YOYORAST ISLAND: Potentialy, the best map ever made but...

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.
Locked
yoyorast




Articulatist 100

Posts: 185
Joined: Sat Sep 11, 2004 6:49 pm
Contact:

YOYORAST ISLAND: Potentialy, the best map ever made but...

Post by yoyorast »

Hi Guys! :D

This is my first post here but I have been reading you all for a long time.

First of all, let me introduce myself: I'm 29 and I live in Paris so my english is very basic; I hope I'll make me understand with my words
(if you answer to this message use a simple language please, thx)).
Lastly I've been working on modeling a map for Halo CE and it took me almost all my spare time because it's my first model ever with a 3d package as amapi designer, so I had to learn to use it and it's hard to use when you don't know 3d stuff... maybe not as hard as 3dsmax (that's why i chose amapi) but believe it was hard and represent a lot of work...

Problem is that I have no idea on how to use the HEK in order to introduce the model in Halo CE and I am going to have less spare time in the coming weeks so I won't be able to learn the hek and do the job myself... That's why I'm calling all the talented mappers, texturers, skinners... here to join forces and work on it!

YOYORAST ISLAND has been concieved for CTF, the originality is that the 2 flags are very near one from the other but you have to go through the all island to reach the enemy base and there are multiple ways to go being for the jeeps or for the soldiers... Well its dificult for me to explain with my bad english but let's say its like a race for the flag with a lot of places to hide and stop the jeep's progression. Look at the rendered picture to have a better idea (those are not very good and don't represent the mapat it's best) :

Update! Have a look at the pictures in my next post.


I really think this map has the potential to become THE Best Map, and in order to make the best map I need the best and talented people because there is a lot of workand some technical problems to deal with :
- I think it's a challenge to make my model work in 3dsmax, in fact I've not been able to load it entierly in 3dsmax but it works in little pieces or object by object so you'll have to reasemble the diferent object in one piece...
- Maybe there is too many polygones for halo... If this is the case i can rework the model.
- As i didn't had the soldiers and vehicules dimension i modeled the map with my own dimensions... maybe it will have to be reworked.
- The map needs to be tested with the jeeps to see if the trajectoirs are good and the jumps are well oriented....and corected if necesary.
- The model is not textured, so that is to be done.
- .....

With all tihs delicate work to be done and all the work i have already done, i hope you'll understand that I have to select the people I am going to work with and give the file of my model... So don't hesitate to replay here or to send me an email at yolombardet@free.fr, eventualy show me an example of what you've already done...

Guys thank you for reading I'm waiting for replies and feedback.

YOYORAST
Last edited by yoyorast on Mon Sep 13, 2004 6:51 am, edited 2 times in total.
Griff





Posts: 92
Joined: Wed Jun 16, 2004 2:05 am
Location: Halo Junkies, UK
Contact:

Post by Griff »

sort out your image links..
yoyorast




Articulatist 100

Posts: 185
Joined: Sat Sep 11, 2004 6:49 pm
Contact:

Post by yoyorast »

Griff wrote:sort out your image links..
maybe this is better:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Imagethis last one is the map without the ground.


This map is designed for CTF first, look at the picture here to understand (if you have good eyes) how it all goes (these are very shematics and doesn't show the many option the player may go for: hiden places, one tank, shortways, turret,...etc....)

Image

Image

Those 2 schematics will indeed be very usefull for the guys I'm hoping working with... where are those talented people?

YO
Last edited by yoyorast on Mon Sep 13, 2004 7:03 am, edited 3 times in total.
HMC Helljumper





Posts: 385
Joined: Wed Jun 16, 2004 2:02 pm

Post by HMC Helljumper »

Wow... just wow, I really hope you can get this ingame.
master_wolf





Posts: 202
Joined: Fri Mar 26, 2004 3:36 pm
Location: Hyper Super Killer Giant Ninja Space Zombie of Doom!!!
Contact:

Post by master_wolf »

very nice! i hope to see this in-game!
Image
yes, that wolfy you all know and love from the files forum is the very same person.
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

looks great but complicated, finish this up!
Image
omegarts





Posts: 17
Joined: Mon Aug 30, 2004 7:58 pm

Post by omegarts »

:!: :!: :shock: :shock: WOW
Patrickssj6




Pi Collaborator

Posts: 5426
Joined: Sat Jul 24, 2004 12:12 pm
Location: I'm a Paranoid
Contact:

Post by Patrickssj6 »

cool.A new style of halo maps 8) !!! :shock: :shock: :shock:
...left for good
HaloDan





Posts: 27
Joined: Tue Sep 07, 2004 12:00 pm

Post by HaloDan »

aswome :shock: !!!!!!!
User avatar
maca_§




Grunge

Posts: 5357
Joined: Mon Jan 19, 2004 8:54 pm
Location: Australia
Contact:

Post by maca_§ »

Its like one big shibby maze!
I like, I like :P
  • Image
{DE}HunterX





Posts: 29
Joined: Sat Aug 28, 2004 10:11 am
Location: California

Post by {DE}HunterX »

When the map is made I can make some vehicle skins for it if you like.
Good Work. Looks great. also what program did you say you used???
yoyorast




Articulatist 100

Posts: 185
Joined: Sat Sep 11, 2004 6:49 pm
Contact:

Post by yoyorast »

{DE}HunterX wrote:When the map is made I can make some vehicle skins for it if you like.
Good Work. Looks great. also what program did you say you used???
Thanks man I'll keep you informed..

I used Amapi Designer to model it... Great program, deserves to be known.

YO
Sonictag




Wordewatician 500

Posts: 1241
Joined: Sun Aug 15, 2004 11:01 am
Location: England

Post by Sonictag »

That is very good, amapi designer is a program i never thought would be good, im in to maya and 3dsm but i think i will try it out.

Can you do a polycount on the map? Im just curious. The general layout is very good, very well creaated and layed out. I probabably wouldnt be too hard to map, just make it planar and rotate some verts and it should be nice.
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

yea really thats all u can do. plz dont be too high of a poly count!
Image
{WP}Josh





Posts: 71
Joined: Sun Jul 11, 2004 6:00 pm
Location: Metropolis
Contact:

Post by {WP}Josh »

Nice update. Looks awesome... and complex. You think you can texture all that???
Signature exceeded 75KB.
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

oooo there lies teh problem...
Image
yoyorast




Articulatist 100

Posts: 185
Joined: Sat Sep 11, 2004 6:49 pm
Contact:

Post by yoyorast »

{WP}Josh wrote:Nice update. Looks awesome... and complex. You think you can texture all that???
Actually I'm looking for someone capable of doing it... But first, someone to transfer all that in 3dsmax and Hek....

Ho and bye the way there are 9098 polygons.

YO
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

hmm not bad! a litle on the high side [im pretty sure] but nice! i once saw this custom sniper rifle taht was like 30,000 polys but it looked amazing. NOW back on topic do u know anyone who would texture this? or maby just released an untextured beta for us then have the final after! :D
Image
McFarlane





Posts: 1391
Joined: Wed Mar 31, 2004 4:18 pm

Post by McFarlane »

IDK looks a bit polymagetic...
Image
My pb | My gifts | Catch22
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

yea but its alot less that it seems!
Image
Locked