Maybe something like the one in Gemini, except an entire structured and complex base.Phosphorous wrote:I thought it would be cool to see a larger covie one.
[WIP] Observatory
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Re: [WIP] Observatory
..... why? I dont understand why people make rediculously large maps.... think about the largest maps in Halo 2metkillerjoe wrote: is about 2-2.5x bigger the bloodgulch.
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...
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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:



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

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.
Its Friday so expect some updates. Including:
Some floating base clay renders:



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

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.

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

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

This is just a perspective view through the skeletal tunnel.

A picture with the warthog in the tunnel


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?

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

This is just a perspective view through the skeletal tunnel.

A picture with the warthog in the tunnel


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?

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Thanks. So I'll smooth out that arch.
Thanks for the feedback!
Going to post the UVed base and improved road shortly.


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:




How does it look? Better or worse?
Thanks for the feedback!
Going to post the UVed base and improved road shortly.


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:




How does it look? Better or worse?

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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.


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.
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.


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.

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