Like Onion said, the texturing is nowhere near done. Structure happens to be happening first. The pretty-pictures thread is that way ^
To deal with the 5 minute walk to wherever or the 30 second wait for a vehicle respawn, I'm hoping we'll be able to teleport a respawned player to it's team, or a near by vehicle, using server-side ai as mobile spawn points, if they would follow one team, but retreat from the other. That would be ideal. It'd also be good for the AI-less mp project
Since the bsp is being done pretty much by me alone so far, and I'm not that great a modeller, I cut some corners with ripped content, largely because I'm badass and just don't give a ...fork. If it's any consolation, I'm going over every edge and vert, simplifying the geometry, to minimize lag and whatnot and allow rooms and corridors to be added to the ships. Right now i'm reworking the POA's guts, and learning how to work with modular level pieces like rooms and corridors.
Btw, both ships will have ground level access by vehicle (or on foot, god forbid). I'm gonna excavate some escape pod bays and maybe another hanger from under the POA. The covie ship will have a couple half buried, somewhat crumpled hangers underneath it, and another bay of some as of yet unconcieved nature on top, accessible by vehicle by driving up the ship's nose. Or tail. I can't make heads or tails of that thing.
Also, the cyborg's flashlight can be replaced with a booster if needed to balance things out better. Balancing a map so contrary to traditional halo mapping will be difficult, but I think it could be worth the effort






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