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WIP: sp/mp maps
Posted: Tue Jan 03, 2006 10:51 pm
by SnaFuBAR
well i started working on a gemini...gravemind...sp...mp... sorta... thing.
it's basically High Charity done in low poly.
clean modeling of a room
one way and 3 way points
council chambers. still some smoothing groups need to be applied.
see the two spartans? that's in the SMALL room.
modular sections kick ass.

Posted: Tue Jan 03, 2006 11:55 pm
by HK-47
Holy mother of venus! IS THAT FOR CE!?!?!?
Posted: Wed Jan 04, 2006 12:31 am
by SnaFuBAR
Dire Hunter wrote:Holy mother of venus! IS THAT FOR CE!?!?!?
yes. a single player map, and a multiplayer one.
Posted: Wed Jan 04, 2006 3:43 am
by benman08
I'm guessing it is not ripped.
Posted: Wed Jan 04, 2006 4:25 am
by MassacrMan
Well, it doesn't look ripped. But, it's extremely acurate.
Posted: Wed Jan 04, 2006 11:53 am
by SnaFuBAR
nope, it's not ripped. i have done away with some details to save poly's. the detail i'm going to fix is the end opposite the door in the council chamber.
accuracy is a big deal to me in this map.
Posted: Wed Jan 04, 2006 11:56 am
by the prothet of xlile
thats friggin awsome

Posted: Wed Jan 04, 2006 1:23 pm
by GametagAeonFlux
That's very nice, and accurate too, good job, can't wait to see it textured. Good luck with it. =)
Posted: Wed Jan 04, 2006 2:04 pm
by SHOUTrvb
GametagAeonFlux wrote:That's very nice, and accurate too, good job, can't wait to see it textured. Good luck with it. =)
What he said ^
Posted: Wed Jan 04, 2006 2:59 pm
by Offspring
looks good good luck with nice gameplay and no slowdown.
Posted: Wed Jan 04, 2006 3:11 pm
by Hawaiian Modder
if only this was possible for halo 2. but sooner or l8er it will be. till then i'll just play these normal halo 2 maps.
Posted: Wed Jan 04, 2006 3:54 pm
by HK-47
sweeet! when i get ce working im sure ill like it! ...>.<.
Posted: Wed Jan 04, 2006 5:27 pm
by SnaFuBAR
Offspring wrote:looks good good luck with nice gameplay and no slowdown.
as for the gameplay, i'm interested in knowing what maps you guys think have the best gameplay.
slowdown shouldn't be too much of a problem low poly modeling, portaling, and not having too many textures should help a lot.
thanks, everyone, for the nice comments.
Posted: Thu Jan 05, 2006 3:29 pm
by Offspring
ok i see were your going withthe low poly thing...good luck cant wait to see the outcome.
Posted: Thu Jan 05, 2006 5:32 pm
by SnaFuBAR
heh, i can't wait to see the outcome either. it's been fun modeling it so far. it's low poly already (for the detail it has) and i'll be optimizing it as much as i can before i go to texture it. heh... me texturing... tha's kinda funny.
Posted: Thu Jan 05, 2006 6:23 pm
by Arbiter Elite
i love ur map man when u gonna release?

Posted: Thu Jan 05, 2006 10:44 pm
by SnaFuBAR
realease date is unknown. i'm a pretty busy design student, so it may be in... well... a long time

. there's a lot to do for this map. who knows, maybe one day i'll finish all my work early, and get free time to sit down and mop this one up.
as of right now, tho, i'm formatting my hard drive. but i'm sure to back up my files.
Posted: Fri Jan 06, 2006 2:57 am
by dafin0
man you have realy done a good job with this... it must of taken/taking a long time to do all the map... go luck with the texturing, because if u stuff up with that the hole map will look bad

witch is realy bad because you have tryed realy hard on this... well it looks that way
Posted: Fri Jan 06, 2006 12:32 pm
by SnaFuBAR
i don't texture, but i am trying to convince myself that this will be simple

Posted: Fri Jan 06, 2006 5:35 pm
by {HFD} Axle
will the sp have lots and lots and lots and lots of ai