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WIP - Elevation

Posted: Tue Dec 16, 2008 10:00 am
by JK-47
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It's pretty early in it's development, but I posted this to see if anyone had any suggestions/complaints with the modeling. I'll be posting frequent updates and such.
If you're looking for size reference, look at MC who is in the bottom right corner of the map. It's not sized perfectly yet, but it's close. The blue base will be on top of the map, and red base will be on bottom. I don't plan on putting any vehicles in it.

Posted: Tue Dec 16, 2008 12:10 pm
by Cryticfarm
I see a few non-planars on your model, or is that lighting?

Posted: Tue Dec 16, 2008 12:58 pm
by antszy101
How much scenery do you plan on adding? Looks a bit too open at the present stage...but then again its also very early in development as you said

Posted: Tue Dec 16, 2008 1:13 pm
by Aumaan Anubis
You need to give the red base some advantage over blue, as higher bases are usually have the original advantage.

But it looks pretty good to me.

Posted: Tue Dec 16, 2008 1:59 pm
by JK-47
Cryticfarm wrote:I see a few non-planars on your model, or is that lighting?
Non-planar.
Would that give me any tool errors? I'm going to fix them, but for now I'm just wanting to model and figure out the bitmaps/test it when the time comes.

As for the comment of it being too open, there will be added scenery that will add some cover, so no worries there; not only that, but I'm planning on adding more cover as well.

As for the advantage of one team over another, I'll work on it. I haven't figured that out yet.

Posted: Wed Dec 17, 2008 12:52 pm
by metkillerjoe
Big maps without vehicles are not the greatest thing. They are somewhat boring to walk across and Halo was not built for the "duck and cover and fire" kind of gameplay.

I like the model, but as Crytic said, if you corrected those non-planars it'll make your map look much nicer and you'll get less whining from tool (and that is always a plus). In general, ignoring problems until the end isn't the greatest of habits. I'd get the model done (no errors or any ones that cause eye sores), and then slap some textures on it.

To give my honest and frank impression, it looks like a really great base (with the flag at the top). Could be the start of something like CrowPath had done (medieval looking and such).

I can't wait to see what you do with it next.

Posted: Sat Dec 20, 2008 12:01 pm
by JK-47
I intended it to be a small map, it's bigger than I planned :p I'm gonna re-size a little bit more. If that doesn't work I'll probably just add a ghost or something.

Posted: Sat Dec 20, 2008 1:26 pm
by bcnipod
To me that map does not look designed to be a vehicle based map. It does look quite large, but lacks the area to use a vehicle effectively. Personally, I would stick a ghost or another small vehicle, maybe something like the bulldog, minus miniguns, for a form of transportation. Looks pretty good so far.

Posted: Sat Dec 20, 2008 1:28 pm
by JK-47
bcnipod wrote:bulldog, minus miniguns,
Not a bad idea. Either that or maybe a Mongoose, I don't know.
I don't want something throwing off the balance of the map with it's speed and heavy weapons. So maybe something just for speed would work.

Posted: Sat Dec 20, 2008 1:31 pm
by bcnipod
JK-47 wrote:
bcnipod wrote:bulldog, minus miniguns,
Not a bad idea. Either that or maybe a Mongoose, I don't know.
Indeed. I was thinking a hog, minus the turret, but that seemed a bit to big for parts of the map. If you are to go with the bulldog, minus the miniguns, then I would suggest that you alter the physics of it and make it a little slower, so you are not having people zip around the map in less than 15 seconds on one of them.

Posted: Sat Dec 20, 2008 1:37 pm
by JK-47
Yeah, warthog = way too big.
I'll see what I can do. Maybe make a couple access areas for the vehicles.

Posted: Mon Dec 22, 2008 5:46 pm
by JK-47
Just a small update, I've completed the main arena somewhat; I'm going to add more later. But generally, the rest of the additions will be made as custom scenery.
I'm going to have a forest area where the walls end so there will be more scenery than just being stuck in a box.

Image

Texture is temporary.

Posted: Tue Dec 23, 2008 7:07 am
by bcnipod
Could we see some different angles of that please?

Posted: Tue Dec 23, 2008 11:08 am
by JK-47
Yar.

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Posted: Tue Dec 23, 2008 11:14 am
by bcnipod
Looks pretty sweet. Is this modelled off something or is it of your own design? either way it looks great.

Posted: Tue Dec 23, 2008 11:20 am
by JK-47
Well it was inspired by the Gears of War map 'Escalation", but I tacked on my own design and made it a little more for Halo.

Posted: Wed Dec 24, 2008 10:06 am
by bcnipod
JK-47 wrote:Yar.
Image
is it just me or is there a model/lighting error in the middle of this picture?

Posted: Wed Dec 24, 2008 10:09 am
by Cryticfarm
There are errors everywhere.

Posted: Wed Dec 24, 2008 10:10 am
by bcnipod
I have never touched a modeling engine. so I have really no experience with this. That is just one I can see.

Posted: Wed Dec 24, 2008 12:33 pm
by JK-47
Cryticfarm wrote:There are errors everywhere.
I can only see a couple out of my pictures, one of them I've fixed. Would you mind pointing them out?
Edit: meh, don't worry about it. The .max file is borked.