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3 Dimensional Chat / Halo 3 Map Concept

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RUCCUS
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Joined: 11th Dec 2004
Location: Canada
Posted: 12th Apr 2008 22:51
In my spare time I've been working on designing a map for Halo 3 that I've had in my head for a while. The concept is far from done, I know its empty right now but I've got a lot in my head and written on paper in terms of flushing it out. This was the original sketch concept:



And here's the current concept I've been working on. Just getting the colours worked out and the final layout of everything. There's still a lot to do.



The story behind it:

The flood worked its way onto a UNSC Pelican and managed to get it airborne. Soon after it lost control and crashed on an abandoned farm. The crash site was just recently discovered but occured a few years ago, and it appears that the flood have burrowed under ground and created their nests in tunnels underneath the lot.

Some of the features:

- Underground flood tunnels
- Entry point to the tunnels at the pelican, the farm house, and a hole in the hill at the bottom of the first pic.
- Night time setting. Tall grass swaying around the map. Im trying to go for the feeling of the first shot in Halo 3, when the two kids are laying in the field of tall grass looking up and they see the Chief coming in from space. There's a full moon, a really rich dark blue sky, and some ancient looking trees.
- Moss and flood remnants cover everything.
- Farm house is broken along with part of the silo.
- Cliffs surround the left half of the map.

Anyways Ill post more as I work on it, if I work on it.
- RUC'

dan958
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Posted: 12th Apr 2008 23:15
perhaps this will be in the new map pack for bungie =), it looks great!
Alucard94
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Location: Stockholm, Sweden.
Posted: 14th Apr 2008 21:40
As said before, you're one HELL of a photoshop artist, and you seem to have everything in this map extremely planned out. Looking forward to it!

RUCCUS
19
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Posted: 15th Apr 2008 07:53
Im working on tweaking the theme right now. I dont like the farm house look, I'd rather something more industrial with cleaner cut corners. Im leaning towards some sort of power station that uses the water current to power it's generators. Im also darkening the grass and adding more blue tones to it to add to the night feel, and Ill make the field a lot bigger.

Thanks for the comments, always appreciate it .

I might put together a guide to photoshop tricks I use to get what Im looking for. Like the water for example. I drew my terrain first, adding mud where I wanted the river. Then I made a new layer and painted on the river in tones of blue, and faded it a bit with a simple opacity adjustment. I merged the layers, and then all around the edges of the river, I smudged the grass and water together. This makes it look like the grass is under water. I added to the effect by slightly darkening the smudged grass for depth. Finished off by adding white high lights with a spackle brush.

MikeS
Retired Moderator
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Location: United States
Posted: 15th Apr 2008 08:03
Very impressive concept and design. I can't wait to see once you start getting into the 3D and texturing side of things.



A book? I hate book. Book is stupid.
(Formerly Yellow)
DB PROgrammer
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Posted: 16th Apr 2008 05:46
Nice Ruccus! I got two questions. First what will you be making this in?(the 3d part, Wings3D?) and what do you plan on doing with it?


I'm Pro grammer.
RUCCUS
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Posted: 16th Apr 2008 07:21
Well Ive completely revamped the concept. Its still a crash site of a flood infested pelican, but now its in a covenant forerunner-like open mine. Caves underground, big mining device makes the first base, and the crashed pelican makes the second. Ill upload pics friday night probably.

DBProgrammer: Ill be modeling all of the props and assets in Wings 3D, things like the fusion coils, buildings, the pelican, anything thats rigid basically.

I'll make the terrain in bryce, uv map everything in 3ds max, animate in 3ds max, and then do some final renders in max, and hopefully get it into Halo CE to get the gameplay working well.

Ill also be normal mapping with zbrush. I love having access to my brother's college software . Im going for a finished product to show bungie exactly what I can do.

Then when its all said and done for, Ill make a video showcasing the map, along with an over view of the story, all of my concept work, renders, screen shots, tactics, and game play ideas, in a big document that ill email to bungie privately at first.

If I dont receive any sort of response after a week, Ill just make a post on the forums and show off my work, and then maybe someone will take notice.

Im not trying to land a job at bungie, it'd be almost impossible to do that this way. But I figure if I can get them to see that I can design and create a fully functional game-ready map that fits with halo's style and would provide a lot of fun gameplay / gets a lot of good feed back, all by myself, that they might keep their eye out for me after I graduate from college, or at least remember my name, when I do go to apply in the future. But then there's always going to be a secret wish that they'll hire me in on the spot .

Here are a few pics of my rough concept I threw together in school today:



And a quick flesh out of the terrain in photoshop:



There will be underground caves, caves through the mountains, a big mining mechanism that smashes down every few seconds, similar to Waterworks from Halo 2, although I may change it to be a burst of energy since its covenant-made, flood growth near the bottom of the mine with a lot of flood growth in the underground cave... supply crates near the pelican and a tipped over warthog to make it look like it was holding a hog when it crashed, and fusion coils placed around the map for explosion fun =D.

Hopefully Ill finish this. Should be fun. Especially if I get it into Halo CE.

Aertic
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Posted: 16th Apr 2008 16:07
lookin good.
I like that heightmap.
RUCCUS
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Posted: 16th Apr 2008 17:29
Its not really a height map, just a concept. This map wont be possible to model with a single height map because of the large slabs that jut out and overlap other slabs. Instead Im going to use several basic height maps to get the structure of the terrain in Bryce, export those into zbrush, and add more detail with zbrush. Ill leave them as seperate objects to make texturing easier, but Ill make sure to delete the unseen polygons.

Im currently concepting the large mining structure. Its going pretty good, Ill post pics soon.

Aertic
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Posted: 16th Apr 2008 18:57
Cool, also the reason I thought it was a height because I use to use Farcry editor, The terrain painting tool generated a heightmap and then implemented it into the editor.

Cant wait to see the Mining sturcture.
RUCCUS
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Posted: 24th Apr 2008 16:15
Here's my current "napkin drawing" of the map. I really cut down on the open space in the mining crater, pushing everything beneath the main base. The map was just way too big before, even for a big team battle type game. Now everything is packed together and quickly accessible. For a sense of scale, you can think of this map being roughly the same size as waterworks from halo 2.



There's a large beam that shoots into the ground / out of the mining structure into space at the far end of the structure, where that circle is. Ill draw up the underground and mid-ground napkins soon and post them as well.

Deathead
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Posted: 24th Apr 2008 17:50
Looks like Isolation is getting a expansion. Nice work looks mostly like Isolation.


Praise the lord and pass the ammunition.
RUCCUS
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Posted: 24th Apr 2008 18:26 Edited at: 24th Apr 2008 18:28
I dont see how since this is in the desert in a large open mine with a big forerunner structure at night... whereas isolation is in a grassy, hill-covered place in the sun, the only similarity would be the flood infestation underground, but I guess thats a pretty big similarity. Then again they wont look similar in that aspect either. But thanks for the heads up, Ill be sure to try and steer away from Isolation more.

Also the picture's colours might not be very sensible. That dark area isn't underground, its above. The green area isn't grass, Im just showing the green area is the area shown in the isometric view. And the blue area is just to show human-made objects.

Deathead
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Posted: 24th Apr 2008 18:39
@Ruccus: I was talking about the underground flood tunnels. Or have you changed the complete map now?


Praise the lord and pass the ammunition.
RUCCUS
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Posted: 24th Apr 2008 21:19
No I haven't changed it, its just they're not really "flood tunnels", they're pre-existing tunnels built for the mining structure by the forerunners, that the flood have infested. So its more of a metalic / stone look covered in flood debris / waste. Just not carved out by the flood.

Hopefully Ill have some better concepts up soon to get what Im thinking across.

DB PROgrammer
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Posted: 24th Apr 2008 21:21
Sounds cool


I'm Pro grammer.
Adriano jones
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Posted: 20th Jul 2008 06:11
looks good.

Adriano jones
lazerus
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Posted: 20th Jul 2008 23:18 Edited at: 20th Jul 2008 23:20
great concept i hate your grate-ness =p


btw can you actually import this into halo?

cause ive got lots of old level sketchs from years ago of halo maps

that style actually reminds me of the flash game, skies something
or rail of war

lukex10
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Posted: 22nd Jul 2008 10:50
awsome truly awsome

New pc for chrismas, Nvidia 9800gtx ,ADM phenom 6.3ghz, 4gb ram ,250 gb hard drive.windows vista home premium.
Deathead
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Posted: 22nd Jul 2008 17:18
I thought this thread was dead? Adriano, don't major bump. It annoys people. Remember New threads front page of the board, old ones just die off. So don't major bump. And I thought the forums had a 30 day locking system?


Inspire
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Posted: 22nd Jul 2008 19:46
I think they got rid of it.

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