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Thread: (WIP) Boarding Action

  1. #61
    Is bad, really bad SMASH's Avatar
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    Re: (WIP) Boarding Action

    Quote Originally Posted by Snaver View Post
    It's not a forerunner ship, use human textures ^_^
    For the last time, it's not going to be a ship. It's going to be a forerunner installation in the side of a cliff.
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  2. #62
    Reloading! Terin's Avatar
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    Re: (WIP) Boarding Action

    Sounds like this is going to turn out to be an awesome map. Can't wait to play it.
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  3. #63
    chilango Con's Avatar
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    Re: (WIP) Boarding Action

    Could be better IMO, I don't think it looks forerunner at all.
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  4. #64
    Is bad, really bad SMASH's Avatar
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    Re: (WIP) Boarding Action

    Quote Originally Posted by Conscars View Post
    Could be better IMO, I don't think it looks forerunner at all.
    I know what your saying Conscars, I was thinking the same at first, but now that the model, itself, is textured and near completion, it actually is looking more forerunnerish, mainly because of the cliffs. A lot of the forerunner structures are built into cliffs, so this echoes that.

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  5. #65
    A V A L O N TeeKup's Avatar
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    Re: (WIP) Boarding Action

    Still doesnt. Just alot of extrusions with bevels to me.
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  6. #66

    Re: (WIP) Boarding Action

    if the power of the mancannons is going to be a problem just use 2 of them instead. anyway good luck
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  7. #67
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: (WIP) Boarding Action

    does not look forunerral at all, looks like you attached the halo 1 model to cliffs, put on some bevels and extrudes and retextured. Give the halls and rooms more shape,make some objects around the instalation for prettys.

    As of now it looks, ok, but you could do much much better.
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  8. #68
    Senior Member stunt_man's Avatar
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    Re: (WIP) Boarding Action

    does not look forunerral at all, looks like you attached the halo 1 model to cliffs, put on some bevels and extrudes and retextured. Give the halls and rooms more shape,make some objects around the instalation for prettys.

    As of now it looks, ok, but you could do much much better.
    I'll second that, it doesn't look that great... In Halo CE, that model could be decent, but in Halo 2? No, you're going to need to put a lot more detail into it. I really like where this is going, though, and I hope you guys can take advice...
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  9. #69
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: (WIP) Boarding Action

    Quote Originally Posted by EP_Killa View Post
    does not look forunerral at all, looks like you attached the halo 1 model to cliffs, put on some bevels and extrudes and retextured.
    It looks like that's exactly what happened.

    I'm not necessarily bashing this, but c'mon, put in a little more effort. There's more to forerunner architecture than just the texture and its designs.

    Remember, in a revision, it shouldn't be 100% the same geometry-wise. Look at Warlock; they added a small room underneath the center structure, and raised the platform a bit. Coagulation had some trees added and part of a cliffside blown to rubble to give cover at the teleporters. Beaver Creek had the ladders removed, and replaced with ramps on either side for easier, somewhat safer access to the sniper hideaways.

    Keep in mind that Halo 2's player mechanics includes a higher jump height, no fall damage, recharging health, and melee lunges.
    Last edited by p0lar_bear; July 21st, 2007 at 02:18 AM.
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  10. #70
    Cancer paladin's Avatar
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    Re: (WIP) Boarding Action

    Either side is supposed to be opposite of each other. You know, for example, where the snipers are? They are across the map diagonal from each other.
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