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[WIP] CityGulch
Posted: Wed Nov 28, 2007 1:32 pm
by DeadHamster
I plan on making a level in CE, and, thanks to Harbringer, converting it straight to PC. I do not plan on releasing a CE version, so this is the right section.
It's a two story city level, two bases, in sorta symmetry. The first layer will contain ghosts and hogs, and will have wide areas and more closed in areas
The Second Layer are the rooftops, there are passages between each seperate building. The rooftops are great for sniping and getting usage of the Battle Rifle.
Here's a rough sketch I made.
The level layout will most likely remain like this, but the weapon and vehicle positions will, more likely then not, change. If you have any suggestions on changing anything you see here, please let me know. I want to make this the best that it can be.
I know a couple things that need to be changed, because I can already see a few problems (difficulty in getting to the second story.)
I need skinners, and when the time comes around people who are willing to test this and work out any bugs in it. Credit obvioudly will be given.
When this is finished, it will be the first actual mod I release.
Posted: Wed Nov 28, 2007 1:33 pm
by Cryticfarm
I would help model some of it...
Posted: Wed Nov 28, 2007 1:35 pm
by DeadHamster
That was fast.
I could use some help modeling weapons and stuff like that, but the BSP I'd rather do myself. Just because it's very hard to explain your ideas on how to build something, and mainly because I'd just like it to be "my map", I want to be able to run through it and know I made it.
Posted: Wed Nov 28, 2007 1:41 pm
by Philly
It looks so damn complicated!
Please don't make it worse than Chiron TL-4, please...
Posted: Wed Nov 28, 2007 1:49 pm
by DeadHamster
Its really not complicated at all, its a very open map.
Each one of those boxes are buildings, only the two bases are empty though. The rest are solid. The entire map is played outside.
It's like turf, but more open.
The "passages" that you see from each box are walkways on the second story. Just a flat piece, think of the things mario walks up on in the original Donkey Kong, thats what they are. And underneath that is all open, besides the buildings.
Posted: Wed Nov 28, 2007 1:56 pm
by Cryticfarm
Use the bridge tool for the tunnels.
Posted: Wed Nov 28, 2007 2:21 pm
by BOB{MOD}
nice whats the "Laser" going to be?
Posted: Wed Nov 28, 2007 2:41 pm
by DeadHamster
Im hoping some form of spartan laser.
Most likely not anything amazing, over the shoulder gun, you charge it like a plasma pistol, and when you release the trigger you shoot a beam-like projectile.
Uncharged shot shoots something else (less lethal beam maybe?). I dont want it to be a charge only weapon, i want it to have more versatility. The way the map is turning out, you need to be quick to hit a vehicle, If you wait too long it'll fall behind a building, so being able to shoot a quick shot and kill of the driver, then pick off the rest gives it more useable-ness then just the charge.
Im thinking the primary shot as a beam that can headshot, but does little damage anywhere else. It maintains the difficulty to use it, but at the same time it doesn't make it too difficult. Balance is key.
Posted: Wed Nov 28, 2007 2:44 pm
by Philly
DeadHamster wrote:Balance is key.
Dead on. I hope this map goes well.
Posted: Wed Nov 28, 2007 3:15 pm
by BOB{MOD}
ok thats what i wanted to know
Posted: Wed Nov 28, 2007 3:53 pm
by Andrew_b
ok so you plan on learning how to make a map...
good luck. youll need it.
and if you want good reviews, dont make it boxish like exterminator...hallways should not be boxes!!!
Posted: Wed Nov 28, 2007 4:36 pm
by Cryticfarm
Hallways are boxed, thats the way most hallways are. Infact, I can't think of a hallway in real life that isn't boxish (other then the curved one). Do you have im? Cause I would give you help in modeling.
Posted: Wed Nov 28, 2007 4:38 pm
by Andrew_b
look at the hallways closely...well in my house...hallways arent boxed. they have a floor thing which is like a design on the floor and on the wall...and then the top is curved with a very small curve. like an inch high curve.
Posted: Wed Nov 28, 2007 4:43 pm
by Cryticfarm
Zomg one inch.
Posted: Wed Nov 28, 2007 4:43 pm
by DeadHamster
I have an AIM. And once had an Xfire that I no longer have downloaded, but can re-download.
And how should I make this unboxy, It's a city, buildings aren't made with curves. The main BSP is boxy, and then adding scenery makes it more in depth and gives it the feeling of an actual city. Putting garbage cans, crates, Cars, etc., ontop of the boxy city-scape gives it a more deep look.
I'll post a picture of the BSP in a moment or so, I just finished making it, just need to convert it to the right filetype.
And why is everyone talking about Hallways? There isn't a single hallway in this map, and I never said there was. Im so confused.

Posted: Wed Nov 28, 2007 4:45 pm
by Cryticfarm
Then what's your aim?
EDIT: frig, I should have pmed.
Posted: Wed Nov 28, 2007 4:53 pm
by DeadHamster
Do sent messages not appear in your sentbox right away or am I going crazy?
Posted: Wed Nov 28, 2007 6:21 pm
by SL!P
Hey, this looks nice. I'm getting into map-making myself. I need ideas though. As for the Spartan laser.
1>Skin it
2>Minor Model altercations
3>make it shoot sentinel beams
Posted: Wed Nov 28, 2007 6:43 pm
by DeadHamster
I was leaning more towards a custom model. Obviously Skinning, and yes, something simmilar to the sentinel beams. I was thinking blue laser for noncharged, red when charged. Simple enough.
Oh, and in case anyone here was curious, Gmax Sucks. Lots.
Posted: Wed Nov 28, 2007 8:08 pm
by Patrickh
DeadHamster wrote:Do sent messages not appear in your sentbox right away or am I going crazy?
I thinks they are in you outbox until they are recieved/replied
And gmax is a nice program, that's what i used to make
crisis. 3ds max is basically the same but upgraded.