[WIP] Sandstorm
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[WIP] Sandstorm
I have finally updated my website with my recent changes. I have gotten quite far since my last update 6 or so months ago.
You can see the site here: http://sandstorm.halomoddingsite.com
Speaking of which, I will start to Beta test my map and that of course means that I will need testers. This will not happen untill I move *in a month* but I may start to accept testers now, but don't expect the map untill I move *uploading a site is hard enough, uploading a map would just take too long on my dial-up.*
*note* It is still uploading as I type this, so it won't be done for about a half an hour or so. You can still read and look at some pictures thou.
You can see the site here: http://sandstorm.halomoddingsite.com
Speaking of which, I will start to Beta test my map and that of course means that I will need testers. This will not happen untill I move *in a month* but I may start to accept testers now, but don't expect the map untill I move *uploading a site is hard enough, uploading a map would just take too long on my dial-up.*
*note* It is still uploading as I type this, so it won't be done for about a half an hour or so. You can still read and look at some pictures thou.
Last edited by boo_diddly on Sat Nov 04, 2006 10:47 am, edited 1 time in total.
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If you are wondering what the map is, I will tell you a little bit now.
General mood: sandy, at dusk, sand, dust in the air, sand, rocks, sand.
Size: medium
Layout: Two bases opposing each other, tower at middle. A human Pelican crashed on one side, a temple at the other. All this within a canyon with a shear cliff behind Pelican. Thrusting out of the cliff part way down is a bridge of sorts with covenant supply crates scattered all over the bridge. There is also a large underground cavern located between the two bases.
I have a few custom textures that I created *the tile, ciff texture, and the purple pillar texture*. I have used several portals within the level to help with the frame rate and to prevent polygon failure *when the faces dissappear in random spots b/c there are too many polys*. The bases are symetrical. I modifyed the sky to my liking and experimented with multiple "suns". There are no true custom weapons, but 3 weapons have been tweeked *frg, needler, and flamethrower*. In general, the bsp modeling is finished, unless there needs to be tweaks. Once I feel that the level is finished, I will attempt to do a full-quality light map, but I have no guarentees since the last time I tried it *which I let it run for 7 days straight and it didnt get below 0.1*. In the one area of my map there are dynamic lights, but incase the computer doesent support it *or whatever* there is a back-up light map.
If you want to beta test for me *in a month of course* you can either pm me or go to my contact page on my site. Also, there are pictures and a more in-depth description on the url=http://members.fortunecity.com/boodidly]site[/url].
General mood: sandy, at dusk, sand, dust in the air, sand, rocks, sand.
Size: medium
Layout: Two bases opposing each other, tower at middle. A human Pelican crashed on one side, a temple at the other. All this within a canyon with a shear cliff behind Pelican. Thrusting out of the cliff part way down is a bridge of sorts with covenant supply crates scattered all over the bridge. There is also a large underground cavern located between the two bases.
I have a few custom textures that I created *the tile, ciff texture, and the purple pillar texture*. I have used several portals within the level to help with the frame rate and to prevent polygon failure *when the faces dissappear in random spots b/c there are too many polys*. The bases are symetrical. I modifyed the sky to my liking and experimented with multiple "suns". There are no true custom weapons, but 3 weapons have been tweeked *frg, needler, and flamethrower*. In general, the bsp modeling is finished, unless there needs to be tweaks. Once I feel that the level is finished, I will attempt to do a full-quality light map, but I have no guarentees since the last time I tried it *which I let it run for 7 days straight and it didnt get below 0.1*. In the one area of my map there are dynamic lights, but incase the computer doesent support it *or whatever* there is a back-up light map.
If you want to beta test for me *in a month of course* you can either pm me or go to my contact page on my site. Also, there are pictures and a more in-depth description on the url=http://members.fortunecity.com/boodidly]site[/url].
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uhh none of the links on your site seem to work, why dont you post them here. are you the same guy that posted a thread about a desert map?
edit: this http://gbxforums.gearboxsoftware.com/sh ... ght=desert
edit: this http://gbxforums.gearboxsoftware.com/sh ... ght=desert
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- noxiousraccoon
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OK, where is it possible to get beta testers? I would really like to test out how my map is on balance and whatnot. There are very few things that are left for me to do. Currently I am doing a semi-quality lightmap *down to 0.1* and it will be done Monday or so. I now have a Broadband connection and will be able to host the games.
So if you know where to get good testers or you want to test, PM me or Email me.
So if you know where to get good testers or you want to test, PM me or Email me.
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