WIP: dazman
WIP: dazman
here the download link to what i done so far it not much but some people like it and here a few pictures
http://www.halomaps.org/index.cfm?pg=9&fid=750
well what the map is it a big valley and at both side of it there is 5 vehicles and the main vehicles is the hover tank from the map icetrack. i will add a base it will have a bit where it keeps the vehicles the main room bit where the flag will be and it got a tall tower were i'm thinking of making some kind homing rocket turret which should be fun to try and stay alive. i will add more building aroudnt he map even some tunnels under the map. i do plan on making my own gun when i learn how to and more vehicles. I will also make the tank, banshee and hog go a bit faster because at the moment the hover tank owns them.
http://www.halomaps.org/index.cfm?pg=9&fid=750
well what the map is it a big valley and at both side of it there is 5 vehicles and the main vehicles is the hover tank from the map icetrack. i will add a base it will have a bit where it keeps the vehicles the main room bit where the flag will be and it got a tall tower were i'm thinking of making some kind homing rocket turret which should be fun to try and stay alive. i will add more building aroudnt he map even some tunnels under the map. i do plan on making my own gun when i learn how to and more vehicles. I will also make the tank, banshee and hog go a bit faster because at the moment the hover tank owns them.
Re: WIP: dazman
no offence, it looks good, 8/10, but I AINT DOWNLOADING FROM HALOMAPS.ORG
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Re: WIP: dazman
why what wrong with them?. anyway i'll up load it to the file froum when i'm back from collegeOosty wrote:no offence, it looks good, 8/10, but I AINT DOWNLOADING FROM HALOMAPS.ORG
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that terrain is like 5 minues of work man. no offense but it doesn't look like anything special. it's a 5 minute terrain job, populated in HEK... it's not impressive. it doesn't even look like a valley. and why would you post a WIP for a download to be played. please post more when you've actually done more than 5 minutes on terrain and populating... for now i give you 2/10. go finish it and you'll get better. i have no idea why Ootsy gave 8/10... no offense bro but it needs A LOT more work than that.
Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
i think he was talking about the stuff i said and i made this map so some people can get an idear of what it going to be like and i'm 1/2 done i been trying to get the long sword in it but i'm having a bit of a problem with it which me and my mate are trying to fix. and it does not help that the file forum is messed up for my account it says i'm banned some times when i use aolSnaFuBAR wrote:that terrain is like 5 minues of work man. no offense but it doesn't look like anything special. it's a 5 minute terrain job, populated in HEK... it's not impressive. it doesn't even look like a valley. and why would you post a WIP for a download to be played. please post more when you've actually done more than 5 minutes on terrain and populating... for now i give you 2/10. go finish it and you'll get better. i have no idea why Ootsy gave 8/10... no offense bro but it needs A LOT more work than that.
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Well, since I'm in a VERY good mood (kind of loopy, actually) I would love to give you some advice on this map. For the terrain, try converting to mesh and selecting a few polygons, then using the noise modifier, make a new terrain. I know snaf (or was it someone else? I'm onfused.) made some awesome conecepts with that noise modifier. You can find it under the 'modifiers' menu on the toolbar that
'file' is on. You know the one that you use to save/exit/open/ stuff.
Also, try using the noise modifier on the walls, it will make em look great. DON'T try tesselating stuff that looks really choppy, unless it really is, really choppy. Even if it is a bit chopppy, it won't look as bad in FPS view, cus on the plane of view. Or the horizon. Bloog Gulch is in deed somewhat choppy, yet it is awesome fun for MP.
Otherwise, select a bunch of polygons you want to be 'smooth' (in relative terms anyway) then go to the modifiers menu, (the toolbar to the right of your viewport, with all the stuff, that lets you go into vertex mode and stuff) and go down to the section 'surface properties' and click the number/button '4'. You can use the other buttons on there to make stuff look smooth or hard or any which way you like.
To get rid of smoothness select the 'smooth' poly's in question, and go to 'clear all' under the section 'surface properties'. The polygons have not been increased or changed, just the surface has been changed to make it look smoth. You can apply a texture to it and the smoother won't harm it a bit.
On the modifiers toolbar (the thing on your right) go down and find the button 'tesselate' and set the amount of tesselation, you want. Then select the poyl's and click tesselate. DON'T do this alot, it can really hurt your polygon count. I have to admit, it can make a low polygon sphere with one vertex pulled up, and a cone at the bottom, look like a scrumptious treat (ice cream, if you haven't guessed)!
Doing all the terrain meddling with just tesselate (put the number to 0 if you just want to increase the poly's count, for bette manipulation) and move can be a hassle, and can generally make a terrain looks REALLY bad ans choppy.
Also try using the vertex and polygon 'create' mechanism (again, under the modifiers toolbar thingy to the right of your viewport) to create vertexs, and the place them in one spot, then connect them, it works wonders for terrain , organisms, and weapons/structures. I think that's what they call 'spline modelling'. Although, be careful, it can get you into a load of trouble with the sealed world rules.
Also, for size and comparation, look in the HEK vehicle/scenery/weapon/player size guide for help. Instead of spending hours on a MC model in there to use as a comparator, just make a box and specifiy it's height, length and width, and use it as a sizer tool! I do this, and turn it into something even useful! I make it my frame!
'file' is on. You know the one that you use to save/exit/open/ stuff.
Also, try using the noise modifier on the walls, it will make em look great. DON'T try tesselating stuff that looks really choppy, unless it really is, really choppy. Even if it is a bit chopppy, it won't look as bad in FPS view, cus on the plane of view. Or the horizon. Bloog Gulch is in deed somewhat choppy, yet it is awesome fun for MP.
Otherwise, select a bunch of polygons you want to be 'smooth' (in relative terms anyway) then go to the modifiers menu, (the toolbar to the right of your viewport, with all the stuff, that lets you go into vertex mode and stuff) and go down to the section 'surface properties' and click the number/button '4'. You can use the other buttons on there to make stuff look smooth or hard or any which way you like.
To get rid of smoothness select the 'smooth' poly's in question, and go to 'clear all' under the section 'surface properties'. The polygons have not been increased or changed, just the surface has been changed to make it look smoth. You can apply a texture to it and the smoother won't harm it a bit.
On the modifiers toolbar (the thing on your right) go down and find the button 'tesselate' and set the amount of tesselation, you want. Then select the poyl's and click tesselate. DON'T do this alot, it can really hurt your polygon count. I have to admit, it can make a low polygon sphere with one vertex pulled up, and a cone at the bottom, look like a scrumptious treat (ice cream, if you haven't guessed)!
Doing all the terrain meddling with just tesselate (put the number to 0 if you just want to increase the poly's count, for bette manipulation) and move can be a hassle, and can generally make a terrain looks REALLY bad ans choppy.
Also try using the vertex and polygon 'create' mechanism (again, under the modifiers toolbar thingy to the right of your viewport) to create vertexs, and the place them in one spot, then connect them, it works wonders for terrain , organisms, and weapons/structures. I think that's what they call 'spline modelling'. Although, be careful, it can get you into a load of trouble with the sealed world rules.
Also, for size and comparation, look in the HEK vehicle/scenery/weapon/player size guide for help. Instead of spending hours on a MC model in there to use as a comparator, just make a box and specifiy it's height, length and width, and use it as a sizer tool! I do this, and turn it into something even useful! I make it my frame!
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in case you cant read. he is not done. so if i where you look at your map when its 1/4th done. exactly. it aint much better than this. speaking of maps. lets see your maps. lets see how good you are. i bet your just jealous because you cant make a map and he can. now i do not want to extend this.cdsboy wrote:you know what. i am not useualy one to come out and just go full out but.... THIS MAP SUCKS. it has no consept in it at all. its almost all flat. i would say this took you 25 mins to do. all you did was map a crapy plain, and inject some cars into it. it sucks.
........dont ask for tag converting help........