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E-Squid — Bunker_wip_overhead by-nc-nd

Published: 2009-09-18 21:07:13 +0000 UTC; Views: 892; Favourites: 5; Downloads: 13
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Description It's an overhead view of my map, Bunker. It's sadly still in a state of WIP, along with all my other maps. I need to clean this up somehow, or remake it from scratch, or something. The model seen here is just too messy, and I don't know where to start. If anyone sees this and is willing to help, please don't hesitate to ask.

Edit: My good friend made remake of sorts of Bunker's terrain, which can be seen here: [link]
So it, and the numerous comments from my good model-making buddies, got me thinking about a more detailed description of the layout and my planned revisions.

As you can see, the layout is pretty simple. The map is shaped like a square, with the bases sitting in the corners diagonal to each other. The two neutral bases are the bunker, which has a basement that connects the two main bases via tunnels (Offering a second way to get to the enemy base, instead of running across the sand all the time), and the ruined diamond-shaped HQ building. This is basically the highest point of the map, and offers limited sniping opportunities from the 2nd floor windows. Right now only the 2nd floor has a room to walk in (A headquarters room, where the building gets its name) but I'm considering adding a ground floor room.

Red base is the low building with a large skylight in the middle. Resembling the inside of the defense base from Zanzibar, the layout is pretty straightforward with catwalks leading from the ground to the flag platform. There is a huge screen mounted on one wall, an antechamber to the rear of the main room hosts the stairs descending into the tunnels, and the base has some red lighting with natural sunlight coming in from the skylight.

Blue base is another matter. Used as bunkers for hiding civilians in some centuries-past war, it is hewn from a large rock outcropping. Unlike Red base, Blue base is very... cavey. The tunnel leading from it to the main bunker will resemble a mining tunnel, with bumpy walls and small electric lights on the ceiling. The inside of Blue base is going to look like a condensed version of the defense base from Burial Grounds.

If you question why it's messy, I'll tell you.
1. A lot of the stuff isn't connected, just floating there
2. The terrain is shit. Really, I could make a better terrain out of cat litter.
3. Some of the stuff doesn't match up, like the island background to the beach.
4. A lot of stuff could be done more efficiently.

*I will continue the edit later, but for now I must get off. Thanks for reading that wall of text. XD*
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Comments: 25

MrJumpManV4 [2010-11-18 03:54:51 +0000 UTC]

You have certainly improved since i last saw your works, i like this one the most probably. Though the water does need some work.

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E-Squid In reply to MrJumpManV4 [2010-11-18 18:56:59 +0000 UTC]

Thanks! The water wasn't really the focus of my building at the time of the render though.

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ProfessorMarkus [2010-06-07 21:56:40 +0000 UTC]

This is really cool. I don't get to see nearly enough of these types of 3d works as I'd like to.

I really love the feel of how it looks like an abandoned post that a few unscrupulous characters have decided to set up base in ;D

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E-Squid In reply to ProfessorMarkus [2010-06-08 17:38:44 +0000 UTC]

Oh, thanks! I didn't expect you to take a look through my gallery.

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JefRchrds [2009-09-19 00:26:57 +0000 UTC]

well it looks good, but its really small even though that is the main idea, it still needs clutter and maybe.. well i could show you, ill make a terrain in zbrush and use box place holders, ill post soon.

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Unlimitedguy [2009-09-18 23:49:17 +0000 UTC]

Alright, heres the deal. Great Main bunker, cool looking concrete. But i can't really give any more advice because the image is pretty small but i won't mind getting a download The only thing i could suggest is some scaffolding or bridges or something like that in the main courtyard area. I hope you finish this one. Like i said, it looks awesome

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E-Squid In reply to Unlimitedguy [2009-09-19 19:31:21 +0000 UTC]

Well the way I designed it makes it so that the highest spot in gameplay will be the diamond building (HQ), which has sniping spots on the upper floor windows. I think if players can get any higher, they'll see the crap outside the boundaries. That's a big no-no for me, because I think alot about the aesthetics of a map. I hate Halo Custom Edition maps that are ugly like an elephant's ass, where the creator hasn't even bothered to make their map look appealing, or didn't go the full mile in doing so.
*I'm going to edit some of the stuff I'm going to say into the description, so this comment won't take up half the page.*

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Unlimitedguy [2009-09-18 23:09:05 +0000 UTC]

Looks AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWWWWWWWWW WWWWWWWEEEEEEEEEESSSSSSSSSSSSSSOOOOOOOOO OOOOOMMMMMMMMMMMMMMMMEEEEEEEEEEEEEE.I'll write a comment after i get back on the computer.

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KayKove [2009-09-18 23:05:33 +0000 UTC]

That's very intriguing. If you're still using SU, I wouldn't mind doing a little cleaning. If you're using 3DS or something then I'm not going to be much help. What exactly is messy about it?

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E-Squid In reply to KayKove [2009-09-20 10:31:47 +0000 UTC]

Yeah, I'm still usin' SU.

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KayKove In reply to E-Squid [2009-09-20 20:05:14 +0000 UTC]

Alright, that's legit. However, I think it could lose the island in back (which doesn't seem to be functional) and use the polygons for something a little more tactical in the playable area. It seems to me (from the small image) that it wouldn't do to spawn at one of those bases and be sniped in the head from acrss the open field. Perhaps ForgedReclaimer is right in saying "it needs crates." If you're cool with it, I could take a swing at remodeling and cleaning it. i think it could turn out as a good map (and since i now have CE, i might even be able to play it )

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E-Squid In reply to KayKove [2009-09-25 16:32:56 +0000 UTC]

Well the island was intended mainly for the possibility that (I made this with actual game use in mind) someone would want to do a machinima shot of it and include the whole island, and it wouldn't do to have half of it missing. I'm going to heavily de-poly the back end of the island and probably de-poly those hills. I'm not sure what I'd stick in the middle of the field to limit sight aside from palm trees or more rubble chunks. (Any suggestions?) I do need to change the dimensions of some of the buildings and other architectural details, and I need to fix the crappy terrain.
As for the spawn camping, players would spawn inside the bases. If it actually becomes a big problem, there's a lot of solutions for it.

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KayKove In reply to E-Squid [2009-09-25 21:06:09 +0000 UTC]

Cool, cool. I was just thinking that the field might be lined with piles of crates, some concrete blocks, ad maybe pipe segments and vehicle parts (imagine taking cover behind a pelican wing&engine sticking out of the ground). Halo is not exactly known for its tactical elements, so i thought it might be interesting to make winning attainable through cunning and not just mouse/keyboard skills. And now that you mention it, a few palm trees might be interesting, but would probably be better on the outskirts of the map than in the middle of a UNSC supply base.

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E-Squid In reply to KayKove [2009-09-26 19:35:03 +0000 UTC]

Hmm, I've seen crashed Pelicans in a lot of places, that would seem pretty natural. It's just that Pelis seem a bit big for the map, but the "supply base" idea interests me.

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KayKove In reply to E-Squid [2009-09-27 04:09:09 +0000 UTC]

yeah, with a supply base you could have shipping containers and even design some halo-ized utility vehicles (stationary, as part of the landscape) as part of the map.

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ForgedReclaimer [2009-09-18 21:41:52 +0000 UTC]

good looking map, it seems a bit small though, unless you have under ground portions, its hard to tell with a small shot.

to quote Bungie
"It needs crates" lol j/k


i swear i had put you on watch a long time ago?

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E-Squid In reply to ForgedReclaimer [2009-09-20 10:07:14 +0000 UTC]

lol there's a ton of people that I thought I put on watch but actually didn't.

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ForgedReclaimer In reply to E-Squid [2009-09-21 00:08:59 +0000 UTC]

Do you know any good map making tuts? i just designed a map i really want to make. the last one i tried was... well... BAD.

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E-Squid In reply to ForgedReclaimer [2009-09-21 21:02:37 +0000 UTC]

Well, mapmaking isn't a straightforward business, but I can point you in a very general direction. Ever heard of Halomaps.org? [link] They host a huge amount of maps and resources for mapmaking, varying from user-made pre-compiled game files for weapons, vehicles, scenery, etc. to model files in various formats and tutorials that cover a range of topics.
I don't know what exactly you have trouble in (You seem like a damned good modeler, so I don't think that's much of a problem for you. ), but if you tell me I think I can help you out better.

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ForgedReclaimer In reply to E-Squid [2009-09-21 21:50:39 +0000 UTC]

The modeling of it really isn't the problem but how its constructed and how its built for game use is, i doubt i will make it for REAL use but its good practice. good link, i remember that site from my modding days.

PS: i didn't mode cheat... EVER

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E-Squid In reply to ForgedReclaimer [2009-09-25 16:09:02 +0000 UTC]

mode cheat?

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ForgedReclaimer In reply to E-Squid [2009-09-25 17:09:40 +0000 UTC]

mod cheat sorry. i never used cheating for MM and banned all cheat modders from my party's and friends list. only did what i did for everyone's enjoyment but the skins where for me

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E-Squid In reply to ForgedReclaimer [2009-09-25 19:21:45 +0000 UTC]

Oh, are you talking about Halo 2 or Halo 3? I knew some modders for Halo 2 who did crazy map mods. It was private party stuff, you know.
Anyway, most of map design is just keeping things in mind like effective spawn placement, line of sight, weapon placement and balance, vantage points, etc.

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ForgedReclaimer In reply to E-Squid [2009-09-25 22:38:16 +0000 UTC]

Halo 2 modding, always open party's to anyone but cheat modders

Most of the maps i tried in 3d are lacking most elements of that but I'm hoping to get it right with this new one.

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E-Squid In reply to ForgedReclaimer [2009-09-26 19:36:12 +0000 UTC]

It looks really good, if that's any relief.

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