noice maps man, the last one looks like an apocalypse delta halo
These are really cool map ideas, but they're being marred by the lack of detail in geometry and the lack of variety in texturing. You could work on your UV skills as well. The first one, Tributaries, looks like a cool idea, but the way the land looks is really strange. I can say the same about how you have the water flowing. I would revise that a bit, because you've got a river flowing along the top of ridge. Rivers are supposed to take the lower ground. It also looks like part of your river flows uphill (where it's connecting to the large on on the side). Secondly for Tributaries, I'm having trouble seeing balanced gameplay occurring. In multiplayer, higher ground usually means an advantage, because you can hide at the top while being able to cover the whole terrain below. You need to work the landscape to help the lower team get to the top. Don't use too many tunnels; that's the easy way out in my opinion. I would also suggest adding a vehicle path that goes up in switchbacks; keep the vehicle path as difficult or long as by foot.
Your moonbase-like map looks pretty cool; I like the dome and the glass in it. There are only a few things bugging me about this map. What's good is that you've helped balance gameplay by closing off tunnels from the outside. This should interesting for CTF; the enemy getting away with the flag could take any route they want, but it is a long walk to catch 'em if you're defense. You might want to add quick way to get outside from the tunnels. One of the things that bugs me is texturing. The structures almost look too new. Make the textures a bit more grimy, which will create a nice mood for the map. Another thing to help with mood is lighting. The ambient lighting indoors doesn't quite look right. Making it darker and adding some artificial lighting to certain areas would be pretty cool. These are just a few things to keep in mind next time you do radiosity.
All I can say about the last map is possibly some more texture variety. I'm not too sure how gameplay would be on that map. This being said, take a look at Bungie's maps and see how certain terrain and structural elements affect gameplay. Incorporate as needed.
Anyway, great job so far on these! I can't wait to see how they turn out.
@ tributaries I don't plan the change where the water flows generaly, but i Did fix the uphill flowing in most places. I know my textureing is bad on most of my maps, I'm not very good at that but I'm working on it. @ the multiplayer problems, it will be a struggle to go up hill but there are plenty of paths that offer varying level of cover that I didn't show in the pics. I also plan to even it out with vehicle & weapon placement.
@ refinery though the textureing is still the same it has grown. wait till you see the new pics! (makes renders)
@ omnipotence this is the one where I know boolean will hate me if i try to use it to make paths. I'll draw a diragram to show what I'm trying to make happen in it.
Hopefully you can tell the difference in tributaries- it's easier to tell in game because i added more refined portals for beter performance, on account that I also mesh smoothed them, which nearly quadrupuled the poly count. Also, the bases are located in caves and caverns with multiple entrances which should limit bottlenecks and camping, yet keep combat at an optimum level. Sorry about the lightmap, it was made at quality 0.
Refinery has grown beyond it's original design so game play will be more varied, and not a simple matter of taking the hog a few feet to the other base. The background of stars is just a place holder in max, because red-green errors keep me from exporting to halo. This map can generally be divided into three portions: Vehicles (upper cliffs and big pipe), Infantry (small pipes, and dome), and free for all (generally erratic cover where speed will be of the essence). The cranes can be considered sniper towers, but will in the future will include vehicle combat in their cargo lifts. The Blue splotches are placeholders for ice, because all I could find was an ice shader, not a bitmap.
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Last edited by [EJ] Bean; May 7th, 2007 at 08:36 PM.
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