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Yes, it's a very doable thing. Unlike the final mission of HW2, you will be able to physically fly down to the surface of the planet, over the city (or any other structure), and shoot plasma and energy projectors all over the place.
Of course, we encourage question asking. To answer your first question, yes, the city/orbital elevator will be part of a planet model with an atmosphere, the city itself will be situated on top of another, higher detail terrain model which in turn be situated atop the spherical planet surface. Planets as you have seen them in the image gallery are simply spherical objects with no variance in topography. Since even the largest of our maps will not be large enough to encircle an entire planet, this higher detail terrain model will only occupy a small area of the planet surface, despite the player being able to transition between the surface and thousands of km in altitude in game.
If this doesn't clarify your concerns completely, don't worry, we will provide screenshots and diagrams later that will hopefully do just that.
Unfortunately, we do not anticipate on adding scorpions or warthogs for engine limitations and the fact that they would be too small to see or effectively use in game, however we do plan on adding defensive ground structures such as plasma and missile batteries, shield generators and mission specific buildings as subsystems to the model seen above.
I drew the schematic and Liam made the model. He's been working on Halo models for quite some time now, so some of the objects, such as the elevator, are among his previous works.
It's one of the megacities/manufacturing complexes on Reach.
Tis' just my brainchild, however I do plan on making more canonical ones such as Elysium if this one turns out well in game.
Yeah, sorry about that.
Update will clarify things.
Thanks, I'm glad to hear we rekindled your interests.
Thank you for not making this like Halo Wars.
Yeah, I have some done, Halo 3 versions, but I was going to redo/retexture them.
Canadaman, please find a way to turn down the ambient lighting, or at least find some newer shaders.
Earth had 100 geosync platforms, Johnson said so in the first 5 mins of Halo 2.
You can base ships off of other ships, that's actually pretty cool, but not so far as taking exact details like the fin on top.
I don't understand how you reached that conclusion my friend.
But, the 60 round clip was the one thing they should NOT have changed.
You'll soon see.
Right, the normal maps actually utilize these lines to give depth to the texture, giving the ship a more plated look.
Well, the books describe the UNSC as being hopelessly outmatched by the Covenant in nearly every conceivable way aside from the occasional super weapon, NOVA and the like. We aim to balance this out by having the UNSC ships cheaper and faster to build, also we were going to make the 3:1 ratio 5:2 for gameplay's sake.
Heh, I'm glad someone got it.
Yeah, the ship was initially textured for use in the Homeworld 2 engine, which had since undergone a number of technical hurdles since its release. I hope to see some similar advances for the Sins engine in the near future.
When making the ship, I used elements from the Dawn and the Savannah, taking the best of both.
Is what legal?
The LactAIDS virus.
Yes, however I am going to add more detail and make a few alterations before the final version.
Halo Wars destroyer = not in this mod.
That is precisely what we are doing, space combat in Halo is a relatively unexplored area, meaning we have lots of creative freedom/elbow room at our fingertips.
The Forerunner Sentinel wall seen in Halo 2, and the aircraft carrier seen in the Halo 3 Mythic map 'Longshore'.
Yeah, it's more of a support ship, the weapons are largely antifighter.
Like I've said, it's a possibility we aren't going to dismiss at the current.
Yes, after I finish my finals I'll get to modeling and texturing the Anchor station that will be shared between HSI and HHF.