Halo W.I.P. Photography


(No actual players where harmed in this testing.)

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I did a good shader for it. It looks better while playing.

-----[ [BioDrop][Wake Island][3volved's Havok][Nightmare] ]-----
---------[ [Hud Coordinate Finder]-[Halo 2 Effect Studio] ]---------

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- Cryticfarm
- Posts: 3611
- Joined: Sat Dec 09, 2006 7:23 pm
- Location: canada
- Contact:
Oh that, thats just.....Its that time of the month again.iGeo wrote:The blood on the floor suggests otherwise.Argon wrote:(No actual players where harmed in this testing.)

-----[ [BioDrop][Wake Island][3volved's Havok][Nightmare] ]-----
---------[ [Hud Coordinate Finder]-[Halo 2 Effect Studio] ]---------
"Ok?"Cryticfarm wrote:Looks ok andrew. Redo you cliffs. Also, what with the long blocky hallway?
Remember when you made me that bsp that had to be no larger than 200 verts and asked, "Do you think it will make outstanding?" And now all my work is "Ok".
I don't need to redo the cliffs. They are already about 700-800 polys.
About the hallway: *Reads Title*..."Halo W.I.P. Thread. Hmmm.
More pictures:
The pillars I'm using. They look basic but i like them


The air shaft I made. I love this.

- JunkfoodMan
- Posts: 1061
- Joined: Fri Jan 27, 2006 10:18 am
- Location: London, Englandia
"Ok" means it needs work. WIP or not, it needs work.Andrew_b wrote:"Ok?"Cryticfarm wrote:Looks ok andrew. Redo you cliffs. Also, what with the long blocky hallway?
Remember when you made me that bsp that had to be no larger than 200 verts and asked, "Do you think it will make outstanding?" And now all my work is "Ok".
I don't need to redo the cliffs. They are already about 700-800 polys.
About the hallway: *Reads Title*..."Halo W.I.P. Thread. Hmmm.
Same goes for the "About the hallway..." part, he may have just wanted to know what you were doing with it.
Also by "redo the cliffs" you think he meant optimization-wise? I think he means by aesthetics. Plane modeled or not, it looks like a high-res mesh with pulled verts on soft selection (Note: disregard the "High-res" part, I read what you said about the cliffs being 700-800 polies). You might want to work on less variation in the cliffs. Some cliffs have consistent shapes.
I also think that you should put teleporters and small teleporter outposts instead of long tunnels in the map.

wat
The long tunnels are for warthogs. There is also a warthog tele in the base its self which will spawn somewhere in the canyon. So on CTF, for example, you could either try to run through the bases opening in the canyon, or you could drive the warthog into the base. I wouldn't make that tunnel for someone to walk through.
- Cryticfarm
- Posts: 3611
- Joined: Sat Dec 09, 2006 7:23 pm
- Location: canada
- Contact:
Since when did i say that>?Andrew_b wrote:"Ok?"Cryticfarm wrote:Looks ok andrew. Redo you cliffs. Also, what with the long blocky hallway?
Remember when you made me that bsp that had to be no larger than 200 verts and asked, "Do you think it will make outstanding?" And now all my work is "Ok".
I don't need to redo the cliffs. They are already about 700-800 polys.
About the hallway: *Reads Title*..."Halo W.I.P. Thread. Hmmm.
More pictures:
The pillars I'm using. They look basic but i like them![]()
Airshaft looks fine, but I do see some non-planars Take care of those.