[WIP] Observatory

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
User avatar
gh0570fchurch




Snitch!

Posts: 3374
Joined: Sat Oct 01, 2005 11:04 am
Location: San Diego Area, CA
Contact:

Post by gh0570fchurch »

Phosphorous wrote:I thought it would be cool to see a larger covie one.
Maybe something like the one in Gemini, except an entire structured and complex base.
Image
Dr.Cox wrote:gh0570fchurch has a mexi-stash. =D
User avatar
Phosphorous





Posts: 1311
Joined: Fri Jul 09, 2004 10:44 am
Location: Installation 04
Contact:

Post by Phosphorous »

gh0570fchurch wrote:
Phosphorous wrote:I thought it would be cool to see a larger covie one.
Maybe something like the one in Gemini, except an entire structured and complex base.
Theres no sniper tower that I can recall thats in Gemini.
Image
User avatar
RaVNzCRoFT




Grunge Pyre

Posts: 6208
Joined: Mon Jan 10, 2005 3:05 pm
Location: Raleigh, North Carolina, USA

Post by RaVNzCRoFT »

Phosphorous wrote:
gh0570fchurch wrote:
Phosphorous wrote:I thought it would be cool to see a larger covie one.
Maybe something like the one in Gemini, except an entire structured and complex base.
Theres no sniper tower that I can recall thats in Gemini.
Relic, maybe?
llama_juice




Articulatist 500

Posts: 799
Joined: Mon Aug 01, 2005 11:53 am
Contact:

Re: [WIP] Observatory

Post by llama_juice »

metkillerjoe wrote: is about 2-2.5x bigger the bloodgulch.
..... why? I dont understand why people make rediculously large maps.... think about the largest maps in Halo 2

Water Works and Containment is what I think of.... does anybody ever play these maps?.... NO! They're just way too dependant on vehicles to be very playable really...
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

For the people that like smaller maps, I am planning to make an indoor map.

Its Friday so expect some updates. Including:

Some floating base clay renders:

Image

Image

Image

And a road render (cliff-mountable road leading to the floating base):

Image

The road went through a lot of design changes but I finally decided to use this.

Questions, comments, concerns, critizism?

I'm going to integrate the road with the map if it looks good.
Image
User avatar
dos mes





Posts: 2158
Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY

Post by dos mes »

Wow, I'm liking these new models a lot. Keep it up :)
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

Thanks :D .

Again, if everybody likes the models I'll put them into the map today, probably.

Again thanks for the comments.
Image
Grunt Rebel





Posts: 840
Joined: Thu Mar 02, 2006 4:45 pm
Location: My Xbox 360 :p
Contact:

Post by Grunt Rebel »

I like the models!
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

Ok well, here are some pics of the road in a series (again these are textured not clay renders).

Image

Do they need less spacing or more spacing or are they just right?

Image

This is just a perspective view through the skeletal tunnel.

Image

A picture with the warthog in the tunnel

Image

Image

This is just to give you an idea of what the dimensions are. As you can see, could have some pretty big battles here. Also, I should mention that I did design the tunnel width for you to have some space to do a 180 spin.

I starting to texture the base so that will be next.

The actual red and blue bases I will start redoing this weekend; I have a lot of ideas that will greatly improve the looks of the bases as well as their ability to function in more than one way.


Again, comments, questions, concerns?
Image
User avatar
RaVNzCRoFT




Grunge Pyre

Posts: 6208
Joined: Mon Jan 10, 2005 3:05 pm
Location: Raleigh, North Carolina, USA

Post by RaVNzCRoFT »

Wow, that's sexy.
Grunt Rebel





Posts: 840
Joined: Thu Mar 02, 2006 4:45 pm
Location: My Xbox 360 :p
Contact:

Post by Grunt Rebel »

I love it!
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

So, I'm guessing just right :D ?

Thanks for the supportive feedback! Now I know in what style to make things in.
Image
llama_juice




Articulatist 500

Posts: 799
Joined: Mon Aug 01, 2005 11:53 am
Contact:

Post by llama_juice »

the only thing i see wrong with the tunnel... is how it comes to such a point at the top... try moving that top vertex down a little bit... it just looks strange
rossmum





Posts: 3178
Joined: Mon Mar 08, 2004 12:19 am
Location: in ur forums ownin ur noobs
Contact:

Post by rossmum »

Agreed. Other than that, I'm liking the originality and the design :D
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

Thanks. So I'll smooth out that arch.

Thanks for the feedback!

Going to post the UVed base and improved road shortly.
Image

Image
I have to say, UVing the base was in itself is hard. I really struggled to find the right way to UV it . I'm going to show a render right now to see how people like it; it really can't get much better than this though. I've tried every other possibility. If anybody has any suggestions, though, I'd be happy to jot them down :).


I think I might just make my own rocky texture for this so I dont' have to worry about that grass sticking out as much.

And here is an improved road model that was requested:

Image

Image

Image

Image

How does it look? Better or worse?
Image
rossmum





Posts: 3178
Joined: Mon Mar 08, 2004 12:19 am
Location: in ur forums ownin ur noobs
Contact:

Post by rossmum »

You win. Very nice.
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

Metkiller, that is looking extremely EXTREMELY beyond sexy! Keep up the pwntacular work :)
Image
SCARE





Posts: 11
Joined: Sun Aug 06, 2006 1:45 pm
Location: The almightly AUS

Post by SCARE »

yes i have to agree it is looking very gooooooooood keep it up :D that tunnel/road is mad
metkillerjoe




Wordewatician 500

Posts: 1267
Joined: Thu Aug 03, 2006 3:35 pm
Contact:

Post by metkillerjoe »

UPDATE!

Since there were a lot of comments about the base looking non-Haloish I decided to look at some maps (bloodgulch, timberland, and icefields) and try to replicate the architecture. I wanted the bases to be plain because they are not the focus of the map (the focus is big battles in large spaces with a lot of cover). Anyway, if they don't look good I can change them. I had to sacrifice the windows and the banshee pads to get the architecture to fit right. I tried to do many configurations of windows but all of the configurations left the home team too vulnerable, so instead I made a back window which the team can shoot from and defend but also is hidden from the front so a team cannot go charging in with a warthog without going around the base.

There are two versions, and, as always, can always be improved upon or commented upon.

Image

Image

It looks to me as if I combined CS and Halo architecture.

Also, these are not the final textures.

Edit: Still going to make some adjustments to the architecture because I feel as though all I did is slap some bars on the sides of the base.
Last edited by metkillerjoe on Sat Sep 30, 2006 5:14 am, edited 1 time in total.
Image
User avatar
RaVNzCRoFT




Grunge Pyre

Posts: 6208
Joined: Mon Jan 10, 2005 3:05 pm
Location: Raleigh, North Carolina, USA

Post by RaVNzCRoFT »

The style of the base and the style of the bridge make it seem like those objects would fit better into a map that's inside a forerunner building. The base seems very...human, and the bridge seems like it could just latch on to a wall. I don't think the outdoor map fits these objects.
Post Reply