Beta test pls - I'll give you good feedback, promise
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Base on what I seen... Those pipes or any of the cylinders are very roundy, yet still haven't extended the HEK's poly limit to create a map? That would be interesting gameplay experience.
Pope, if you can try to build the scenery meshes into the level BSP; That way they get nice and light-mapped and not just be vertex lit like everything else.
Caution strips look too thick IMO.
Is there any downside to this? Doesn't the BSP collision model get too cluttered and start producing phantom BSP's? Could have sworn there was a reason people weren't doing this... Or is it just because no one wants to go through the work of cutting and welding everything to the BSP?
If there's no downside it sounds like something I'm going to do in my maps.
Interesting. Pope have you been testing this using HAC2's increased poly hack? If not then bravo on the portalling.
New screens when
If you could add something other than the crate thingies to jump to higher platform that would be great. They're sometimes very buggy to jump on.
Sweet titties.
Awesome human architecture/10
Are you remodeling the entire fuckle
:(
I want to be in beta too!
This is more like the maps Halo needs. Actual game assets and textures being put in original environments AND keeping to that classic arena Halo I like. No modified campaign levels or dumb, AI-strewn cube worlds. 10/10 actually genuinely looking forward to release.
What's the poly count on Gridiron beta? It's funny cause it looks fairly simple yet it hits my performance worse than Yoyorast Island V2. Waiting for the final version of the map.
BTW awesome work on your 10K map pack! Tnnaas said it better.
The issue likely isn't the total polycount of the map, but rather how it is distributed among the portals (not to mention lens flares and particle effects like sparks and smoke). It's an interesting point because a lot of content creators are unable to test performance correctly due to their machines being powerful enough to pull 100+ fps on maps with even the highest polycounts/most visual effects.
I once built a test machine with an old Radeon 9600XT 512MB in order to test performance consistency throughout maps I was working on - Halo ran between 25 and 35 fps on stock maps, which is what I was going for. Unfortunately the processor is fried now and it's pretty much useless.
Hey asshole are you still working on this
he said it would be done in around a week DONT RUSH HIM
RIP
Attachment 3443
What wasn't finished about it anyway?
AFTER THOUSANDS OF YEARS....
WHY CANT I POST LINKS????
nice