I'd assume different transparencies/lighting conditions, etc. If those are all individual textures, you'd only use them once. o_0
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I'd assume different transparencies/lighting conditions, etc. If those are all individual textures, you'd only use them once. o_0
Uhh, max has maybe 30 materials in the editor right now?
God knows where tool gets it's numbers :\
Oh, it's probably referring to them by location (for lack of a better name) groups. If you go into guerilla under the lightmaps section, it lists all the material groups, sometimes 8 or more times per material. I've found that those groups are usually near each other spatially.
Or it could be the same thing that happened with the b30 bsps where the material editor copied itself a hundred times, and you only have 70 portals. :(
The missing texturing I was referring to was the generator lights edging in the middle footpath on red side. And for that matter, the edging on blue side is red. Makes it confusing. Blank -> Red, Red -> Blue. Do it. It would also be really nice to have better color indicators in that middle area- right now that edging is the only "directional" coloring, and it's messed up. Maybe some small beacon lights or decorational lighting in the sunken areas?
Here's a screenshot of the empty/directionless area: Note the red blinkies and the blue blinkies on the same side. o_0 No wonder I got lost.
Fix this please.
And this.
The aforementioned blue side edging:
And the missing red side edging:
O hai, a large boring pit. :P Understandable, but maybe add a fog layer?
I know fog might mess with the cliff skybox, but maybe it would help blur the bottom of the waterfalls:
Overall it looks quite good. Keep up the great work. :D
Mass:
http://www.majhost.com/gallery/Talon...5605_3m49s.png
Gawd it's so much easier to explain with pics than with words.
^ I support this post.
The map clipping was an awsome feature. It added unique and interesting gameplay. :haw:
The layout of the map still is just random. I agree it is much better than last time. I can actually walk to the center and then to the other base in an ok length of time. I found that the terrain helps the vehicles too much. Like a person would jump in the hog with the flag and ride off and the terrain would give the vehicles too much cover.
I'd like to point out the map has clipping errors! :trollpost:
So my suggestions:
-I know it's still a WIP, but laying out some scenery would be nice.
-Falling Damage needs taken out or something, because falling off small ledges and crap is really annoying.
-Bland empty pit as said before.
-The builder sentinels or whatever, need to go, and so does High Charity. They really pull from the beautiful skybox. Not to mention that there is no lens flare where the sun should be, yet you still have all the little flairs that appear when there is a sun.
-Waterfall... although it's really a good idea, It doesn't look very good... Is it a bunch of separate planes with the waterfall texture on it? If I were you I would just make it one plane with the waterfall UV'd in a pattern. Would look better.
-You can shoot the overshield and it falls right through the little platform under it.
-Also you can pick up the fuel-rod cannon through the platform.
-Blue laser bolt thing that shoots up has a flare, the red one does not. Looks silly.
That's all for now. It's really coming along though. :iamafag:
selentic is still waiting for teh lag for the waterfall
teh lag is busy, he wants me to do it. im busy. nyoro~n
FUCK
I'll do the waterfall. hit me up on xfire Sel :):):);):0;0;0;:0
I just want to say that I agree with the above opinions. The coloring of the map is very bland. The original textures with the grass and reddish-brown rock walls looked a lot better.
Just a few notes about the sky:
-Sel must have an older version of the sky since there's no actual sun, just the lens flare. It's been fixed already.
-I'm going to add an animated cloud layer to the sky like the rest of the halo maps have.
so am i the only one who thinks this map is pretty bad? sky and all....
sorry sel, there is a lot to it, and its pretty impressive, but it just sucks...
I didn't say lens flare, I said the sun is missing:
http://img38.imageshack.us/img38/8448/41981774.jpg
I sent you an updated version of the sky with that fixes--unless you lost it like you lost my glass textures ;p
:(
In defense though, there was some important stuff left out of the walking path, namely the teleporters that make it so you dont have to walk right up to and through the enemy base :\
As for the driving path though, I thought it seemed to work a lot better than it did in the old tests.
ProRentatip: Work on making a fun layout before you go prettying the level up.
There will be another test today, with a few alterations of the middle section, and with the new teleporters that complete the walking path added in.
7pm (-5)
how many hours is that from now, i'm too tired to work it out
4:22 am here right now
e/ please answer soon because i plan on crashing shortly unless it'll be before 2pm my time
It's 2:30 (-5) here
so 4 and a half hours from this post
god dammit
i'll try and stay up but chances are i won't make it
For those Ice surfaces, you guys should do what they did in the Halo 3 level "The ark". They had flat surfaces with a texture that was sand, but you could see a sandy forerunner panel under it. I'll try to find a picture..
ehh...
heres a ok picture. look at the ground and how the forerunner pannels show threw the sand. I bet Con could do something good for that right there.
http://lh4.ggpht.com/_ZSHw--_q8bg/Sc...l+Platform.jpg
P sure they said those things would end up being glass.
A lot of clipping issues have been repaired, there's still the occasional clip, but for the most part it should be a lot more playable for tonights test.
I've also reworked how players teleport to the middle, and UV'd a lot of stuff in the middle as well, so it's a lot less gray.
Added lights to the middle.
Changed removed the FRG, and placed a rocket in a different place. The Powerup is where it was before.
Deepened the pit so that players who drive vehicles into it should die instead of just getting to the bottom.
about an hour left right
still awake, dunno how long it'll last
i think i can make it another 3-4 hours alright so long as i keep my brain busy and get some adrenaline going every now and then
past that it's anyone's guess
There was a lot of flak given to the desert theme in the test today, so while I know this community can barely agree that breathing is a good idea, I'm going to ask for some opinions on what you think the map atmosphere should be. There is now a poll attached to this thread for this purose.
Nothing visual is final yet, neither is the desert, so vote for whatever you think would look best.
Most CE maps are forest themes, be different. If you can get a nice light/heavy snow effect going then a snow map. If not, desert is fine.
e: It seems that my Print Screen key is broken so I can't show you parts of the map I don't like :C
Desert, only if possible could you make it not a solid color, and it varies a little? It would make it lessss bland.
I think Forest would be great.
It's easy to replicate in the Halo engine and easy to not make it look boring either, unlike a desert theme. Though Desert can look good, like shown in Halo 3, it took alot of work and environmental effects to get it not be so boring. ( same with everything else, but this one seems like it would need ALOT of nice stuff for a good atmosphere other then a super pretty sky, and great architecture.) Snow is always cool, but im not much of a fan of it really, and it probally wouldn't look very good with the awesome sky you guys have now.
Snow or desert, I'll decide and vote later
What about melting snow like portent has?
Meh, it worked in Halo 3.
Which incidentally, is how I'd see a snow version of this. Have it overlooking an area like this, rather than the waterfall, and use Jcap's suggestion from page 58.
I'm a fan of desert if you can add bushes and stuff to make it more interesting. As for forest, I think that would also look cool, even if a lot of Halo maps look like that.
!!!CHALLENGE!!!
anyone who can make a badass, fucked-up looking alien cactus that is approximately the same size, shape, and visual interest of a pine tree scenery is a god
or draws a good picture of one, that would be good too
I think a forest would look awful. Halo looks like complete crap with its basic ground textures. Without an engine like Halo 3 and it's RBG blending, you can't make a map that's grass and rock look good, especially when it's huge.
A desert would only look good if you put enough effort into making a ton of stick trees. You'd have to emulate The Ark as best as possible, and nothing short of that.
I actually still like the idea of snow. The waterfall would still be able to stay, but in the distance, you would see all ice glaciers and stuff. Think about how Avalanche is in Halo 3. The map is beautiful. Snow would be good if you placed snowy trees throughout the map, although I don't know if Halo, being so young, would have fully grown trees within a few weeks of time. If you look at Avalanche in Halo 3 and aim for that beauty, you can really make it look nice. Likewise, if you target The Ark, you can make it look beautiful that way too.
Avalanche is ON Alpha Halo II, iirc.
Mass and me learned from experience how meh snow can be. Snow is just white and shades of grey. It's even worse than doing a desert. Atleast a desert has some orange and reds in it. Honostly, I would go with the traditional Halo look with not too many trees.
I really liked the desert idea because it was fairly unique to halo maps, I also like the idea of a lush forest, but honestly halo 1's engine is so limited, it wouldn't look that great, deserts give you a little leverage with the fact they don't need to be packed full of vegetation to look good. The same is true for snow, but I'm not keen on that either because it's a lot less original.
The only thing about snow, is there are sooooooo many maps out there that are snow. Same thing with forerunner maps. There so many of them out there. I want something new and different that's not just the same thing the last guy put out.
How about having some big ass space trees everywhere, and have it set in the middle of autumn? Big trees would make sense for leaves being everywhere, and you wouldn't need too many, solving the issue of having a shitty looking forest Halo 1 can't do well, as you said. Imagine alien weeping willow looking trees hanging off the side of the cliffs. It would go perfectly with the sky.
If you can make it actually look good, desert. Failing that, a forest, I guess.
And for fuck's sake, put little bollards in the base entrances to stop vehicles from getting inside. Seriously. Being run over repeatedly in spawn is fucking retarded and is what makes me immensely dislike Sidewinder and Blood Gulch.
Honestly, I'd love to see a swamp map because they're so underdone but it would probably look horrible with the sky's colours.
Plus swamp maps generally have a viewing distance of 100 yards or less. With a layout like this one it would be nice to see vehicles or people coming from farther away.
So we had a (relatively) competitive test tonight. I had quite a bit of fun, and liked how it was playing. We have some heatmaps for everyone to look at, and remember that even if all you have is the most insignificant piece of criticism, it's important to spam sel with it.
DEATHS
http://i118.photobucket.com/albums/o...tos/deaths.jpg
KILLS
http://i118.photobucket.com/albums/o...otos/kills.jpg
Gameplay was great
the map plays amazingly in an organized 5v5
fuck you all~~~~
Can you overlay the kills/deaths with different colours?
kills green, deaths red
http://img42.imageshack.us/img42/3237/41134808.jpg
Hm. I know it's not really the place, but that could look a lot better if the map geometry were textured, the arrows were moved up vertically (on top of the map) so you can see them, and then actually filled rather than wireframed. (Which is basically what Cerebrum will do).
Also, the map is looking pretty good so far.
Can you please get rid of the 45 degree angles, and make everything not so damn tall. It's terrible for both gameplay and aesthetics when you have a 45 degree hill that takes forever to walk up.
Also, did you ever even change anything except for the middle? The vehicle path is still insanely far out as before.
I showed this to sel, but I'm curious who else would be in agreement with an alteration similar to this. As well as this statement:
"removing the long path that runs on the outside creates a more condensed and forced path to take to the middle. this creates a more definite strategy, eliminates some possible confusions, and gives vehicles (particularly ghosts) less of a navigatory capping advantage on this side."
if u are oblivious, brown=cliff and tan=terrain
Those are thirty degrees, and I'm giving it a grander ceiling to eliminate the claustrophobia in that hallway, also going to frame the keyhole doors on the side and make the drop-chutes no one uses in the middle more obvious.
oh and the annoying 45 degree angle trenches you can get stuck in are finally getting their grates and glass coverings hopefully
As for the vehicle path, sel was already doing what ganon just posted last night soo...
That is sexi :D
It looks like any other generic map with grass. If you can somehow manage to make it as beautiful as Higuy's maps, that might be a different story. But I just think that grass + huge map = ugly shit.
Needs custom lightmaps :haw:
i like the blood gulch type look more rather then the extremely barren wasteland thats p boring
I've been toying with the idea of some fucking weird ass weather wall thing going down the middle, and having one side of the level be barren, dead, desert, close to what it is now, with a lot more shit in it, dead trees, cacti etc, and then having the other be lush rainy forest.
Now while I thought it sounded good in concept, I started trying to think of how to do it, and well, that's where I'm having trouble. How would we set up the sky to work with that being the most prominent issue.
Otherwise I'd have to tone that back a bit, have one side be dead and desertesque, and have the other have sparse vegetation and oasises.
Anyone liking that idea, or should we just stick with having a constant theme throughout?
As far as changes go: Mass has done some shit to the middle, and I've fixed a somewhat important jump on the red side immediately exiting the middle cave.
Hmm. Would definitely be interesting, but "lushy rain forest in CE" seems like an oxymoron. I mean, swamp mb, but forest itself might be tough. The concept is cool though. Also, balancing it might be hard- vegetation has more cover than desert (unless purposefully balanced).
Maybe a small stream. Water=vegetation. It would give a natural reason for the difference.
Have the water dammed somehow on one side and have it flow down the other. Just add a rut down the center of the deserted side, or something.
http://zgaming.net/zgshack/images/2g...zxh5e02irl.jpg
or wait... go head :U
rofl.
This is why Revelations > All of CSS.
It's also why tf2 updates are so far apart.
http://i93.photobucket.com/albums/l4...ntic/gaben.png
:o holy fuck that's awesome
Model some cactus's and alien cow skulls and put them in. Make some GOOD detail sand (having the alpha alternate between wavy and non wavy sand) and get some god damn animated tumble weeds.
</map>
Man I was hoping for a good snow map. I find myself in want of a map with the atmosphere of the icy, barren land that is Coldsnap, but keeps the fun and balance.
If you are going to do a desert theme, and you do make skulls for scenery, make them the skulls of the creatures at 0:53.
what
no
dont do that
That must have been the most epic thing of its time [that preview] and it gave me chills :]
Maybe the desert could have salt crystals like that in Halo 3
I've made some final gameplay changes to the BSP, if all goes well in our next "competitive" playtest we will switch our efforts from manhandling this into the ground, and instead throw on some makeup, eye liner, etc, and start making it look better.
This may or may not include a model random scenery that would fit in this map contest.
Well keep up the good work, it looks great :D