the 3 Mapeteers

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
dr. funk




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Post by dr. funk »

thanks for the input everyone...

like I said before, highland WILL be spruced up with lots of trees and rocks to essentially make it a forest.

I've tried to make Omaha Beach as realistic as possible, and am going to leave the seawall and mortar pits in because it's historically accurate.

Yes, many buildings in Cote D'Azur are accesible! The parking garages, some condos, a walk in mall, part of a theatre, an office building, a hotel, the bases (duh) and some others are all accesible. Most are just routes or secret passagways to get from point A to point B (point B usually being a delicous sniper point), but they should all prove strategic in the gameplay. Ex: You can run into a trashy alleway beside a theatre and run up 9 floors of emergency stairs to an opening in the theatre and crawl through a maintenance passageway to come out in a condo. You can go left and snipe the street from a balcony, or go right and proceed through another maintenance shoot, to come out of an opening a story ontop of the red base, which is a museum with two access ways from the roof. Peachy!

Still need the info on creating glass. Is it just a non-see-through solid in Max, and then turned transparent in Guerilla? And yes, the topic post IS here in this forum, just very far down. Aslo, should my fleet of civilian hogs placed asthetically around the city be driveable? (Might need some help with that one.) I can post some pictures here of the custom hogs if anyone wants to see them. So far I have a Coup, Hatchback, Sedan, Truck, and Flatbed. Should I make street peripherals like benches, firehydrants, info-terminals, signs, patio sets, etc. moveable if you crash into them? I would need lots of help with that.

Thanks again everyone!

-Andrew (dr. funk)
Aecter24





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Location: New Jersey

Post by Aecter24 »

Dr. Funk wrote:thanks for the input everyone...

like I said before, highland WILL be spruced up with lots of trees and rocks
to essentially make it a forest.


thats good we need a good forest map( i think)

Dr. Funk wrote:I've tried to make Omaha Beach as realistic as possible,
and am going to leave the seawall and mortar pits in because it's
historically accurate.
cool that will be much fun
Dr. Funk wrote: Yes, many buildings in Cote D'Azur are accesible! The
parking garages, some condos, a walk in mall, part of a theatre, an office
building, a hotel, the bases (duh) and some others are all accesible. Most
are just routes or secret passagways to get from point A to point B (point B
usually being a delicous sniper point), but they should all prove strategic in
the gameplay. Ex: You can run into a trashy alleway beside a theatre and
run up 9 floors of emergency stairs to an opening in the theatre and crawl
through a maintenance passageway to come out in a condo. You can go
left and snipe the street from a balcony, or go right and proceed through
another maintenance shoot, to come out of an opening a story ontop of the
red base, which is a museum with two access ways from the roof. Peachy!

Still need the info on creating glass. Is it just a non-see-through solid in
Max, and then turned transparent in Guerilla? And yes, the topic post IS
here in this forum, just very far down. Aslo, should my fleet of civilian
hogs placed asthetically around the city be driveable? (Might need some
help with that one.) I can post some pictures here of the custom hogs if
anyone wants to see them. So far I have a Coup, Hatchback, Sedan,
Truck, and Flatbed. Should I make street peripherals like benches,
firehydrants, info-terminals, signs, patio sets, etc. moveable if you crash
into them? I would need lots of help with that.

first off i have to say you are one of the best visionaries ive seen yet,
fortunately you know how to make the maps which is awsome.

i for one would like to see the pics of the hogs and definately make them
drivable.

i think these maps, if done well, will do better than NM, no offence to Mrs.
D but this just seems more realistic which is fun (even though halo is a futuristic game)

but anyway enough rambling, nice f***ing job, keep it up
coodude25




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Post by coodude25 »

hey Dr. Funk, your maps are awesome, and i have been working on a ww2-like map too. I would like to help you out with your map. I already have a working almost completed BAR gun (American heavy rifle during ww2) I was planning on making a german rifle too. I also have done some work with ai and i can make them for your map too. If you email me or respond here, i will be happy to give you my bar weapon if you want to judge my work before allowing me to join.
drunkenpriest





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highland

Post by drunkenpriest »

on the highland it looks like theres only 1 path to the other side. that will be kinda easy to get killed you should make another way to get across. underground maybe? well i dont konw if u already finished but if u havent i think that would be a good idea (sorry if i copied someones answer i didnt ready any posts)
ATOMIC COW





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Post by ATOMIC COW »

Wow, those are AMAZING.
dr. funk




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Location: southern ontario, canada

Post by dr. funk »

Image
Last edited by dr. funk on Thu Aug 26, 2004 8:24 pm, edited 2 times in total.
dr. funk




Literarian 100

Posts: 139
Joined: Fri Jul 30, 2004 6:43 pm
Location: southern ontario, canada

Post by dr. funk »

sorry about that (above)... just messing around with more pics as per request. I've got 14 coming up.... sit tight.
Aecter24





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Location: New Jersey

Post by Aecter24 »

ha fantastic!!! :D
frogger5687





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Post by frogger5687 »

they all look awsome but i like the first one the best
dr. funk




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Posts: 139
Joined: Fri Jul 30, 2004 6:43 pm
Location: southern ontario, canada

Post by dr. funk »

golden grahams, oh, those golden grahams.... crispy crunchy golden cereal, brand-new breakfast treat!!!!!!!!
Last edited by dr. funk on Sun Sep 05, 2004 4:17 pm, edited 2 times in total.
HMC Helljumper





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Post by HMC Helljumper »

sexy red x
dr. funk




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Location: southern ontario, canada

Post by dr. funk »

OK; here are some new pics of Cote D'Azur:

This shows the parking garage behind the News Station. And like I said, it is fully accesible.
Image

Here is a picture of a streetside. Once the shaders are in place it will look better.
Image

Here is a perspective view of what the city will look like as a puny spartan.
Image

Here is the walk-in mall I've been talking about. And the billboard says "Coba Cola"; I have lots of real life spin-offs on companies.
Image

This is the alley I was talking about. Very grungy.
Image

OK, here's the good stuff. THE HOGS! This is the dealership, not completely full yet.
Image

Here is my fleet of Civilian Hogs. The best part was the custom paint jobs:)
Image

This is the AMG 2553 edition Warthog Coup. (I got all my background lore from a great fake review at Bungie.net in "previous news")
Image

This is the Hatchback edition.
Image

And the Sedan. There is also a flatbed and truck version as well.
Image

This is the sporty interior complete with all sorts of buttons and knobs for the pusher's delight!
Image

OK, thanks for looking at my pictures. Tell me what you think.

Hey coodude25, I would love to hook up and discuss the BAR. My favourite WWII gun is the M1 Garand. But then there are Thompsons and Carbines and Springfields, oh my!

If anybody wants to be able to drive those hogs, I really need help. I don't know where to start or what to do. Do you export them as a separtate folder and then place them in Sapien like the real hogs, or just put them in the map as I have done? If anyone wants to help, I'll be happy to give you the builds to tinker around with.

Also if anybody knows how to make destructible scenery, same deal.

And my old arch-nemesis. Glass. Damn that shimmery glass! I really need to make it, but what's the deal? Is it going to be non-transparent in max, and then made see-through in guerilla? I'm sooo confused.

One last thing; ever since I added the last 10 buildings, Max has been dead slow. it takes 1 minute to select an object. I think this is because of the pixel count. Is there a way to fix this? For the last few weeks I've used another Max scene to create the buildings and texture them then I add them into the master scene. Any advice is much appreciated.

If anybody wants to talk or is interested in the hogs/scenery/glass/BER/other then email me at [email protected] , or IM me, or PM me.

Thanks for the comments everyone (supportive and ego destructive)! I'm proud to call Halomods home. Well.... online home.

-Andrew (dr. funk)
Pie





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Post by Pie »

That is really nice. A coke factory lol!

Is that a Used Car Lot? or a place u can buy a New Car? lol


I really like it, sweet job, cars look nice along with everything else :D
Image
Thank You, SHOUTrvb, For This Fantastic Signature :mrgreen:
{GR}Snake





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Post by {GR}Snake »

that is so fucking awesome!!!!!!!!!!!! :!: :!: :!: cant wait til its out. will u be able to enter all the buildings?
Pie





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Post by Pie »

Dude, that gave me an idea, you should make a Grocery Store with automatic doors. In the medicine isle, you could put osme hp packs on the shelf
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dr. funk




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Location: southern ontario, canada

Post by dr. funk »

oh, and to drukenpriest,
I've got some flak on Highland, so maybe I should explain it. The map will be covered in trees, except for the hilltops so the hogs can get some air. And yes, the bridge over the ravene is the only solid connection point. I created this on purpose because having a bottleneck was the idea behind the map. Both teams will have to fight for access to the other side. So say for instance in capture the flag, you have to waste 3 guys guarding the bridge, and then three more at the base. The logical move for respawned enemies would be to go and set up defenses on the bridge for the exit. I got the idea from WWII bridges in the Battle of the Buldge where british and american paratroopers had to capture pegasus, nejmegan, arnhem, and a few other bridges. Lots of tight fire-fights erupted while both axis and allies tried to hold their respective bridge. If you don't want to risk the bridge though, there are large mounds on either side of the bridge on either sides of the ravene. If you build up enough speed in a hog or ghost, you can jump the gorge a la 70's cop style. this might be a bad gamble on the return vector with a flag, though. So that's the story. Questions, comments, criticism, and opinions are all welcome.
Thanks!
{GR}Snake





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Post by {GR}Snake »

Pie wrote:Dude, that gave me an idea, you should make a Grocery Store with automatic doors. In the medicine isle, you could put osme hp packs on the shelf
i totalllly agree that wuld be uber cool
Pie





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Post by Pie »

Wait wait wait....i see a Heli pad.....are you putting in a heli?


unless i'm miss interpreting this...(that would be cool though)
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{GR}Snake





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Post by {GR}Snake »

HOLY SHIT U HAVE TO PUT A HELO WITH TWO GUNNERS!!!!pie has so many greattt ideass
dr. funk




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Post by dr. funk »

there are two helipads in the game (hospital and news station), and they are intended for two banshees. I was thinking about putting in two pelicans at the UNSC HQ hangar, but again, I would need help with making it a workable vehicle. Maybe I should add a space port too:)

That gorcery store idea is cool! I'll put it in! I don't know how to make animated scenery though with the sliding doors, especially if it's proximity triggered. I had kind of the same idea, but with and elevator. You go into a hotel lobby, and take the elevator up to a penthouse, were you can climb out the window onto a billboard and snipe. This is intended to be the highest location in the game.

Anybody on scenery animation, vehicle physics, or glass?
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