Page 1 of 2
WIP: Raven Teh Hunter's Grave Shift
Posted: Tue Apr 17, 2007 6:19 pm
by Strider_V_Core
I STILL think "Grave yard shift" is a corny name...
Project Grave Decision AKA Grave Shift
Layout provided by Raven Teh Hunter
Map made from scratch, references from bungie.net screenshots
Pics
The Hi Poly version which is finished at 117,000 polys will go to Halo 2 Vista
The low poly version which is just a different terrain and unpipe'd catacombs will go to Halo Custom Edition
Posted: Tue Apr 17, 2007 6:35 pm
by SnaFuBAR
oh, good job. you slapped together a bunch of ripped stuff. also, you stole arteen's bitmaps.
what did you make again?
Posted: Tue Apr 17, 2007 8:08 pm
by Strider_V_Core
thanks for the compliment about my modeling Snaf, now to point out how it isn't ripped lol.
The main entrance was definitely made from the bungie pic of that 1 Sanctuary structure model.
None of those "delta halo" structures as you call them were made in delta halo or any halo 2 map as I recall.
Arteen's bitmap? lol, it was a TEMP TEXTURE. Look at the high res pics...
The 343 gs map structure in there is also modeled due to as you can see... 1, the scale is slightly off, the eleevator shaft was a quick camfer of verts of a square, and, those columns in there were not in the 343 gs map.
The catacombs ripped from lockout you say?
LOOK AGAIN! the pipes in lockout overhead are different, and there is a plane on the x and y axis between the window and the pipes. There is also a slant from the main floor in between the windows.
In short, I used only reference pics to create the halo 2 structures.
Lockout Reference Pic
Sanctuary Pic
I re did the bridge over and over until I found a design that looked decent. I also used a few other halo 2 pics, like the one for the doorways in the flagroom. If those are ripped, then I am going to be president of the US... in short, they aren't ripped lol.
I still don't get how stuff in the flagroom is anywhere near the aotcr generator things... I modeled the flagroom towers from the forerunner stuff in the halo 1 2nd level, with my own bit of detail addition...
the canopy by that 1 343 elevator shaft was made with assistance from a pic on the H2Vista forums...
but thx for the compliment in thinking they were
Posted: Tue Apr 17, 2007 9:56 pm
by rentafence
You did a crap job texturing. Dont use the steel bitmap on there, it looks horrible.
Posted: Tue Apr 17, 2007 11:35 pm
by Strider_V_Core
heh, I am not using the steel textures ingame, the "halo metal" texture on the other hand will be used. I needed a temp texture to render with
Posted: Wed Apr 18, 2007 11:02 am
by rentafence
Don't even use that, they both are crap. Make your own texture. Something like...bricks.
Posted: Wed Apr 18, 2007 11:10 am
by [RR]RedRene
Nice, it look's good, will this be done, and can I be a beta tester if you get some?
Also, your going to have to have a custom glow for the lab's, maybe some dead corpses around. Hmm, look's good so far, but don't do bricks, make a kinda, custom tarnished metal, that would be good.
Posted: Wed Apr 18, 2007 11:13 am
by Caboose{SE}
hurray extrusions? lacks complete detail and over all any form of decency and originality what so ever. looks like complete crap
suggestions:
don't use bungies models
don't copy bungies models
learn to uv map
do something other then extrude and bevel
learn to model
be original for once perhaps...
raven has a good map design, however you're turning it to crap. listen to what he says and maybe it won't turn out half bad
Posted: Wed Apr 18, 2007 11:50 am
by Strider_V_Core
caboose, I don't even know who you are, but if you were to tell me WHAT needed to be fixed, it wouldn't look like you were hopping aboard the hate strider
just to look cool.
and thx for the suggestions rentafence and RedRene
Posted: Wed Apr 18, 2007 11:56 am
by [RR]RedRene
Your Welcome Strider, I'm good at thinking thing's up, I am very imaginative.
Maybe you could do a beta at one point, but I have no idea when you plan to have it finished for.
Posted: Wed Apr 18, 2007 12:07 pm
by SHOUTrvb
I made a model of the Sanctuary structure as well.
Posted: Wed Apr 18, 2007 2:01 pm
by Caboose{SE}
Strider_V_Core wrote:caboose, I don't even know who you are, but if you were to tell me WHAT needed to be fixed, it wouldn't look like you were hopping aboard the hate strider
just to look cool.
and thx for the suggestions rentafence and RedRene
just know that i know exactly what the hell i'm talking about when it comes to mapping and modeling. otherwise i'll make you look like a fool.
i'm trying to help you, for one. your models are poor and lack any detail. learn how to model properly and take time to make your OWN designs. what you have right now is just bungies models copied and repeated over and over. put more effort into it.
Posted: Wed Apr 18, 2007 2:04 pm
by Veegie
Looks bad.
Posted: Wed Apr 18, 2007 2:23 pm
by Leiukemia
Looks really bad. You have still yet to learn to use 3ds max well. It's been how long now strider? The placement looks terrible, the terrain is very bland, and the buildings look like they were dropped from the sky. The hallways underneath are boring, repeditive, and really serve no point. Start over, with several tutorials.
Posted: Wed Apr 18, 2007 3:06 pm
by Strider_V_Core
actually caboose, you're right, the models do need more detail.
Leiukemia, the catacombs do serve a point. They will be dark and there will be other objects inside. such as dead bodies, skeletons, ext. The red flag will be at the wall, the blue flag will be in the catacomb flagroom
there is only 1 way out of the catacombs, and that is the main entrance. There are 3 main ways into the catacombs, and a forth way through the breakable glass, which is mostly a fatal fall.
I will refrain from talking about the triggerable traps within the catacombs until later.
The blue ctf spawnpoints will be located in hidden areas within the walls and the ceiling of the catacombs. Blue's advantages are weapons with night vision and some heavy weapons. Right before blue gets to the main entrance to the catacombs, there will be 4 teleporter areas to teleport them into random graves they can crawl out of and get behind the reds. The blue sniper spot is their largest advantage, they can pick red off. This is why I will be adding more cover to help lower this advantage. The dropdown from the sniper spot should be fatal.
Red's advantages are they only have 1 way they have to block to halt Blue's advance. Red will have cover to hide behind in case of sniper attack. Red has 1 warthog located behind the wall, which can be used to speed into the catacombs and get blown to bits, OR go up the mountain path and get in behind the blue sniper spot.
Posted: Wed Apr 18, 2007 6:07 pm
by TomClancey
How in the hell did you get 117,000 pollies? It appears all your models are ripped and just placed around the map paying no attention to game play. I hope Raven actually learns to model so he doesn't have someone ruining his good map idea...
Posted: Thu Apr 19, 2007 1:47 am
by rossmum
You just don't learn, do you? Caboose (Penguin) told you what was wrong with it, yet you completely ignored him and passed his post off as jumping on the bandwagon... Peng is an excellent modeller and one you should be paying some goddamn attention to.
Posted: Thu Apr 19, 2007 7:29 am
by [RR]RedRene
Guy's, this is His map, he can do whatever he bloody well want's with it.
Posted: Thu Apr 19, 2007 8:00 am
by JunkfoodMan
[RR]RedRene wrote:Guy's, this is His map, he can do whatever he bloody well want's with it.
Yes, it is his map. And if he does the "bloody hell he wants with it", Nobody's going to play it.
It may be
His map, but to be honest, his ablilities restrict him from doing what the bloody hell he wants with it.
Strider, Before ignoring criticism, Shunning it out of the way, and only accepting praises, you're never going to get better.
Oh, and learn to render.
Posted: Thu Apr 19, 2007 9:10 am
by rossmum
[RR]RedRene wrote:Guy's, this is His map, he can do whatever he bloody well want's with it.
And it's
someone else's concept...