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Thread: Quick-Crit 2008-2009

  1. #31
    $20 bill y'all Bodzilla's Avatar
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    Re: The Studio Quick-Crit Thread

    tahts a very nice looking box.
    good job

  2. #32
    Looking for his home. Apoc4lypse's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by ßðÐŻÍ££å View Post
    tahts a very nice looking box.
    good job
    agreed, my own theories for the corners came to mind right away though before I read anything, perhaps they are shaped that way so they can be carried and/or moved on and off of shipping vessels (spacecraft of some kind) thus having the shape at each corner for maximum control and manipulation of the freight boxes, or what ever you'd be naming them. I thought possibly some sort of electro magnetic arms of some sort could "clip" or attach to the corners, then move it around and such. You could also create "shelf" type objects that fit into the hexagon shapes for when there stacked together. Idk jus thinking creatively, I like em

    EDIT: My idea is make your fork lift use the corners to hold it kind of, if that makes sense to you... *the idea is in my head and looks right in my head, but idk how else to explain it.* XD
    Last edited by Apoc4lypse; April 23rd, 2008 at 11:31 PM.

  3. #33
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Thanks everyone for your comments on the crate. _@/

    I'm already re-planning the box - the hexagon corners will definitely stay, but I just don't like how the ring around them turned out. I'll be making functional indentations so the clamp-lift (like a forklift, but will use clamps - get it? The clamps will grab from all four corners of the crate with eight connection points) will be able to grab them easily, as well as allow the boxes to be stacked and held in place when spacers are used in between layers.

    Also, I've just about finished the 2-d layout for the intended level, and I am glad to say that everything effortlessly fell in to place. I still have no idea how I even got so much work done on the layout in so little time, let alone got the idea. It is quite unlike any other map concept that I've had in the past, yet it makes perfect sense to me. I have completed the weapon/player/scenery/flag/hill/ball/checkpoint spawns and am quite happy with the results.

    The history the map's setting is an abandoned military storage/shipping facility, and is thus quite industrial (chain-link barriers, fluorescent lighting, ventilation ducts, maintenance and elevator shafts, and a crapload - 142 as per the last layout - of boxes), but is also in a state of disrepair. The only strategically-important damage to the structure is a pair of gaping holes in the ceiling/floor of the second/third levels which allows travel between the two areas. Later on, after I've gotten the basic model in-game, I (or whoever I can get to help) will touch up the model with area-specific damage and decay.

    The map was definitely inspired by Damnation, with the two bases being stripped-down versions of the parallel ramp areas. The catwalks and pathways connecting them have been completely replaced, however, with 3 levels of combat - an almost-pitch-black lower floor and a god-ray illuminated middle floor, both filled with an array of support pillars and barricades, and an open-combat landing pad on top. Each floor has numerous ways to descend, and almost as many ways (for the skilled jumpers) to ascend from one level to another.

    I am currently looking for someone who can help with the skinning and HEK work, an associate, if you will. Fell free to PM me if you're interested and have the time - the 3d work should be done within the next week or so, my work schedule permitting.

  4. #34
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    Re: The Studio Quick-Crit Thread

    Something Ive been working on lately.



    Any complaints?

  5. #35
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    That thing on the side that looks like a blast door partially open is kinda :\

  6. #36
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks really good except for that screwed up hexagon thing in the tower. It doesn't look that forunner to me. Overall good work however. Also, needs a front support because it looks really awkward with that big tower and nothing holding it up except where its attached to the base.

  7. #37
    Senior Member teh lag's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by disaster View Post
    Also, needs a front support because it looks really awkward with that big tower and nothing holding it up except where its attached to the base.
    I don't think so; forerunner architecture has a lot of stuff like that. One needs to look no further than The Covenant or TSC to find similar overhangs. The most it needs are a few energy tethers or something.

  8. #38
    $20 bill y'all Bodzilla's Avatar
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    Re: The Studio Quick-Crit Thread

    dude it looks like a penis.

    i'm not joking.

  9. #39
    CMT member/slave il Duce Primo's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by ßðÐŻÍ££å View Post
    dude it looks like a penis.

    i'm not joking.
    dude you have a fucked up penis.

    i'm not joking.

  10. #40
    $20 bill y'all Bodzilla's Avatar
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    Re: The Studio Quick-Crit Thread

    at least my penis doesnt have "master chief shaped" crabs running all over it D:

    needs work dude. you've got a massive overhang with two smaller round areas next to it

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