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WIP: WAR

Posted: Fri Oct 15, 2004 12:18 am
by Katarn
My focus on this map is to simulate a miniature war. There will be 3 bases for each team. Each base represents a section of the military. Since naval battles are impossible, the sections are: airforce, armor, and infantry. Since the halo-hardcoded vehicle setup only supports a total of 6 vehicles (i think its 6 vehicles) there will be 2 in the air force (a fighter and bomber). 2 in the armor (some sort of tank and some other vehicle) and the infantry should have light vehicles, and a large assortment of USEFUL and BALANCED weapons. Since most people are going to be thinking, why use the infantry at all? The infantry will have a stinger missile type launcher, only useful for aircraft destruction, and will also have access to a rocket launcher, which will damage tanks if the tanks are hit in the back or sides (encourages tactical ambushes on armor)(can easily be done). The infantry will have acess to the usual assortment of weapons, assault rifle, pistol, and shotgun. The covenant weapons will be replaced with other weapons. For example, the plasma grenade will be replaced by a flashbang (very possible). The plasma rifle will be replaced by a more accurate but slower firing assault rifle (for example). The armor's tanks will not be able to be "whored" like the scorpion tank. The tank will have a turret, slow-firing and slightly lobbing, and a machine gun operated by a different passenger. The bomber will be mainly for taking out tanks, since smart players will want to keep at a high altitude (very high, almost too high to see infantry on the ground) to avoid being shot down by a stinger. The bomber will have the ability to blanket-bomb 10 bombs before reloading on a 10 second period. The fighter aircraft will not contain any bombs whatsover, only a very high rof machine gun. and perhaps a single air to air missile. The map will be covered with dense forests and roads. SOMEONE PLEASE BRAINSTORM A NEW NAME.

Posted: Fri Oct 15, 2004 1:09 am
by Saiz08
i like it if you need help i will try to help you

Posted: Fri Oct 15, 2004 2:34 am
by maca_ยง
I gotta name!
"Square Bump Land"
heh jk, Anywho the map sounds real good plus with your models in it, it will be real good :D

Posted: Fri Oct 15, 2004 6:33 am
by Katarn
thanks for the feedback, and sadly, it is a square bump-land, but what map isn't?
Saiz08, what can you do to help me (pm me)

Posted: Fri Oct 15, 2004 7:01 am
by 343Halo
well katarn you know that im in on this with yah and im gonna go and start on the model for the bomber i should be able to have some pics by saturday night or sunday (cause i gotta work) of the mostly complete model.

Posted: Fri Oct 15, 2004 7:55 am
by Katarn
Concept Update: the flag for ctf will be underground, beneath the three bases. The hill in the center of the map will be a vital point to either side's victory. The ability to fire tank shells from a distance at an enemy base should be valued. Intelligent teams would rush for the hill and start pelting the enemy bases as the infantry get situated.

Update: Paul (the one from aurora, yay!) is modeling the fighter plane, the su-27.
Subaru is modeling the bomber (a lego model he constructed 5 years prior to the mod). I'm modeling the tank (Panzer mk VI, or Tiger Tank). The map will be modeled a little later since the rest takes the longest.

Posted: Fri Oct 15, 2004 10:29 am
by Katarn
sorry for double post, but new update: i helped out paul with the fighter, he was having some problems and now its perfect and almost finished. The tiger tank is well on its way with the main body and back completed, paul will be making and animating the tracks, and i'm currently making the turret, w00t. Rafazum, from aurora once again, is helpin out with the mod. this mod is turning out great so far. The fighter's flaps will be animated, as well as the tank's tracks.

Posted: Sat Oct 16, 2004 5:34 am
by paul
well, im glad to tell u folks, the modelling of the Fighter is done.

it's slightly diferent of the Real SU-27, but i like to give things a personal twist. heres 1 pic.

Image
more pictures here http://files.halomods.com/viewtopic.php?p=188409#188409

Posted: Sat Oct 16, 2004 8:53 am
by Katarn
he still has to fix the canopy :wink: the tank will be done today or tomorrow, it might or might not have animated tracks, depending on what works best.

Posted: Sat Oct 16, 2004 9:44 am
by McFarlane
I can help Katarn...
If you want it. :?
I'm only saying because.
You are gonna need some detail on that map :wink:

Posted: Sat Oct 16, 2004 12:42 pm
by Katarn
i haven't been working on the map, i'm saving that for later, i've been working on the tank, but if you can model a vehicle or weapon, that'd be great

Posted: Sat Oct 16, 2004 5:51 pm
by Katarn
i know this is a double post but, why is this topic so unpopular? This is a very promising mod, (one of the most), and yet no one posts. I've seen plenty of others go down the drain that were popular, we have already put out 2 models in 2 days (su-27 and tiger) Please give feedback and suggestions people.

Posted: Sat Oct 16, 2004 6:03 pm
by Hexblade
i agree - it has potential, but you need to get some cool guns in - like my sniper :)

(by the way - i need someone to help me to skin this BADLY - tool screws the tifs up for some reason)

Image

Posted: Sat Oct 16, 2004 6:13 pm
by Dispraiser
The topic is unpopular because you need to take that mesh you made for the ground, find the file, destroy every instance of it, and start from scratch. The fighter, forward of the wings, also has some clumbsiness, especially around the canopy. The smaller sniping rifle render in the lower left looks okay, but the other looks too thick. I'd assume it's just angle problems. Also, detail is a little disproportionate. Those Screws look like they're modeled in, whent he stock is only probably 100 polys. The scope also is very hiceh poly looking, especially with how the laser attaches, and the grip on the front is also high poly with all of the holes, while areas like the trigger guard suffer. I'd be intersted to see a wireframe to confirm this (it could just be abngle, or some places could look nice enough that they appear higher poly than they are, a GOOD trait).

Posted: Sat Oct 16, 2004 6:19 pm
by Katarn
I understand your concern with the mesh, but that really isn't what it looks like, thats meshsmoothed, it looks worse, i should take an unmeshsmoothed render (and delete the meshsmooth modifier, which makes it looks worse) Unmeshsmoothed, it looks quite similar, without some of the flaws, and its only 580 polygons. I also talked to paul about the clumsiness around the canopy and he agreed to fix it, it probably is alreayd fixed. That sniper rifle there, is probably much to high poly to import into halo, let alone any game

Posted: Sat Oct 16, 2004 6:19 pm
by Hexblade
ive actually put the mesh into a game, and it runs no different on 1280 x 1024. Ill try and get a decent wireframe one

edit: lol - i just read my sniper post and i seem really big headed - when i say 'it needs some guns like my sniper' i was only joking - the guns dont really matter!

what i really want is someone who can help me with the tool compiling

Posted: Sat Oct 16, 2004 6:23 pm
by Katarn
dispraiser, another question, why is it you hate the mesh so much anyway, i know it looks horrible at the moment, but it can't be that awespiringly bad, tell me what is wrong with it

Edit: i've taken down pic at first post and explanation.

Posted: Sat Oct 16, 2004 6:25 pm
by Hexblade
*whisper* i think someones being over-critical */whisper*

Posted: Sat Oct 16, 2004 6:28 pm
by Katarn
hexblade, could you mention an editable mesh polygon count?

Posted: Sat Oct 16, 2004 6:30 pm
by Darkstorm995
Dispraiser looks higly in to detail