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[MAP] Mirror

Posted: Tue Jul 10, 2007 10:46 am
by SINERGY
This is my first map that turned out ok so go easy on it :D .

Map: Mirror

Made By: l SINERGY l

Description: A symmetrical map designed for small team games and free for alls.

- Neutral Bomb/Flag not supported.
- There's a good chance you'll spawn on the enemies side if they're in your base.

Download Mirror

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Posted: Tue Jul 10, 2007 11:02 am
by xxQTip05xx
im downloading now. wanna play it? add me xxQTip05xx
looks pretty good for your first.

Posted: Tue Jul 10, 2007 11:05 am
by SINERGY
yea sure, i'll be on in a few mins.

Posted: Tue Jul 10, 2007 11:42 am
by lordbunson
oh, you updated it, when I played you last night there were no teleporters.
Cool, that should even out the playing surface. It was really hard to get to the king of the hill when it was on the 2nd story.

Posted: Tue Jul 10, 2007 12:38 pm
by SINERGY
Yea, i'm not to sure about host advantages but you can jump over the fusion cores and shoot them and they'll launch you up to the second level.

Posted: Tue Jul 10, 2007 12:52 pm
by Agent ME
On Halo2 xbox explosions didn't launch clients, and I'd bet H2v is the same - might want to change that, or else it's a host-only advantage shortcut.

Posted: Tue Jul 10, 2007 12:56 pm
by halo0001
i see uv mapping errors

Posted: Tue Jul 10, 2007 10:14 pm
by lordbunson
OH yeah, and one other helpful tip. I noticed that when I played this map is that the texturing could be redone. It was real blurry. Either high res the texture, or have it tile. Maybe give the walls a different texture than the floor.

Just tips ;)

Posted: Tue Jul 17, 2007 1:34 am
by Snave
Shaders/UV maps/Textures would have been nice, think about including these before releasing a map next time.

Posted: Tue Jul 17, 2007 12:30 pm
by llama_juice
and lightmaps...

Posted: Tue Jul 17, 2007 6:29 pm
by SINERGY
I did UVW Map, I just wasn't that good at it when I made this map, shaders... yea I finally figuired those out today and Y only set it to low when I made the lightmap.

Posted: Tue Jul 17, 2007 9:05 pm
by llama_juice
yea, the lightmap is the checkerboard one... ugh

Posted: Tue Jul 17, 2007 10:48 pm
by {KaS} Korori
Ya just make sure its set on Super when you release it. But for testing purposes i would do High . But add more detail. Debris, panels ect. And don't leave the walls plan extrude it and make columns or something out of it. Dont leave it boxy.

Posted: Wed Jul 18, 2007 9:58 am
by McJix
I think he did a good job for his first map.

But, by the way, how can you tell what you should change the UVW mapping too? One guide I've seen tells you to make it 5 for the U and V panel, but SINERGY's guide tells me to make it 10. How can I tell what to change it to?

Posted: Wed Jul 18, 2007 8:18 pm
by SINERGY
The dimensions depend in the size and shape of the surface it's being applied to.

Posted: Mon Jul 23, 2007 12:17 pm
by stunt_man
No offense, this map is really ugly. Instead of releasing an (alpha?) unfinished map, why don't you take the time to learn the tools and make the map look somewhat good. That, or, just don't release your first maps! This might pass at a place like halomods, but you aren't going to get very many people to play your maps if they look unfinished like this one.

My two cents, happy trails.

EDIT: Just to not be so negative, I'll add that the geometry and layout of the map are pretty good. This should provide some good games when finished.