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Thread: [WIP]Translation

  1. #71
    Lost In Translation mined's Avatar
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    Re: [WIP]Translation

    Here's a quick update with a pic of the tower buttress base. Since there are three of these all together, two of them will act as bases for H2 multi-team games. There is an entrance on the back side not shown.

    *Excuse the messy polys on the canyon sides. I am waiting to see where my poly budget is after all structures/ scenery are completed before I decide how detailed the rock will be.



    If you look closely, you can see a hog coming up a ramp to a jump at the bottom.
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  2. #72
    This avatar size is... LlamaMaster's Avatar
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    Re: [WIP]Translation

    Thats sick dude! Question, do you plan your models ahead of time, or as you go?
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  3. #73
    Chasing Meteors Sever's Avatar
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    Re: [WIP]Translation

    That is the biggest piece of win I have seen in a long time!
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  4. #74
    Lost In Translation mined's Avatar
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    Re: [WIP]Translation

    Quote Originally Posted by LlamaMaster View Post
    Thats sick dude! Question, do you plan your models ahead of time, or as you go?
    I would say that 75% of what you see is planned. I have lots of sketches laying around that I base the geometry of off. However, I often get an idea as I go along, so that gets inserted while what ever was there gets tossed.

    Also, one more before I move on:

    Last edited by mined; September 15th, 2007 at 03:43 PM.
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  5. #75
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    Re: [WIP]Translation

    Top barrel thing needs to be finished/reworked, unless ist is just a placeholder at the moment. Also, how are the bases going to be positioned in relation to the central structure (which I cannot discern the number of sides on: hexagonal, heptagonal or octagonal?)?
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  6. #76

    Re: [WIP]Translation

    Dude, I am really loving what I'm seeing. +Rep again!

    Edit: aww can't.
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  7. #77
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    Re: [WIP]Translation

    i don't like :<



    basically the whole red area makes me go :ahberaqeabrfhabraiehfbaefihba"
    i'm assuming it's all WIP, but here's my crits.
    the higher part next to the blue areas is very flat, same goes for the collumn going down out of it. it's totally flat, and taking the hog for scale there, that's one big ass flat bit. similar things for the blue areas, the top one seems to be very un-planar, and just way to deep somehow. (that's like a 2 meter deep inset you've got there)
    i'm not a big fan of the round things either, it just seems to take away so much from the feel. it just doesn't fit. not sure what to suggest about that, i'll leave that up to you.

    and the entire map just seems WAAAY huge. right now, that's larger than gay-oh-phobia. you sure you've got that scale right?

    might want to bring that butress closer to the middle structure, and cut that span in between it and the middle about in half. (thats assuming IM even taking the scale right)
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  8. #78
    Lost In Translation mined's Avatar
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    Re: [WIP]Translation

    Quote Originally Posted by Tweek View Post
    i don't like :<

    basically the whole red area makes me go :ahberaqeabrfhabraiehfbaefihba"
    i'm assuming it's all WIP, but here's my crits.
    the higher part next to the blue areas is very flat, same goes for the collumn going down out of it. it's totally flat, and taking the hog for scale there, that's one big ass flat bit. similar things for the blue areas, the top one seems to be very un-planar, and just way to deep somehow. (that's like a 2 meter deep inset you've got there)
    i'm not a big fan of the round things either, it just seems to take away so much from the feel. it just doesn't fit. not sure what to suggest about that, i'll leave that up to you.

    and the entire map just seems WAAAY huge. right now, that's larger than gay-oh-phobia. you sure you've got that scale right?

    might want to bring that butress closer to the middle structure, and cut that span in between it and the middle about in half. (thats assuming IM even taking the scale right)
    Thanks again for the candid response, Tweek. I have redone the freaking buttress base about four times now, and each time I find something that I like, but I am collectively discontent with it as well. It does, in fact, lack cohesion with the central structure. I need to sit down and do some more sketches. I have spent most of my time sketching the central tower as well as a dam complex that will connect the central structure with the main red and blue base. So, I think I am going back to square one again with the buttress base.

    One thing that I am trying to keep, however, is the energy beams (represented by the two transparent cylindrical lines). They are a part of the "backstory" for this map.

    As far as scale is concerned, I really don't see where it is going to be any bigger than Infinity. At least in terms of proximity among structures. The towers are very tall, which no doubt makes the map look huge. I will post a layout plan soon. I just need to put something together that is halfway legible.
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  9. #79
    Lost In Translation mined's Avatar
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    Re: [WIP]Translation

    Little update. I said last time that I was going to put up an image showing the map layout. I finally got around to doing it, but only after I had to start completely over from scratch. My original BSP was completely Fk'rd, probably from working in speed mode and not taking the time to ensure error free geometry. Please excuse the placeholders.

    If you are a big fan of Danger Canyon then I think you will enjoy this map. There are some very big twists, however, plus a few small surprises. The vehicle free tunnels are under the ground level versus DG's being over ground level. Also the tunnels are actually visible to each other across a deep underground abyss that extends from the one shown in the layout. The result in the main tunnels will be similar to boarding action, however the only crossing point comes under the central tower/temple. I know what I have shown goes into little detail with all the terrain features, but feel free to PS in some suggestions for weapon placements.

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  10. #80
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    Re: [WIP]Translation

    Once you can get some more detailed views of the bases and other areas, I will be your ace in the hole for weapon, vehicle, and player spawn placements.

    Also, you have to realize that your map has a HPC setup (you even said it yourself, with its similarity to Danger Canyon), and not H2V, so be aware that it will not play like a standard H2V map.

    I would personally suggest shortening the west regions of the vehicle path a tad (not too much), due to the fact that vehicles already need to fully round the central tower to approach the opposing force. Also, if it isn't already in your plans, make the rocky area in the middle infantry-accessible for an alternate foot-traffic route.

    Also, I'm assuming that the two east bases contain direct teleporter access from the two main west bases. Primarily, make the teleporters two-way rather than one-way to allow another viable foot path. Secondarily, mix it up and make the North-West base teleport to the South-East base and vice versa. Tertiarily, put a two-way teleporter from the central tower that leads to the waterfall to allow a change of paths for foot travel.
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