Awesome job so far man.
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yeah I have to say that I am not that great at the uvw mapping. I have to also admit that my ability as far as modeling was not that good when I started this map. It was also a struggle to get so much into a map and get it to work. As far as the kinks with higher numbers of people your right i don't know what they are. If anyone dose get to play this map with a lot of people let me know. I will make changes to this map before I do run the light on super. The bump mapping is not working right on my map. I believe it may have to do with running the map light on medium, because with out running light the bump mapping looked better.(The cliff walls were better without). As far as game play well its a lot different then most halo maps(the trees take some time to get adjusted to.)
Let me expand on what I think needs improving.
The stars, the sky you have, you need to vary the size of the stars more, and they don't all have to be lens flares. Put some sort of gasey clouds and shit there too, look up some nice NAsa photos for reference in painting.
The bases, the craked texture and bump are nice, but you need to use different textures in the thing, not just cover it totally in the one texture. Make strip like ones for different sections, different kinds of tiles and bricks.
From what I can tell, your base map needs more variation, and going with the lava theme, I say make a nice volcanic hardened rock texture, really black and shiny with glowing red bits in it, etc.
And the big thing for me, is blending terrain into itself using the base map.
Wherever you have a rock touching the ground, or where the cliffs meet the ground, apply the same colour you have for the cliffs in those places on the basemap, for a smoother transition.
Oh, and for effect, make some trees on fire, and put some small fires, or even cracks and fissures with lava glow coming from them. Also, have a light smog coming from the lava pit/cracks.
Ok I need some help trying to get some of the effects you listed.
With the sky all I could do was change the bitmaps that were in other sky maps. I had to make the stars a seamless tile and the more complicated I got the worse it looked. If you know of a better way to go about doing it let me know.
I do need help with the basemap. I don't know how to blending terrain into itself without making one big bitmap for the entire ground.
Light smog coming from the lava pit. I don't know how to do it.
The volcanic hardened rock texture thats really black and shiny with glowing red bits in it. I like this idea. Is there a way to get the glowing red bits to transition from a faint glow to a bright one, its been something I have been working on.
The bases, ok you got me. There instanced geometry every time I apply more then one texture to them bullet pass threw them. Thats why I call the houses suckers hideout. If there is another way to get more then one texture on instanced geometry without having this problem let me know.
I would have welded them to the map but I was afraid of the poly limit.
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