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.
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dr. funk




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Post by dr. funk »

yup, this is a BIG thread! IT's almost at 250 posts and just passed 4300 views. I'm flattered at the interest... although half those views will be me obsessively checking 10 times a day. Thanks for the support everyone! I'll have pics of concept models and free hand art very soon!
Master Chief1





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Post by Master Chief1 »

:twisted: please finish soon :twisted:




fucking GTA didn't come out today and they pushed its release until the 25th of this month so I have to wait another 6 days for it to come out :evil:
http://www.freewebs.com/sinclanhalo
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Hexblade





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Post by Hexblade »

Dr. Funk wrote:yup, this is a BIG thread! IT's almost at 250 posts and just passed 4300 views. I'm flattered at the interest... although half those views will be me obsessively checking 10 times a day. Thanks for the support everyone! I'll have pics of concept models and free hand art very soon!
i agreee - its time to burninate this thread...

(only joking)
dr. funk




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Post by dr. funk »

Ok everyone, here is a display showing what I've put into the mao. As some of you know, it's doubling as a portfolio project at my school, and going towards entrance into a post-secondary university where i plan to becoma a game developer! hurrah! The pics today are of a model I made for the Litz Hotel on Bey St. It's the tallest building in the map and is placed almost dead-center. It's purpose is to be a vantage sniping point, of which you might be able to see on the billboard. What you do is break into the lobby, take an elevator up to a random hallway, go into a certain room, break the window, and climb out onto the billbord platform, where you will be about 25 stories up and have the whole city underneath you.

The basic front. As you see, nothing too pretty, but this is yet another piece of conspt art dedicated to the project.
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Nothing fancy, but it will help to model the actual building. Speaking of which, I have to get to that now because I have set a November 5th release date on Cote D'Azur (so we'll at least have 3 days to play), so I need to get cracking. And i'll be posting some free hand concept art soon.
Cheers! -Andrew
EvilPickels




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Post by EvilPickels »

OMG SWEET! I also plan to be a gamedeveloper. :D :P 8) :twisted:

EDIT I CAN'T BELVEIE YOU WASTED ALL THAT TIME ON THAT MODEL AND NOT ON THE MAP!! lol j/kl
Sonictag




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Post by Sonictag »

Thats nice Dr Funk, the concept drawing i see looks cool aswell. You created this in 3d yet?
Master Chief1





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Post by Master Chief1 »

hows your progress in the map coming along man? Are most of the buildings, vehicles, and weapons in yet?
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00ace




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Post by 00ace »

Hey Uncle Drew nice job it's good to see your back to work! Captain_lag Oxy, and I will be the Support for the Halo 2 Part of this Map,
Weapons
Vehicles
Tags
Effects(Not all effects lol)
Stuff like that me and Lag have got Duel_Wielding down perfect so that's not a problem I've got the Battle Rifle Made and In game, Smg's will be left to Oxy to model, and the Covie_Carbine and many other Covenant weapons, so just sit back and I guess once my part of team gets updates I will post them for all of you out there

Thanks,
Ace
Master Chief1





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Post by Master Chief1 »

00ace wrote:Hey Uncle Drew nice job it's good to see your back to work! Captain_lag Oxy, and I will be the Support for the Halo 2 Part of this Map,
Weapons
Vehicles
Tags
Effects(Not all effects lol)
Stuff like that me and Lag have got Duel_Wielding down perfect so that's not a problem I've got the Battle Rifle Made and In game, Smg's will be left to Oxy to model, and the Covie_Carbine and many other Covenant weapons, so just sit back and I guess once my part of team gets updates I will post them for all of you out there

Thanks,
Ace
Is there an estimated date for when you'll give us more info :?:
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dr. funk




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Post by dr. funk »

haha ok thanks ace. sounds like you've taken care of all the weapon sets. we need to talk privately though on some stuff. i'll e mapping my arse off to hopefully release on november 5th. and lots of updates until then!
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SnaFuBAR





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Post by SnaFuBAR »

ooooh! please release november 5th! looking good so far. i like the model as well. i'll be checking this thread periodicaly for updates, heh!
Master Chief1





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Post by Master Chief1 »

so how's the progress? I know that its suppose to be released soon but i was just wandering.
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dr. funk




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Post by dr. funk »

well, because the city is sooooo big, i had to make it in chunks that are essentially blocks. I got the south-end block done yesterday. I still have to finsih off the Hotel/Bay St. block, the Red Light District, the Residential area, the London St. block, and the Cochrane Park Block; then I have to complie them all in the master copy which will take a huge amount of time because of the lag in 3ds max. Whew! Plus I have to put in all the peripherals that make it look like a city, I have to redo A LOT of the buildings to put in the glass features (every building will have breakable glass), I have to figure out the elevator animations, I have to figure out the Pelican animations, I need to finalize the weapons set, as well as the vehicle sets, I have to export it and beta-test, I have to fix the million export errors I'm aniticipating (like open edges), I have to put it through guerilla, put it in sapien and add all the sounds (about 20 ambient noises and 60 songs for various buildings), I have to process all the songs to make them sound like they're coming from the inside of the buildings, then I have to run radiosity which will take a day probably because of the size. November 5th seems all too soon! And this is all if the file isn't over the poly limit, which i seriously doubt. Does anyone know how to check the polys, and does the 50,000 poly limit mean it actually will refuse to export, or will it just run slow? Better upgrade your comps to run this baby... it'll be a doozy. Any help on any of these aforementioned things would be grately appreciated.
baturkin17





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Post by baturkin17 »

how about errors?

did you run a stl check on the entire thing?
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Post by FReAK »

Elevators: make them constantly moving animated scenery. also make collision models so u can jump on top when it ocmes down, or up. make it so the netcode will allow it, just like in that sonic the hedgeohg level that was made a little while ago. use the elevator things from there, those worked sorta cool-ly.
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dr. funk




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Post by dr. funk »

yea, that's what i was planning on doing with the elevators, and no, i haven't ran that check. how do i do that?

here's another tidbit of stuff i whipped up.... it's the basic ground map of the city. if you're really into it you can memorize it or something, but then i wouldn't have the advantage, so actually don't do that ;)

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and this one shows in orange which buildings are actually done. (except for the ones on the north side which don't have windows.)
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hope you like!
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Post by FReAK »

sweet.
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Master Chief1





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Post by Master Chief1 »

i only have one question. you will be able to go into most (if not all) of these buidling right :?:
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baturkin17





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Post by baturkin17 »

wow that is really cool :)

you have put soo much planning into this.
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Post by Darkstorm995 »

i love the level of detail, good luck on being a game developer
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