Page 3 of 4

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 06, 2009 2:03 am
by DemonicSandwich
Huh. What? Sexy?

...

Oh. Right.

Image
Image
Click for lighter version.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 06, 2009 2:11 am
by NotZachary82
i dunno bout this one.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 06, 2009 8:34 pm
by Gary
Well, because of recent events and coming back to Entity my map might not be as detailed and big as I was hopping...

I guess I can make a map with some vertical game play, I always found them interesting if done right.

Also... a small problem I just thought of... ragdols act very... "odd" when it comes to interacting with anything besides the sBSP as in they have no collision with them what so ever, so basically when you are killed on the map your fall through it.

Though I can see if neodos still remembers how he got it to have full collision with both sBSP and object collision.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 06, 2009 11:16 pm
by NotZachary82
That's not entirely true, Gjs. Some objects support ragdoll collision to some extent. Take the gondola from Quarantine Zone for example.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Tue Apr 07, 2009 12:16 am
by Gary
Yes, some do some do not, I noticed this and asked DS, he always has the answer.
[18:11] gjsdeath: maybe some phmo boxes can interact with ragdols and others can't?
[18:11] demonic5andwich: I beleive they have a priority value somewhere

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 13, 2009 6:20 pm
by Gary
Okay, I have been thinking of a concept.

A UNSC Pelican hanger bay and you fight on the maintenance ramps, that go all the way up(not into the skybox though) and as you progress your way up, weapons get better, but less cover.

I am also thinking to add 2 or 3 small rooms in the walls, for some cover.


You will be able to jump on a pelican that comes out of the darkness below, and it goes all the way to the top, until it gets destroyed by a crashing banshee(elite body comes flying out :XD: ) and there will be some long swords, pelicans, banshees, sentinels flying over the hanger bay opening at the top.

*Note that these are not to scale nor correctly made, there there for the idea concept*

Image

Image

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 13, 2009 6:27 pm
by Aumaan Anubis
Whoever is on top = auto-win.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 13, 2009 8:01 pm
by Gary
I have been worrying that the map might not be to good in the game play section and now Dark has confirmed it, so I am scratching that game play area and redesigning it in to something that allows more then just vertical game play and allowing more degrees of movement through out the map and providing more cover.

Don't worry, some of the basic ideas are still there such as; scenery, atmosphere and vertical game play.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 13, 2009 11:00 pm
by Ogrish
The concept looks familier :¬_¬: Why not call it final decent.

Some scafolding here and there, side to side might give it more game play.
I think the rooms are good ideas too.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Tue Apr 14, 2009 3:17 am
by Gary
The new concept is much different, though it has levels so you have more area to play and there's cover.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Sat Apr 25, 2009 8:31 am
by neodos
So how are you guys doing? Cooking up some neat maps?

I can make some concept art for objects and matte painting for the maps.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Sat Apr 25, 2009 5:35 pm
by Gary
Not much here, a part of geometry I have to create to make the map, I don't know how...

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Sun Apr 26, 2009 10:26 pm
by troymac1ure
DemonicSandwich wrote:Huh. What? Sexy?

...

Oh. Right.

Image
Image
Click for lighter version.
At first I thought the second was sunken slightly, which made me think. Would it be possible to create the rooms & walkways of the map as one large machine and have switches that would lower them into the floor so only the top of the rooms and walkways would be above ground and the lower rooms would then be open to an underground section.

Could also do it individually for each room (seperate machs). When a room was down, the ramp would line up with the roof and when the room was up, the underground part of the room could be a solid wall with a switch on it.

You could also add stairwells on the outer edges of the map to reach the lower level as well.
Just my crazy thought...

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 27, 2009 8:19 pm
by DoorM4n
Oh gawd, I wish I still modded.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 27, 2009 9:45 pm
by Gary
DoorM4n wrote:Oh gawd, I wish I still modded.
Never to late to start.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 27, 2009 10:31 pm
by OwnZ joO
Gjsdeath wrote:
DoorM4n wrote:Oh gawd, I wish I still modded.
Never to late to restart.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Mon Apr 27, 2009 10:50 pm
by Aumaan Anubis
Seriously, I'm still waiting on that pirate ship. :wink:

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Tue Apr 28, 2009 12:33 am
by DoorM4n
DAMN DAMN DAMN! Maybe later. :XD: My box is at home anyway. I'm 6hrs away at school.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Wed May 13, 2009 8:46 pm
by Doom
word

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Thu Jun 04, 2009 1:41 am
by [TT]
Image

Why not make the bottom part of the level under ground and have the hole have stairs or lifts preferably stairs sense the bottom part will be a big tunnel. as for the top areas they need to be more open like make a trench in each base to kinda give it a more sniping look and for the center make it more dove in kinda like the dish on Ascention so someone or a team can be there if setup for king of the hill. :roll:

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Fri Aug 28, 2009 9:11 am
by techtoast
is this project still open for modders, because would certainly join. I have most of these:
Darkshallfall wrote: What you need:
Photoshop (yes, can use)
3D Studio Max (would blender, or gmax suffice?)
Onyx (don't have onyx.map)
Entity (yes, can use(I think))
Debug Bios on Xbox (shortly)
my 3d skills and PS skills aren't too shabby. i'd love to help if you'll love to have me :p .

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Fri Aug 28, 2009 9:37 am
by neodos
Forget it Dark left without saying any word.

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Fri Aug 28, 2009 10:02 am
by techtoast
such a shame...

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Fri Sep 18, 2009 6:05 am
by neodos
What's up with this?

Re: Halo 2 Map Team(H2MT) Recruitment

Posted: Fri Sep 18, 2009 9:48 am
by DarkShallFall
I have mesh, uvs, bitmaps, and collision for 2 maps, and that's not including outpost.
Elevation - 118 collision blocks
Lumumba - 104 collision blocks
Outpost - Ask Demonic ;p
I could do one map everyday if i wanted to.
Making mesh isn't all too hard. Doing collision is simple. Uv mapping is simple. Only issue is bitmaps, but not always.