New map for CE: Downflow

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Jayden





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Joined: Wed Sep 28, 2005 3:20 pm

New map for CE: Downflow

Post by Jayden »

Ever wanted to drive the scarab? Well, that's finally come true.
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Watch the vid:
http://www.youtube.com/watch?v=SVnwB7E-oQA

Download the map:
http://halomaps.org/index.cfm?pg=3&fid=2052

Visit the Scarab Conversion Teams Website.
http://www.scarabteam.tk
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Screenies:

Well, I'm finally done. Here it is kids. Screenies first, then a readme, then the download link.

ScreenShots:
Image
Image
Image
Image
Image


Short Summary: A huge, lush valley where Covenant and Human's Vehicles and Weaponary
face off.

Map Author: Jayden

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Vehicles:
-Scarab
-Mythos
-Longsword
-Missel Jet
-Seraph
-Spec Ops Warthog
-Spectre with Boost
-Bulldog
-Brute Ghost
-Spec Ops Scorpion Tank
-Cloak Wraith
-Phantom
-Spec Ops Pelican

Weapons:
-MA4D Assault Rifle
-Brute Shot
-Homing Rocket Launcher
-AA (Homing) Flak Cannon
-Anti-Vehicle Sniper
-Anti-Vehicle Beam Rifle

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Misc Categorization
Environment: Forest/Mountains
Weather: Storm
Map Size: The BeaverCreek of Huge-Assault (Huge)

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Words from Jayden:
Project Downflow began much before i even knew about it. In my eyes,
the beginnings of this project were when I first set out to bring the
Scarab to CE...or, for that matter, not even to bring it to Custom
Edition, let me be honest; I just wanted to drive around a Giant Robot
Crushing and Exploding everything in my path, including grammar. (I mean,
don't we all want nothing more than to blow stuff up?) Well, that's
where it started. Over a year and change, I spent time on Elite Predators
and Gearbox Software forums, and with all of Custom Edition's wonderful
tutorials learning the skills (like spending mindless hours uv
unwrapping the Scarab) Well, all that paid off, because it prepared us for
stage two.

Stage two: Mindless hours creating the world that is Downflow.
Okay, so this wasn't really mindless, at all. Stage 2 began in Spanish
Class of Senior Year (which I still managed to pass), where I put the
mind-images to paper using this magical high-tech device called a #2
Pencil. Through this extremely delicate and tedious process, I was able
to create a mold for when I would enter stage 3. During this time,
myself and Troi, a good friend, spent time working on many other concepts,
actually filling up an entire notebook with Downflow Concepts and
artwork.

Stage three: Look at me, I've got stages.
Stage three involved the age old, archaic process of 3D modeling.
During stage three I spent much time creating and texturing the environment
BSP, with over 400 saved versions, development spanning two different
computers. The result of my suffering? The lucious, secksy level model you see today.

Stage four: Sapien and Guerilla
In short, this part is: Compile Damn you! Why don't You compile? Oh, I'm an idiot, that's why...
Work Damn you! Why don't You work? Oh, I'm an idiot, that's why...
Enter the vehicle Damn you! Why don't You enter the vehicle? Oh, I'm an idiot, that's why...
Crashing? Exception? Compile Damn you! Why don't You love me? Oh, I'm an idiot, that's why...

You get the idea. Well, after all this hard work, I can honestly say I'm a proud momma. I want to thank alot of people, so here goes: If you've ever helped in anyway, thanks. If you've beta'd, even just for a second, thanks. If you've begged me for a beta, thanks. If you've bashed this map, thanks. If you love this map, thanks. If you made this map...gtfo. (nah, just kiddin.) if you've downloaded this map, thanks. If you've hosted this map, thanks. If you were an inspiration to me, thanks. If you've put up with all the bullshit of me "wasting time on the computer" and I know you in real life, thanks. If you hosted a beta test, thanks. If you hosted a teamspeak for the beta's, thanks. If I forgot you, thanks.

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Special Thanks to:

(DA) Ender - I met Ender a long time ago, back in Scarab Beta Gulch 7.
Later on, Ender became a very critical part of the Scarab Conversion
Team, and also, a great friend. I can't thank him enough for all he's
taught me and all he's done for downflow and the scarab.

Skyline - Late in the Project Downflow, Skyline was able to offer his
talents to make a real impact. Additionally, his hidden reserves of
knowledge, along with never-ending advice, have really showed how good a
friend he is.

Teekup - You really have to be grateful for someone who's almost always
availble to beta test for you, and that's just what Teekie did.
Bringing the humor to the Teamspeak constantly, Teekie is our resident
modler-only CE developer, a priceless friend.

Strider Vega Core: Continuing contributions and help.

Biocroc: Always there for "aquirring" things for my various needs...not to mention secksing teekie up XD

BloodThirtstyEmu: Skinning the BM warthog and scorpion, BTE has also been a great beta tester and supporter along the way.

My inspirations: Jhonen Vasques, Mindless Self Indulgence, H.R. Giger, Bungie Studios, Tiamat, Jahrain, Lightning, Ender

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The Halo 2 Scarab Conversion Team is:
(DA)Ender, Jayden, =Ep=TeeKup, Strider Vega Core

The Halo 2 Scarab Conversion Team Credits:
Modeling/UVW maps: Jayden, Tiamat, SVC
Animations: (DA)Ender, Tiamat
Weapons: (DA)Ender
Main Vehicle Tagging: (DA)Ender
Physics: Tiamat, (DA)Ender
Rigging: (DA)Ender, Tiamat
Final Rig: Tiamat

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As Quoted by Jahrain:
This map is unprotected. Feel free to, but not limited to rip, reuse, render, fix, improve, remake, learn from, or re-release anything contained within this map. Just don
Enlighten3d-one





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Post by Enlighten3d-one »

:shock: wow dude thats awesome
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

I don't like all these big-on-vehicles low-on-level maps
You guys spend weeks on the vehicles and weapons and 2 minutes on the maps themselves. You need a big, but intricate map like this. Something with a lot more strategy and smaller portions, not just a big open field.
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Jayden





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Post by Jayden »

Bacon, i've gotta say you're wrong here. I spent 3 months on the BSP, it's extremely intricate with many, but not too many paths. The bsp had over 400 versions alone. The gameplay has been extremely thought out. Give it a chance =)
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

So you started working on this - how long ago?
The vehicles are great, but the map just plain looks bad. And I'm sorry, but you kinda set yourself up for this one: If you spent three months on it, why doesn't it look amazingly realistic? There are people who spend only weeks on a map and it looks like a bungie map. Even if it does have "intricate" pieces (don't know what definition you're using), it looks bad.
In fact, it looks like just one big, nearly flat piece of land with a ramp on it and a few caves. And the ground texture looks like you followed the HEK tutorial.
I don't want to be mean or anything, I'm just saying, make a map that looks amazing or your vehicles won't look as good.
But great job on the Scarab, I still don't understand why it was such a big deal, though, it's just some really hard animations, which are what I congratulate you for. Other than that, the model can easily be ripped from Halo 2 allong with the textures. It's just the fact htat you guys did do it that is amazing.
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llama_juice




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Post by llama_juice »

hehehehehehehe bacon... wasnt separated just a showcase for the Draco?....
Jayden





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Post by Jayden »

Oh, yeah, I rememeber...separated had a great texture map :lol:

I don't quite know where you're coming from, where you even get the right to call the BSP boring. There's an incredible lot fo detail into it, and the fact tha some areas are flat is for the sake of optimization, and also speed. Do you're homework son. And btw, downflow's texture map is something of not only color correct, but uses the detail map shaders as their supposed to be used with alpha channel. Ofcourse, you already knew that though, didn't you. :lol:
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