decent.

FireDragon04
August 20th, 2007, 07:28 PM
Looks pretty good. You said its for CTF, will there be 2 definitive bases for each team or will flags be out in open?

This is like one of the base areas.

In the inner area, where u see some blue glass at the bottom of a ramp is where the flag will go.

This is basically half the map...although the middle wholes alot of extra surprises.


and i have to finish UV's and Texturing. As you will be able to see it isn't completely complete...Yet!


meh. texturing fails. you can do better.

Still lots to do texture wise!

Inferno
August 20th, 2007, 07:29 PM
geometry reminds me of b30_b structurebsp...
its cool.

teh lag
August 20th, 2007, 09:02 PM
Yet again, you've turned out some pretty nifty work. I hope this project goes far!

Mass
August 20th, 2007, 10:26 PM
looks very nice. Is the other side going to be symmetrical or is it going to be similar but assymetrical? how much room will there be in between? hopefully classic weapons?

Archon23
August 20th, 2007, 10:32 PM
Same here. Classic is good and all but it gets old eventually.

Bastinka
August 20th, 2007, 10:44 PM
Well, it looks nice.. But I couldn't see having too much fun in that. Keep up the good work! Firechap04

Pooky
August 20th, 2007, 11:26 PM
I'd actually love to see something that isn't a pistol, and is also custom, so long as it's original and done well.

.

Con
August 20th, 2007, 11:34 PM
Looks good, can't wait to see it textured further :D

fatso784
August 21st, 2007, 08:13 AM
For some reason I can see this map being in a singleplayer level.

FireDragon04
August 21st, 2007, 03:09 PM
Slight update;
As you may notice alot of UV's have been fixed and the aspect of the map is stiching together, don't forget this is only 1 half of the map.

http://img207.imageshack.us/img207/3223/newzagain1aj7.jpg
http://img206.imageshack.us/img206/551/newzagain2ug0.jpg
http://img517.imageshack.us/img517/7641/newzagain3wi3.jpg
http://img125.imageshack.us/img125/2264/newzagain4ij7.jpg
http://img517.imageshack.us/img517/403/newzagain5zf3.jpg

Still lots of little errors and UV's to Finish/Fix before i finish and show the center and then the finished map.

Apoc4lypse
August 21st, 2007, 03:23 PM
like I said on AIM turning out very nice :D

Mass
August 21st, 2007, 05:15 PM
looks cool but I think the transition from metal to rock should be less harsh, like how it is on the sides should also be on top.

Sever
August 21st, 2007, 09:43 PM
Yeah, make the rock and concrete/metal Forerunner material overlap each other along the top edge.

FireDragon04
August 22nd, 2007, 03:01 PM
Yeah, make the rock and concrete/metal Forerunner material overlap each other along the top edge.
Exactly what i've done today :eek:

Okay 3 new images, been starting to add little wall details...ect now...to make it a little more forerunner-y...that isn't even a word :rolleyes:

http://img411.imageshack.us/img411/8934/newz1yv5.jpg
http://img444.imageshack.us/img444/2478/newz2yw9.jpg
http://img444.imageshack.us/img444/4417/newz3jq2.jpg

As you can see all top edges now 'overlap'/'blend' into the cliffs.
Also, i've began the forerunner detailing of the walls...
I'd say this section of the map is 88% complete now...maybe more.

Lightning
August 22nd, 2007, 03:10 PM
:awesome:

You seemed to have nailed the Forerunner style, as always :P

Tarzan
August 22nd, 2007, 03:32 PM
Nicely done... are the lights custom or ripped from a bungie map? and if so.. which one? Jw...

Sever
August 22nd, 2007, 03:42 PM
Play Silent Cartographer and look at the walls. You will see one area where a Forerunner structure is showing through the rock and dirt. Make something similar to that, but much more extensive in the ceiling of the map.

FireDragon04
August 22nd, 2007, 04:02 PM
Play Silent Cartographer and look at the walls. You will see one area where a Forerunner structure is showing through the rock and dirt. Make something similar to that, but much more extensive in the ceiling of the map.

Ah the 'unearthed' forerunner stuff? Like in the cliffs on TSC? Yea i was planning on something like that for the ceiling of the cave, just like the bottom of an extensive forerunner structure.


Nicely done... are the lights custom or ripped from a bungie map? and if so.. which one? Jw...
Ah, you meen the actual 2d lights like the blue ones?
No there in levels/test/dangercanyon
Its just a texture.
All 3d models are all custom, textures all came with the H:CE EK!

Mass
August 22nd, 2007, 04:29 PM
Yes that was exactly what I was talking about, but make sure that you add different height levels like balconies and pits in the center in addition to obstacles to improve gameplay.

FireDragon04
August 22nd, 2007, 05:27 PM
Yes that was exactly what I was talking about, but make sure that you add different height levels like balconies and pits in the center in addition to obstacles to improve gameplay.
Will do don't worry.


nice forunner style i like it :), also try downloading the latest exporter for h2v. that stoped sapian from pooping on me.
It's not that. It's any of the H2EK applications just show the 'Vista' program stopped working error anytime i try to load them. Some other people also have had to problem.

Microsoft even sent me a brand new copy of H2V...no luck!
Even reformatted a few times. No luck! Very anoying!

Nimverus
August 22nd, 2007, 07:27 PM
Excellent job :D I see you love that cliff texture alot , its really good in the stuff you make

FireDragon04
August 23rd, 2007, 01:26 PM
Have you tried disableing UAC(User Account Control) its a pain and prevents everything from running(even explorer sometimes)
Yea Tried EVERYTHING...so 'ghay' lol.

http://img503.imageshack.us/img503/4382/fulltestkt3.jpg
(Preview of final layout...still lots of work to be done)

Anyway, i decided on a good story for the map, had to be carefull i didnt use 'important story plot' as M$ don't want use to extend or build off the story really.

So, here goes;

161 feet under ground, a desolate forerunner structure lays dormant.
This structure was built over 120,000 years ago, later more forerunners came and continued to excavate the area building 2 more tunnels under the grand structure above, before an 'incident' happened above and the whole place went into lockdown...

Also, this map was orgianlly ment to be a part of a 'series' with other parts of the 'structure' and even the surface as maps. But that isn't certain yet. Also, the map isn't based on a 'Halo Ring' it's deep under a planet similar the Onyx/Earth (without all the Onyx setinals).

More Updates, Images and...etc coming soon!

Con
August 23rd, 2007, 02:21 PM
Looks great, although it could use a little asymmetry in the layout.

FireDragon04
August 23rd, 2007, 02:41 PM
Looks great, although it could use a little asymmetry in the layout.
The basic layout of the map was intended to be symmetrical, yet little details i'll be adding (already have begun), like forerunner 'wear and tear'...etc, will make each side of the map not an exact mirror of it's self.

Also the 'plan' for the celing will not be the same on both sides.

Mass
August 23rd, 2007, 03:04 PM
looks cool.

Sever
August 23rd, 2007, 03:17 PM
Way too linear at the moment.

Current layout:

base
[---]
| + |
[---]
base

Suggested layout:

...base
../[---]\
*|--+--|*
..\[---]/
...base

with the * being a two-way teleporter, and the angled paths connecting to the side of each bases' exterior areas. PM me if you want a more detailed description.

Apoc4lypse
August 23rd, 2007, 04:31 PM
server has a nice suggestion layout wise i think....

I agree with it being very symmetrical but oh well, it looks nice, I love the textures.

hobojoe
August 23rd, 2007, 06:55 PM
I see this being a great CTF map

Pooky
August 24th, 2007, 02:34 AM
Way too linear at the moment.

Current layout:

base
[---]
| + |
[---]
base

Suggested layout:

...base
../[---]\
*|--+--|*
..\[---]/
...base

with the * being a two-way teleporter, and the angled paths connecting to the side of each bases' exterior areas. PM me if you want a more detailed description.

What's wrong with linear maps? Linearity works far better at keeping the action flowing where small numbers of people are concerned, as you don't want to be running around the map for 10 minutes looking for people to shoot at. Longest is a good example of that, and Wartorn Cove is another, on a larger scale.

Huero
August 24th, 2007, 02:41 AM
The map looks like it would work like snow_Grove, or Grove_Final.
A large center, that everyone fights in to gain control of the map, Which is REALLY fun. Adding those side passages would screw with that. However, if the side passages teleported into the middle, that would be much better. On the other side, the side passages give people a beeline to the other teams' base if people are fighting in the middle. Thus turning this map into a CTF Crapfest.

...base
../[---]
*|--+--|*
...[---]/
...base
THAT'S BETTER.

FireDragon04
August 24th, 2007, 09:35 AM
Thanks for all the input guys, all ideas will most probably tested.

But, the map will go through a stage of play testing (alpha test) soon, to see how the current layout plays, and what needs to be done.

Reaper Man
August 24th, 2007, 10:01 AM
I don't like how the Forerunner structure intersects the cave/cliff wall. Forerunner structures should be built into the environment and compliment it, not look like the wall has crumbled away to display the structure beneath it. Everything is very square and the overall map is very plain. If you insist on having those cracks, make them higher poly, as they do not look believable at all.

FireDragon04
August 24th, 2007, 06:29 PM
I don't like how the Forerunner structure intersects the cave/cliff wall. Forerunner structures should be built into the environment and compliment it, not look like the wall has crumbled away to display the structure beneath it. Everything is very square and the overall map is very plain. If you insist on having those cracks, make them higher poly, as they do not look believable at all.

The maps design isn't to make it look beleiveable but very makeshift, and quickly built by the forerunners, even though it still shows their glory.

FRain
August 24th, 2007, 09:05 PM
Thanks for all the input guys, all ideas will most probably tested.

But, the map will go through a stage of play testing (alpha test) soon, to see how the current layout plays, and what needs to be done.


Awesome.


beta?

Stormwing
August 24th, 2007, 11:54 PM
FD, as much as I love your work, I feel like this map suffers terribly from the one issue that kinda hurts your other maps as well.

Visually, it looks great. The architecture is well thought out, the textures are fitting, the basic feel is there. But everything's few and far inbetween, and everything is constantly symmetrical.
I mean, look at the two large chambers...all the basic elements are well done and go together nicely, but it's still really empty and pretty damn boring. Completely rectangular, there's only a bit of scenery on each side, walls are flat and uninteresting, and it just seems pretty bare overall.

Secondly, it's (as previously stated) too linear. Symmetry I can deal with, but the linearity plus bare-bones feel makes the symmetry seem gameplay-breaking. The bases and smaller interiors/rooms look nice, since there's plenty of things to keep things interesting and visually appealing. However it's all too direct and simple and would make the gameplay much less fun.


I don't really have and ideas for increased complexity, mainly because the big chambers kinda fill up the map area. Idunno, this kinda thing is just the feel i've got from this map..and others. Looking forward to it though.

Mass
August 25th, 2007, 01:55 AM
I agree with stormwing, I also feel that terrain tends to make better less linear game play, or at least seems too.
so maybe something like this....:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/suggestionforwoe.jpg
yeah, MS paint....

Tweek
August 25th, 2007, 02:29 AM
thats win,

dragon, i'd try out something like that if i were you.

Sever
August 25th, 2007, 06:08 AM
I say add the terrain, but also add two enclosed side passages to keep the Forerunner theme throughout the map.

Mass
August 25th, 2007, 09:19 AM
thats win,

dragon, i'd try out something like that if i were you.

:D

FireDragon04
August 25th, 2007, 09:21 AM
I agree with stormwing, I also feel that terrain tends to make better less linear game play, or at least seems too.
so maybe something like this....:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/suggestionforwoe.jpg
yeah, MS paint....

Thats actually pretty win!
Nice! :awesome:

Mass
August 25th, 2007, 09:23 AM
yeah, I put the ice in forgetting there weren't vehicles, lawl.