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I'm sorry but I don't use 3DS Max except for exporting to JMS because of bad eyesight and the fact I don't know how to use it very well. Renders I can't do for this reason, but screenshots in-game I can. Here you go.
NOTE: Please don't mind some of the poor quality textures, as they weren't put on the right way or they're not suitable for the landscape. In any case, just enjoy the raw concept behind the map, rather than criticize the actual quality righyt now. This will be addressed anyway before the final, so don't worry.
This is the new blue cave that replaces the end of the ridge in Blood Gulch. It matches the one at Red Base's side, but with a different basement entranceway to the underground.
This is the same cave, but at Red Base's side. The shadows prove that it's the opposite side's cave. This is the stock Blood Gulch cave, but with a sniper loft attached to it and also a basement access way into the underground portion of the map.
This shows the player standing in the sniper loft (shown above in the previous screen shot) and sniping out at Red Base with a Barret .50cal sniper rifle.
A spectacular view of the sun coming up over the horizon as you stand on the balcony base closest to Red Base. The sunrise is actually a model with permutations (still beta) that changes as the sun rises and the sky gets lighter and darker, depending on the time of day.
A view of the sun as it would be at early to mid morning. Same place; different sky lighting and sun position. Yes, the sky actually does get brighter as day progresses, and yes, the sun does move across the sky, and it syncs beautifully across the Netcode.
A beautiful view of the sun setting in the west from ground level down in the valley.
Once the sun has finally receded into the sky, take a look at the awesome sunset left in its wake. This could use a little improvement, depending on the time of day.
A top view of the map at night time. Pretty dark, eh?
Another top view perspective of the map, also at night, though at the crack of dawn. You can see the sky getting lighter in the distance.
The same top view as shown above, only at sunrise. See how much lighter the map is, and yet the darkest spots are never unbearable in the shade.
Another angle of the same time of day to show off different parts of the map from an aerial perspective.
Dynamic lighting in the underground with underground lanterns that line the wall. See the one resting on the platform in the screenshot?
A Desert Eagle .44 Magnum pistol resting on the floor in one of the two caves that reside near each of the end bases.
Showing the Green Flag, for RP's sake, at Green Base.
Reloading a G36c assault rifle at Red Base.
Overlooking Green Base from above.
The underground tunnel behind Blue Base...
Holding the Green Flag at night time...
Well, that's enough for now. Hope you liked the shots of the map. Any opinions or feedbacks?
Last edited by Rambo; July 21st, 2009 at 02:09 AM. Reason: Touch-ups
Sure thing! I've sent ARKaMAN a 41-minute long video I want to link to on this site so people can watch it directly from the forums (if possible) or via his site's capabilities. It is a guided walk through the map with music I selected from Jeremy Soule's soundtracks to the Elder Scrolls series and Guild Wars, only so that people wouldn't be bored just hearing narration and the sounds of the game. The music helps to liven things up a little.
It features an entire day cycle (with some bugs still in the system that will be addressed) as well as a complete display of all the map's areas during the walkthrough.
Trust me, the day-night system is a lot more flushed out than it was in the previous Release Candidates. If Kornman00 adds support for more than 16 BSPs to the newest Open Sauce, you can guarantee this map will sport it for the smoothest, most realistic day-night cycle possible. Yes it will be huge, but I most sincerely hope it will be worth it, especially if he also adds support for syncable devices / BSPs (based off the SP engine's features but done via the netcode), or however he can phenagle it.
I hope ARKaMAN posts that video on his site for me because I want to post the link here.
Edit: Here's a sped up video of the day-night system in action. Yes, some of the spots on it look bad because of the angles I was forced to calculate and use due to only having 16 BSPs at my disposal, and YES I did use all sixteen BSPs - 13 for day and 3 for transition. The sky checkpoints require 27 bipeds to sync, so even if I had 32 BSPs at my disposal it would make somewhat of a difference but by how much, I don't know? Anyway, I hope Kornman00 supports at least 128 BSPs in order for this thing to flow smoothly, or at best, the ability to enfuse multiple lightmaps into one BSP.
Anyhow, the video.
Watch Video
Sorry if the video is in Mono and you can't hear the directionals of the audio because Photobucket mutilated it when encoding after uploading. I had this same problem with Youtube. I tried Facebook. However, it only shows videos to logged in users, not everyone. The plus, 20 minute video limit.
And yes, I use bigger than normal game font so i can actually READ the damn chat text. I hope it's not an issue because, quite frankly, it really shouldn't be. I say this because some people on some boards like to troll and flame the less fortunate and I'm tired of seeing it done to others and myself for no good reasons.
Anyway, let's have a good time and I hope you enjoy the video. When ARKaMAN gets the other vid posted I'll be happy to show that too. This should also quell the "bad trailer" i released a while back that didn't go as planned. Also, the font shown in the vid only affects me and not the actual map. It's a modification to Halo using the font editor utility, rather than an internal tag based edit. Don't worry guys, your chat text will show up normal.
Last edited by Rambo; July 21st, 2009 at 08:17 AM. Reason: Video Update
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