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New Halo 2 PC Maps Forthcoming


Twinreaper

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So a lot of people always ask me what i do with Halo 2, and what i am currently working on. For those who don't me, I have modding, decompiling and releasing content as long as Halo 2 has been around. i have worked with many people on many great modding applications. However, today is a small update on what new maps and content I am pumping out ina few weeks into the community. Please to enjoy...

 

 

 

Arbitration. This map is a Covenant Holy Burial Chamber, that emphasizes heavily on the textures from Halo 3 and ODST, but gives the chamber a nice earie and dark feel. Most of the textures on this map have been replaced, and is still going thru another of lightmapping to bring out small details you can't find on lower light settings.

 

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Next up we have Powerhouse. Powerhouse was origonaly created by Statutory Troy from the H2MT, but imported and edited by me in order to ge things in-game. This is an early build with only prelim textures as placeholders for the ones I currently have now. I didn't want to spoil anything by showing what it looks like at this particular date in time....so I leave you with the prelims to wonder at...

 

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Next, we have a little rare gem called Windward. Windward is a desert theme variant of Sidewinder, that focuses heavily on the windy dusty atmosphere one would find in a desert dustorm. You may not notice it, but in the center of the map, right under the huge structure, there is a quicksand pool that actually draws you in, and eventually kills you near the center. This map is pretty much as good as it is going to get, as I lost interest near the end. Final textures will be done at some point, or maybe not.

 

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Moving on, we have a little map that I am most fond of, only behind one other. This map is called Icon. Icon is a Forerunner water treatment facility. Heavy use and modification of the Halo 3, ODST and Reach textures were used in order to give the map a truly unique Halo 4-esk feel. Upon playing the level, you will notice that each shader has a unique glowing feature, making each one stand out. The large pipes to the sides can be seen pumping water up and out of the facility. Final texture and lighting tweaks will be done, but it's damn sexy either way!

 

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And finally we have one my most extensive and longest to create maps.....Quandry, aka Ratrace. This map utilized again, a darker more moody undertone usage of the Covie/Forerunner mix of textures to bring it a one of a kind look. In ways, it very much look and feel like Arbitration, but with vast differences. The overall design did not deviate much from the origonal, as gameplay was something I wanted to preserve.

 

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So there you have it folks, everything I am working on....well almost. I was planning on posting some shots of Crater ODST, but lightmapping hit a snag and I need to redo a few things in order for lighting to be completed. I will add them up once they are done. Questions or comments are welcome.

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