Well I was being serious... I just made a quick shoop to explain better.
http://img4.imageshack.us/img4/3802/...mapcritlol.jpg
oh and overall there is a distinctive hue of purple, but if that was what you're goinf or then thats cool.
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Well I was being serious... I just made a quick shoop to explain better.
http://img4.imageshack.us/img4/3802/...mapcritlol.jpg
oh and overall there is a distinctive hue of purple, but if that was what you're goinf or then thats cool.
The yellow is really the only valid point I see there. The geometry of those parts is pretty boxy, and may or may not get changed, depending on how much halo's clipping issues mess things up.
Now, there are a total of 3 final(hopefully) textures that are seen on the structure. The strips, and the red/blue generator.
The other textures are all stock, or placeholders and obviously are not going to fit with the other ones.
Oh well thats groovey then, just dont sort of over tile shit because it tends to look monotonous on the eyes otherwise cool beans.
Yes, the tiling is quite an issue, unfortunately there aren't any good halo placeholders that don't have borders :\
What're those circles below the bridge supposed to be? They look rather incongruous.
well it sucks
make him fix it :maddowns:
Being serious now, an open-air energy beam? Emitters like a horizontal version of this or something similar.
I've been considering that, but couldn't come up with a worthwhile way of implementing it.
I'll worry about the nicer stuff like that later, once were in the lets make things look great phase, but right now I'd rather not worry about it :saddowns:
I got lazy, but they actually look pretty good to me in that picture.
I was thinking there would be some sort of visible energy transfer between those two pads, perhaps with a kill-box to accompany it.
Yeah, I made that whole area with aesthetics as an after-thought, and it's pretty obvious.
Heh, they look kinda like speakers. Do something like Yoyorast Island's central tower, with a localized audio track playing there.
Rofl, we can have raves thar!
Have something on the center of both those two circles emit a small ball of light like a plasma pistol charge and have an ominous buzzing when in between them. Like the noise fluorescent lights make.
I still hate the architecture of the britdge. It just doesn't strike me as Forerunner, I can't really explain why... but it could be a lot better than it is now.
put two up there
make them dual wieldable!
O M G YES DO IT! NOWWWWWW. ALL YOUR LIVES ARE BELONG TO MAH FUELS!
to get rid of tiling, you can use a ground-shader basically.
since that shader supports a colourmap, you can add colourvariation to the thing (and even add like grime and stuff to where the thing intersects with the ground.)
you'll need to rework the UVmapping for that though. and keep in mind that it'll give you a bit of a performance-hit.
Oh Selenticccccccccccc, I made something in Max for youuuuuuuuuuuu :embarrassed: Get on xfire asap Mr! :)
I'm not horribly worried about performance issues in halo from this, I'll look into giving it a go.
I'll see what I can do, if you can upload it somewhere and PM it to me that'd be really helpful since I can't get my laptop connect anywhere.
PS: Con, upload the door stuff so I can do that !
I think I remember
Whoaaa, where have you been?
Oh! Ok!
So, I got a hold of the files, and messed around with the tags, and here's what I've got.
http://i93.photobucket.com/albums/l4...ls/revdoor.jpg
http://i93.photobucket.com/albums/l4...s/revdoor2.jpg
The coloured parts reflect the status (locked, unlocked) of the door. I originally wanted something similar to the h2 arbiter doors, where the parts change to blue, and then the door opens, but I can't seem to get that going with this, but I'm quite happy to settle for having these two colours flash.
Suggestions/crit?
I don't really have any suggestions. But that looks great.
I'm going to keep messing around with the tags, hopefully con can get on redoing the other textures so that it fits in better :p
Looks pretty good, I just hope it blends in with the rest of the forerunner textures.
Edit: Oops I think this post is considered spam sorry everyone, don't really remember forum rules anymore. Well is this map the same one from before?
I've been living on my own, just moved into this nice house with my buddys. And I've been learning a lot about life secrets of the universe with the help of some trips, made a lot of mistakes like getting addicted to shooting heroin. In rehab, well a home detox program.
Got this preppy chick for a girl friend that doesn't understand me and I just want to leave her but she might be pregnant and I dunno I just want a hippy or a punk chick. Although there is a couple preppy chicks that I like but I've only talked to and seen one twice and just met this other one who I see around every once in a while the other day.
But yeah, I'm back. Came to finish overdose and make a bunch of other maps, help out the ol' team to I guess. Just gotta haul my comp over from my parents house to mine, I'm just using this really bad laptop right now, 5gb hard drive, and 128mb of ram, don't even know the graphics card. The OS takes up over half the space, then since it doesn't have any memory it uses up almost the rest of the hard drive with virtual memory so it doesn't even have a gig left. Anyways I'll take to you later on xfire, I'll be on more once I get my comp here. Thanks for listening to my little rant who ever read that,
I just needed to release it.
A green colour would be better for open status but I think you know better which colours suit them.
If con has no issues with it, I'm fine with handing them over to you once I finish everything up on them.
When I first set them to reflect the locked/unlocked status they chose green, but I thought the colours looked kinda out of place, and went with the forerunner blue instead. If people want to see it do green though I can post those so you can all compare.
PS : Cool to see that your back malolo.
Red closed
Blink green twice with some cool sound
Goto Blue
Open
Everyone is happy
Tell me how to do that, and I'll look into it!
Uh. Shit. Clever use of hiding lens flares inside the door during the animation? Haha I have no idea.
No. Not really, not for me.
Look at the doors used in T&R/Keyes. They turn white and flash when they open.
I can take a crack at it if you wish.
Edit: Connor told me to ask you if it was ok for the doors, and you're telling me it's ok if he says ok, so I'm guessing it's ok :p.
I'm almost entirely sure that's a dynamic light, and not something related to this, but I'll look and see if I can figure something out.
Well, I'll see what I can do to get the files to you while I'm out here, but my internet access is intermittent at best, so we'll see what happens :p
I've been touching up the glass shader a bit to be a little more visible, and such.
http://i93.photobucket.com/albums/l4...vdoorglass.jpg
I also started working on a teleporter room to stick on the outskirt teleporters, I was going to use jcap's concept which he gave to me way back, but decided I wanted something a little bit more grandiose. I still tried to use some elements from the old concept, and still hope to use some with other additions (namely the pillars). However I lost that file when the windows 7 beta expired, so I haven't exactly got anything to go on.
Anyway,
http://i93.photobucket.com/albums/l4...dels/Tele1.jpg
http://i93.photobucket.com/albums/l4...dels/Tele2.jpg
Obviously, the bottom floor is very bland and empty, but I'll be adding a lot more there so don't tell me about it, I'm open to suggestions as to what to throw down there to spice it up though.
On an unrelated note, the double sided faces feature in Max 2009, does anyone know how to disable it?
It's making things fucking hard to work with :/
Umm, I think you have to right click on the object and choose backface cull.
green for open is a terrible idea. let's not associate this shit with traffic lights.
In Cali, getting nailed at street lights is a common occurrence. I'm pretty sure Snaf doesn't want to be dying repeatedly in front of something that reminds him of a street light. :v:
There's nothing wrong with red/green. Making it different just for the sake of being different is not only overthinking it but unintuitive.
The only issue I have with the red/green is that it doesn't look nearly as nice as the blue for the glowing parts.
For that reason I had to change the lense flares to match that colour because they didn't look right in green with the blue glow :X
Either way, as jcap has reminded me several times, blue is the generic forerunner colour for active, so I figure I'll end up sticking with the choice of colours we have now.
whens the beta dood
Hey boys, we're almost there!
http://i93.photobucket.com/albums/l42/selentic/rev7.jpg
http://i93.photobucket.com/albums/l42/selentic/rev8.jpg
http://i93.photobucket.com/albums/l42/selentic/rev9.jpg
http://i93.photobucket.com/albums/l4...ntic/rev10.jpg
http://i93.photobucket.com/albums/l4...ntic/rev11.jpg
http://i93.photobucket.com/albums/l4...ntic/rev12.jpg
http://i93.photobucket.com/albums/l4...ntic/rev13.jpg
http://i93.photobucket.com/albums/l4...ntic/rev14.jpg
Ground texture and shader need a little bit of tweaking, but the cliffs should be set to go.
Only a bit more to go until this sees a release, teh lag finish the waterfall~
(Ignore the scenery rocks ie: any of them that are still gray.)
ome progression pictures as well.
Oldest
Old
http://i93.photobucket.com/albums/l4...odels/rev5.jpg
New
http://i93.photobucket.com/albums/l42/selentic/rev7.jpg
I prefer the 1st image in the progression images. The newest looks too gloomy. Grass and shit is nicer than sand imo. And I like the sun :)
finally
lookin' good just fix the waterfall
then its beta time again :neckbeard:
also, is there a new part of the bsp I see?
looks good selentic, I would like to beta :3 ok thnx
Everything looks really bland. Everything is a tanish color. You have a tiling texture on most of the structure. Atleast uv it better. The only thing I'm really loving is the sky. The design of the map doesn't seem to have any flow, things are just here and there.
I agree with Duce.
How so?
Well, it is a desert...?
We're also short a lot of textures, and working with placeholders.
I appreciate the criticism and all, but I'm not quite sure I get where you're going with this.
You picked to use a desert as your environment. Just because it's a desert doesn't mean it should be passed off automaticly as ok to be boring. Everything is very monotone, so add some more colors to it. Maybe place some little shrubs here and there. Or just get even more creative. The map design is very poor. You have all these areas on the map that a player would never be interested in going to. Almost as if there was little thought to it. I'm sure you did put a good amount of thought into it, but all those areas a player would rarely go and doesn't change anything in a gameplay sense. You mine as well just take out those areas. I'm trying to make the map overall better and that's where I'm going.
make some cactus scenery :)
E: 2048 post, high rez dimensions
It'll be like yelling at a cactus.
Should be smaller and have more detail....I've been saying this from the start.
You either have it large and bland, or you make it smaller and put more emphasis on awesome things. You'll push the engine to its limits either way with its poly limits, but one will look crappy, and the other will be beautiful.
Heres a few images from Halo 3's The Ark. Maybe these will give you some ideas
http://www.sabre-squadron.com/images...bre_Sniper.jpg
http://www.ascendantjustice.com/file...ox04_small.jpg
http://farm3.static.flickr.com/2307/...8663ed.jpg?v=0
:)
It seems like its way too large, but thats beyond obvious. Some epic rocks and trees should help set the scene quite well
Yes! Giant ship/crashed pelicans! They will solve all your problems!
For one thing, thats Halo 3, and not Halo CE.
And? The map has a good environment, and im pretty sure selentic is aiming for something similar.
Oh yeah selentic, if you want a better sand detail map just hit me up on xfire :)
I see your point, and you're right, but both me and mass like the size, and epic driving opportunities so that won't be changing.
If halo 3 pc comes along, then I'll work more on it, and add all sorts of detail, but until then it's going to sit here as another ce map, with a nice sky, sound gameplay, and still a huge jump on most of what gets released nowadays.
I'd like to talk to you on xfire later so I can get your input on some of this stuff. I know the map is lacking in colours and such, and I hope to change that with lights, textures etc, but those are later on down the road.
I recommend fixing the cliff/ground's bland nature by going through and making a more detailed UV skinning of it. Like, paint all sorts of crevices that will be unique to that certain area, and then dual detail the cliffs. That sort of thing takes some more time and patience, but it has some nice effects when done right. Go look at H2CE's Zanzibar's cliffs to see what I mean.
I did that in Immure 2. I thought it looked cool.
There's too many problems with this map, so I'd like to offer a solution that would hopefully meet in the middle and solve A TON of problems, both gameplay-wise and aesthetically.
http://jcap.h2vista.net/files/halo/whatiwoulddo.jpg
In general, "wrap around" path would be shortened a little. To illustrate this, I shrunk HALF (bottom half) of the picture's height in Photoshop. This by itself did a great job at connecting the vehicle path with the walking one.
The next thing I did is decide to put the vehicle path underground, and completely REMOVE THE BRIDGE. The bridge really looks like SHIT, and there really isn't any way to fit it in well. So, by putting it underground, you can instead have SUPPORT RAFTERS LIKE IN HALO 3 (black lines on drawing) that can be used instead of a bridge. Maybe a hole in the ceiling of the underground vehicle path would be cool too so you can let some light in. (I REALLY WANT TO EMPHASIZE THE FACT THAT THIS IS AN UNFINISHED RING!)
The middle of the map would be very much like the forerunner hallways you see in Assault on the Control Room (and here in Halo 3). They're tall and have a lot of open space on the side of them for cover and passing by. The hallways would flow into a center area that would contain a PULSE GENERATOR which you can fight around. The structures in the room will provide the cover we're all familiar with in campaign, so it would be just fine. You would also have the option of going left, right, or directly through the center of the room to get to the other side of the tunnels.
(btw, the hallways would be the extra-wide hallways that have the offshoot to the side of them, like the hallway before you get to Johnson's Warthog at the end of Halo 3. (indicated in dark blue))
The center room would also be unfinished, though, almost like in Halo 3 with the terminal room. It would have a hole in the wall which would flow into the vehicle path. More specifically, it would allow a player to walk directly on to the support rafters I was talking about earlier (that's how you would get up to them). You could also drop down to the vehicle path if you want to from there.
If you do this, you will absolutely have an awesome map. It would be almost perfect, and you wouldn't need that STUPID door syncing and teleporter shit.
I believe this is one of the best posts I've seen by Jcap. I fully agree with every point he made in his proposed solution. Not only does it fix the gameplay issues, but it also fixes any architectural qualms one might have had with the map. Using the standard AotCR Pulse Generator room is a great idea, even though it may not be that original. Using one that is under construction, however, allows you to put in very original detailing on a well-known area without directly copying it, and without favoring gameplay over visuals. The hallways and tunnel idea are both in the same vein, and both should definitely work.
Well played, good sir, well played.
I'm fine with working on doing some of this stuff, if I see a lot of support from other people.
The door based layout we have now would probably stay, because honestly, I really like that idea, and it mixes up regular boring halo gameplay.
I am all for redesigning the hallways, and the middle, and even making the middle underground.
I'm not going to kill off the far sides of the blue terrain.
Those work fine, as the only part of the level that's meant to be a chokepoint is the middle, which should be tweaked quite easily once placed underground.
The sides should really really really really be made more narrow. When you look at other maps, none are as open as that. Making it open gives such less control and makes it SO much more difficult to play on. It's also useless. As one rarely ever uses anything other than the main path, it's better to just cut the map back to what actually matters here and then work on making the main route BETTER.
You're really not losing much of anything by cutting back the sides. The open area is just a waste. When you look at essentially every other Halo map similar in design (icefields, danger canyon, wartorn), they all have more narrow vehicle paths than this.
This all goes back to what I said before. You can have a lot of detail in a smaller space, or a lot of space and no detail. The smaller space and more detail is what people want to see, and it's what makes one map stand out from another.
Sounds fucking good
I'm getting started bre!
Fucking get onto that shit sel or I'll make another post extolling how DoW is > CoH.
The sides are really incredibly useless. You placed a Shade there to defend it or give recon to your team, yet the area is so large, that you need to lead your shots like a motherfucker. And even if a few shots connect, they do jack diddly. Don't forget how the Shade is also placed right in front of a long hallway where someone can just spam you to death if you're not paying attention, which is often because nobody ever takes the footpath.
If anything, the other shade is worse because it can cover the other hallway just as well, if not better, and be out of the players range.
You know, if people used them at all I might know :X
Now as far as the fringe paths go, I've agreed with jcap to make two test versions, one with the fringe paths removed, and the other with them in play. If there's a drastic improvement in gameplay then I'll remove them, but I doubt there will be any impact since no one uses them.
Either way we'll see.
PS: Mass is redoing the entire middle section.
Is this done yet? :{
yes
it was done and released
but then a troll spammed the website and had it removed
sorry bro~ :downs:
Give me another beta test Sel. dddddddddddgfgdgfdgfdg
not dead
almost done modeling the new middle, hopefully there will be a beta tommorow(well today at time of posting, but yeah)
Keep in mind the the new area will be very rough, so don't give me a lot of shit over minor issues that I probably already know about!
PS:
Also we're looking for someone who thinks they can UV, create shaders for, and textures for the waterfall.
Anyone who thinks they're up to the task leave a message here.
http://i93.photobucket.com/albums/l4.../waterfall.jpg
PPS: We've tried cutting down the map size, I've taken the original and shrunk the overall length by about 5-10% of what it was before, mass tried valiantly to make something about half the length, but I felt it completely removed most of what made the driving path fun, so we're not using it, and we're sticking with the original concept of sheer size (not that big fuck you all!!), with longer fringe paths that allow you to take longer to get where you're going, but are generally safer.
Now I don't give a fuck how much flak I get for this, because it's staying, and here's why.
The most direct path, which will see the most action anyway is about 5-6 seconds LONGER, than driving base to base in the same vehicle in Danger Canyon, roughly 30+5 seconds. I don't see the issue, but apparently some of you do. We're also sticking with the single chokepoint for the map being the middle, but now with the new model it's much harder to hold, so we'll hopefully see less ridiculous games like we did in the betas, where 2 people hold the entire map.
Now as for the driving: Most of you who are claiming it's too big, are almost all people who I've played with on several occasions over the years, and I know that the majority of you take the walking path on Danger Canyon anyway, regardless of whether there's vehicles available, hell I do the same thing. You know why? It's because the driving path on danger canyon was boring as fuck to drive on. It was all flat, there's one jump in the whole thing, the middle is so open that any dick with an FRG can take you down in seconds, etc. On the occasions when no one is in the middle (the first 50 seconds of the game), you might see some vehicle action in the middle, but other than that, you won't.
Most of the time when I drive DC, and get to the other end in one piece, I almost never (95%) of the time, see anyone in a vehicle drive by. The reasons for this are, the middle is easy to hold, and chokes the entire map, and most of the vehicles that try to get down there simply get wrecked, leaving no vehicles for teammates to take from the base for 60 seconds, and yet again turning everyone to the walking path.
This is exactly what happened in the older betas of Rev.
We're trying to solve this, and so far brainstorming has put forward the following solutions, most of which (have been)/(are going) to be implemented.
Including :
Making the middle harder to hold, more open space, Rockets about a 20 seconds walk away, less cover, etc.
More vehicles in the base. In the older betas we had the DC model, 2 hogs, 2 ghosts. With 16 people this just didn't work. There were almost never vehicles at the base.
What I'm hoping :
Is that this will solve the lack of activity on the vehicle path, and you might actually see some cool vehicle battles on the expansive terrain I made.
With the extended use of vehicles we will see people using the longer fringe paths to get where they're going safer, but not as swiftly.
That the new middle mass made will be a lot funner than the old one, by being tighter, shorter, and overall less of a pistol wanking contest with use for other weapons being found in it.
I drive DC 50% of the time. >_>
Walking is fucking boring.
Theres more to it than meets the eye in what I know about danger canyon and how halo gameplay works m'boy. You know this.
I said I'd probably have a test ready today, but, I found my civilization 2 cd, and started playing that instead.
maybe tommorow folks!
building subclusters...
building pvs... building pvs... building structure lens flares...done
structure bsp "levels\revelations\revelations"
BSP has 54959 nodes, 29533 leaves
61264 surfaces and 113187 vertices in 429 material groups
70 portals, 9 clusters
3868Kb collision data (357Kb vertices, 1245Kb edges, 349Kb surfaces)
6991Kb render data (4509Kb vertices, 1297Kb surfaces,
783Kb nodes/leaves, 293Kb clusters)
0Kb pathfinding data
----------------------
12319Kb (without debug information)
hey kids
guess what's happening tommorow
No he's doing a clearance on his testies because school starts and he won't have time to masturbate.
no
ok yes
shut it youngster, I don't have school.
I got it ingame yesterday, and had a (pre)beta, because I figured there would be a lot of shit to fix before I had the real test, and there was, so hopefully I'll have something ready around 8pm. (4 hours from this post, for you faggots in another timezone)
429 materials? Seems like a lot...