nice work mobster, i fired up a old build to dick around and liked the layout. hopefully this makes a big splash for CE (being ODST themed and all)
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nice work mobster, i fired up a old build to dick around and liked the layout. hopefully this makes a big splash for CE (being ODST themed and all)
still think cov energy sheilds should be scenery to allow more control over placement
Unfortunately, making them scenery presents problems with collision and such. I really don't want to have Warthogs glitching through that.
Why is the city rusty? It got hit by a explosion.
:raise:
that and why are the roads melting
ok im going to be perfectly honest here.
1) the model is absolutely terrible.
2) Texture placement is equally as bad
3) Uvws are equally as bad
Now if you need someone to show you how to model human and uvw and do various other things I will gladly help you out.
This is exactly what I said in the QCT. Your damage - especially on the ground - looks more like someone tried to fuck up the mesh rather than an explosion fucking up its surroundings. That isn't what damage looks like. We've been telling you this for ages now. If you can't execute damage well maybe you should go for a different look.
I've been trying to get rid of the damage, actually.
...And tbh, there never was any damage on the ground, just my shitty modeling, I guess.
The road is perfectly level now, except for the short downhill section by Blue base (Mall area) and for the short uphill section by Red base (Hotel area).
Pics or fuck the shut up.
Give me ~1 hour to render.
Remodel and retexture. No matter how many times you try to give shitty geometry a facelift, it's still shitty geometry. I've tried to tell you nicely before but outright, this sucks, dude.
Gotcha. Sometimes telling me bluntly is what I need to hear.
Going to be completely remodeling this damn thing.
OK, I want to know what you guys think of my potential changelog for the remodel:
REMOVED/ALTERED:
- Streets will be 100% redone and reunwrapped.
- The main red and blue "fire exit" entrance to the mall (the infantry route closest to each base) is going to be remade from a fire exit to instead a section of the Superintendent's data core from the ODST level "Data Hive". I feel this is probably the best way to cover up an otherwise bland hallway.
- The area which someone on the last page felt was "too bland" is going to be remade into an exterior fire exit. This will allow people sneaking up on a sniper/turret gunner to be picked off more easily by a good team, as well as allow people climbing said fire exit to spot people shotgun camping on the fire escapes and pick them off before they climb the stairs.
- Blue base (the former hotel area) is going to be remade, more extensively based off of the Firefight map "Crater" than it already was. The Hotel is going to go bye-bye.
- Train station remodeled to match the one from H2's "Terminal".
- Entire South side of the map (freeway side) going to be ripped out and replaced with a parking garage like the one in "Terminal".
- Most of the shitty-looking wreckage is going to be removed; the exception being where Domain's Pelican crashed. Here, I will take steps to reduce the wreckage without fundamentally altering Domain's BSP, as being able to see Domain from Gridlock is part of the map's basic setting.
SALVAGED:
- Domain's BSP.
- The Blue base "Escalator" area (mostly). Is going to be remodeled, but will retain the same shape.
- The "park" I have by the hotel; this is part of the "Crater" remodel I was talking about earlier. Most buildings surrounding the area will be removed, however.
- The "Grifball" court.
- Mall interior going to keep the basic shape and function, although is going to be more akin to H2's "Ivory Tower" appearance-wise.
To sum it up:
http://i435.photobucket.com/albums/q...titled-4-1.png
Anyone have any objections?
There should be no objections, only suggestions. This is your map not ours. I'm glad to see some further and enhanced optimization, it means the map will be only that much better.
I was against having to remodel the whole fucking thing at first, but things are looking much better already.
MUCH better.
Currently I have the streets done (nice and even now) and I'm working on the parking garage.
The map has also had a bit more realism included as far as the street layouts go. I don't have the road going all the way up to the escalators like I did before; now the street has a tiny little plaza area for drop-offs/pick-ups/u-turns.
Similarly, the entire area by the hotel has had a remodel as well; I mirrored the streets and now I'm having a sidewalk lead to the park with the same sort of plaza area for U-turns near the park entrance itself, something which I feel is much more realistic.
I'm actually happy I've been able to squeeze things into this map I didn't know where to put them before (parking garage, Superintendent tunnels).
Renders will come once I get this parking structure close to finish.
Hopefully they're better. :p
Let's try again.
http://i435.photobucket.com/albums/q...kinggarage.jpg
Things going off to either side are monorail tracks, shield generator is just there to show why one side of the garage is so bland (so people don't escape the map).
D-D-D-D-DOUBLE POST
http://i435.photobucket.com/albums/q...westgate-8.jpg
What's with the weird graniness in the renders :S
Looking nicer though :)
Urgh stop clay rendering...it hides your errors and reduces discernible detail. You have misaligned vertices, you've chosen a VERY poor place for the street lamp (that intersection with the wall is just... what were you thinking?), those planter type things you have on the side of the walls are actually what the lamps should be in, and they are modeled too low (should be level with the wall, also wrong shape), and your planter on the terrace foreground is some weird, ambiguous shape (the one in the concept art looks nothing even remotely similar to that, and i'm not even sure how or why you'd come up with a shape like that), and you have some very severe changes in wall thickness all over the place.
You really really really need to pay more attention to both the concept and how you're modeling. You're getting closer to the odst style, don't let your modeling kill it.
The "planter" things on the walls are going to hold streetlamps eventually; I took them out to remodel them.
Other points have been duly noted, thanks.
TBH your only problem is that things aren't all lined up. The top of the wall on the right side is not very consistent and changes width a bunch and a few other things in the picture are a skewed or out of line.
Render time: 0:24.
Skylight with Automatic Exposure Control/Camull-Rom filter FTW. :p
I was using real clay renders then; took forever. :p
For new WIP pics - Just make a dark gray color as your diffuse, give it high specular and make the gloss half the specular level.
No more clay renders. Get rid of the skylight. Render with your anti-aliasing filter of choice on and a dark gray render background.
Yes, much.
E: I'd toss in a directional light with some simple shadows in there tbh... but that's just me.
Also, Im talking purely about the render, I'm too tired to try to compare that to your old render to see if you fixed any geo.
any renders of that sky you promised?
*impatient for awsome*
Just got all playable areas finished, save the interior of the mall.
The entrance to Blue base (with the escalators) is nice and open, while the entrance to Red base (park area) feels much more... imposing, with buildings towering above you on both sides. I actually rather like the different feeling each base gives you. I'll have to get a render for you soon demonstrating what I mean.
The bland "fire exits" which used to be the only way to the mall interior have been replaced with tunnels much like those seen in "Data Hive". There are also more than two ways into the structure now: We have the broken windows you can jump through and the former "fire exits" still, but now we also have a parking garage you can use to get into the mall interior. As such, this has turned into an infantry-only "hub" of sorts.
One other change: The shotgun and rockets have switched locations.
I would have some renders for you, but I said "playable area"... meaning there are only fragments of buildings in place as of yet. I'll get some soon, I promise. :p
Oh, hello there.
Progress on the above:
http://i435.photobucket.com/albums/q...tenormal-1.jpg
http://i435.photobucket.com/albums/q...gateclay-1.jpg
Some work on the new section of Gridlock:
http://i435.photobucket.com/albums/q...arksnormal.jpg
http://i435.photobucket.com/albums/q...termarks-3.jpg
For reference, this is what the old version looked like, from the same camera:
http://i435.photobucket.com/albums/q...termarks-4.jpg
I'm wondering how you manage to always always always somehow manage to make planar surfaces non-planar. The heck are you doing??
I see alot of them were his ramps are, and seeing that there in curved spots too it could becuase of how hes chamfering or hes using the move tool axises wrong. (like when he moves on y hes also moving on z), which to be honest, isn't very hard to mess up on :S
It's odd, because the Z axis match up the whole way; every vertex has a corresponding vertex on the other side of the ramp which is at the same height.
If you're talking about the park picture, I realize I did fuck up on one of the ramps, which I mirrored (and then mirrored the mirror), so there are 4 nonplanar ramps in the park picture.
As for the escalator picture, the same business applies: each vertex has a corresponding vertex at the same height on the Z-axis. I honestly have no idea how nonplanars get there, because, to my knowledge, I am doing everything correctly.
The top and bottom edges of your ramps need to be parallel.
And it looks wierd if the sides aren't perpendicular to those edges too. You really have very little wiggle room beyond rectangles before your ramps will appear distorted. You also need to understand how much the halo style relies on your geometry following the axis, because all of your maps have this ugly beer-goggles thing that just doesn't cut it aesthetically.
Very small little update:
Is this project dead?
Short answer: Yes and no. It really depends on my mood.
Long, confusing answer: I'm not really feeling the urge to put this thing into Halo. That's not to say I won't put it into Halo, it just seems like a lot of effort to make something for a game that is populated primarily by Coldsnap/Yoyorastfags and RPers. Hell, Yoyo V2 isn't even that popular; what chance does my tiny little project have?
If I can find another engine to put it in, for sure I'd put it in there (my shitty computer can't run Unreal). A Halo port is currently "Most Likely" rather than the "definitely" it used to be.
Since I don't have the urge to put it into an engine, I'm not feeling the drive to finish. Perhaps that will change. Perhaps not.
However, that's not to say I haven't been working on this project. Progress has been made. Things have gotten done. Interiors have been created. Non-planars have been (mostly) fixed.
My to-do list is really as follows:
- Complete mall interior (Bathroom and Restaurant need to be completed).
- Complete mall exterior (Lots of work here).
- Complete Blue courtyard/Blue base (Not looking forward to this, technically is part of mall exterior).
- Finish Red base (Red courtyard has been completed, Red base has not).
- Seal.
- Texture.
- Beta.
I'm not giving a potential beta date. I picked this project up today simply because I was bored and someone bugged me about it on Xfire. I got quite a bit done today.
I hope to have it released this Winter or early next Spring. Then again, I had also hoped to have this released before ODST.
Some screens (more to demonstrate what has been done than anything else):
Red Courtyard/Peter Marks Memorial:
Blue Courtyard (Ignore fail lighting job and incomplete geometry):
Blue Courtyard, alternate angle:
Train Station/Parking Garage (examples of unfinished geometry abound):
I think it's pretty accurate to the Halo 3 ODST's style but what's up with the Hang em High blocks?
The Hang 'Em High blocks are a memorial to Peter Marks, creator of Hang 'Em High, who died recently.
Nice touch. I'm really lovin' that bsp.
That BSP still dosent look that great, not sure if you've fixed it up at all either?
And yeah, to be honest most multiplayer maps these days have no chance to get played for a long period of time. If its good enough and original, then it might get played for sometime, but not forever.
Heck, I barley even see the new CMT maps being played any more, and Snow Grove is really only played on Zombies and on 1.00.
dont be a faggot, CE is populated by the following:
people just playing stock maps
coldsnap players
people who play that shitty desert map
hugeass
POQ's shitty zombie server
and last but not least, the multitude of shitty RP servers with 12 year old asspie admins
fuck no one even PLAYS yoyorast island anymore
i say make it just for the people who actually like to play CE and not play in a shitty christian server with a shitty map
Make it for the purpose of perhaps a gamenight for anyone who still has CE installed/would be willing to install it.
Question: What weapons are being used for this? Stock, custom, ODST stuff?
Uh...okay?
They do make medicine as a treatment for certain displays of cynicism that are fueled by clinical depression. Maybe it is time to pop a pill or two?
:smith:
Besides, I don't fit into any of the above categories in your "assessment." There are still plenty of CE players who aren't 12 yr old admins, Yoyorast or Zombie players or cynical logs or wry oafs who complain about all of the above. We appreciate nice maps too.
This map looks fantastic...and it would be well appreciated by plenty of us who continue to lurk around the CE universe.
:realsmug:
I like Asspie. And I like the new Model on Gridlock. Very ODST.
gridlock DOES look good, and having played domain i hope it gives the same action
but on a sour note this will probably be played on a CE game night and then sit and collect dust
you dont really look at the server lists do you that often? probably jsut join a POQ server via xfire...Quote:
Originally Posted by POQ prince
the LAST time i saw a full yoyorast server was i THINK 1.08
and when i mean full yoyorast i mean COMPETITIVE, not "herp lets find the secret room"
the new players to CE are either too dumb to google "halo custom edition maps" to find halomaps or are too lazy to go get good the good ones, if they DO end up downloading a map it turns out to be coldsnap or snow grove so they can play zombies
the real world's custom map server is usually populated with whats left of the players who want to play GOOD custom maps and not have to spend an hour and a half trying getting the flag
Perhaps. I'll look into it; I don't have much more to go. Just going to have to fix a few bad polies I found the other day.
As for weaponry, I love the stock weapons. However, this is a map based off of ODST:
Silenced SMG instead of Assault Rifle (SMG does same amount of damage, same fire rate, same clip size as H1 Assault Rifle).
ODST Pistol instead of H1 Pistol (Same as above; does same amount of damage, fire rate, and clip size as H1 Pistol).
The weapons look slightly different, in keeping with the map, but are exactly the same as the H1 weaponry.
knock it off. now.
back on topic.
The pistol does the same amount of fire rate and damage as the H1 Assault rifle ???
...lol, I didn't notice that when I was reading/quoting the post.
You mean it'll be as powerful as the Halo 1 Pistol, aye?
Yes. My bad. -.-