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Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Mon Aug 20, 2012 10:27 pm
by TWINKEYRUNAWAY
Well if possible man. I like custom sides and all that creative juice, but its also nice to have the vanilla sides as well. I think that would help add an extra thing to this map.

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Mon Aug 20, 2012 10:29 pm
by yuke5
Don't worry, I think I can add that. I'm pretty sure a "classic" button is supported by the 1.3 patch, so I can add that to those who would rather play vanilla.

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Tue Aug 21, 2012 11:47 am
by RevanSithLord
While I love vanilla sides, I'm more preferable towards custom sides, especially if they don't break online compatibility. This map is looking quite excellent, my friend. Kudos. Massive kudos. I need to, after long last, get back to my map. Work has been getting in the way of that, but perhaps you could help me with ideas (and I'll try and help you with yours regardless).

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Wed Aug 22, 2012 11:21 am
by Ninja
I don't know if you were already planning on doing this, but having the gangster side as a local side that is hostile to both teams and can take command posts like the Gamorreans on Jabba's Palace would be pretty cool.

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Wed Aug 22, 2012 2:17 pm
by yuke5
That is a cool idea, and I tried implementing it, but it didn't work out to well on my map. It's a little too small. However, there will be similar mechanic in the campaign, with three different factions on the battlefield.

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Thu Aug 23, 2012 12:27 am
by Ninja
It was worth a try. :P I want to see how the campaign turns out with three teams.

Re: Coruscant: Skyline [First Look at Gangster Side]

Posted: Sat Aug 25, 2012 4:58 am
by yuke5
Hey guys, guess what?

I've added two all new command posts to the map!

Scavenger Marketplace:
Hidden/Spoiler:
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This command post is an open lot that has been temporarily invaded by unscrupulous droid dealers which set up shop. Hopefully the Coruscant Police force will break up the area and send the freeloaders packing.

Hotel Lobby:
Hidden/Spoiler:
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This Hotel features a spacious lobby with a following dual ramp behind the front desk leading to an elevator where guests can access their rooms.

Both of these command posts are positioned above the rest of the map on the far side. Two buildings are also available for access en-route to the command posts and provide an excellent outlook over the rest of the map, although they are somewhat exposed.
Hidden/Spoiler:
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As always your feedback is appreciated. My next goal is to get some custom audio streams working for speeders whizzing by and the like.

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sat Aug 25, 2012 6:26 am
by Marth8880
mh couple things:

-The Kamino platform texture is painfully obvious.
-For the sounds, you can attach a SoundProperty parameter to the speeder props' ODFs, like so:

Code: Select all

SoundProperty = "nameOfSound"

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sat Aug 25, 2012 6:34 am
by yuke5
Thanks for the tip, Marth, and I'll be sure to get on that texture right away.

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sat Aug 25, 2012 6:55 am
by Marth8880
Ooo, and another tip: if the sound will be custom, be sure to add ModeDoppler(1); to the sound's config section in the .snd file and add ScriptCB_SetDopplerFactor(5.0) to the sound section of your mission script.

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sat Aug 25, 2012 8:03 am
by Anakin
WOW new Pics really great work

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sat Aug 25, 2012 11:39 am
by Cleb
Wow very cool :thumbs: Maybe you could go up to the first floor of the hotel and go into the rooms and snipe out of the windows? :wink:

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 12:40 am
by CressAlbane
Don't worry, Cleb, the higher area mentioned after the hotel room is a great spot for snipers! :maulsaber:

And Marth, while the Kamino texture may be obvious, did you think all of it needs to change? I Think the sides of the platfrom are fine. I do agree that the top texture needs to change, though.

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 7:57 am
by Lephenix
Looks really nice yuke5! My suggestion would be to entirely reskin the kamino bridges and platforms to give it a more unique feel.
Like here:
Hidden/Spoiler:
Image

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 8:14 am
by Webster27
Like Lephenix said reskinning one or two objects probably would help making a uniquer look :)

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 9:14 am
by Cleb
CressAlbane wrote:Don't worry, Cleb, the higher area mentioned after the hotel room is a great spot for snipers! :maulsaber:
Ok, thats fine even though I don't really like sniping, I just thought it would be cool to go inside a building, but thats ok even if you don't want tho do that. :yes:

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 11:45 am
by RattleandHum1988
Yuke, when I sent you that feedback regarding this map this is exactly what I had in mind! In no way do I mean I'm taking credit for it or anything like that, but what I mean to say is THIS is looking like the map that I was hoping it would be! Cannot wait for the final version to be released!
:thumbs:

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 12:25 pm
by willinator
Lookin' sweet Yuke! Just a small, simple suggestion. In the hotel, could you find some cheesy music to use as the lobby music? I just think that it would add that little touch of detail.

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 1:52 pm
by Cleb
willinator wrote:Lookin' sweet Yuke! Just a small, simple suggestion. In the hotel, could you find some cheesy music to use as the lobby music? I just think that it would add that little touch of detail.
Elevator music! :lol:

Re: Coruscant: Skyline [Two New Command Posts][8/25]

Posted: Sun Aug 26, 2012 2:10 pm
by yuke5
Marth8880 wrote:mh couple things:

-The Kamino platform texture is painfully obvious.
-For the sounds, you can attach a SoundProperty parameter to the speeder props' ODFs, like so:

Code: Select all

SoundProperty = "nameOfSound"
Cleb wrote:Wow very cool :thumbs: Maybe you could go up to the first floor of the hotel and go into the rooms and snipe out of the windows? :wink:
Lephenix wrote:Looks really nice yuke5! My suggestion would be to entirely reskin the kamino bridges and platforms to give it a more unique feel.
Like here:
Hidden/Spoiler:
Image
Webster27 wrote:Like Lephenix said reskinning one or two objects probably would help making a uniquer look :)
CressAlbane wrote:I Think the sides of the platfrom are fine. I do agree that the top texture needs to change, though.
Alrighty. I'll get on that platform. I think that for the sides, I can do a slight pigment change to freshen things up, and then change the design/color of the top, kind of like what Mav did for his Kamino platform on Nar Shadda. And Cleb, I'm sorry, but the elevator in the hotel is really just a prop. It's just there to explain why there is a pathway back there on purpose.
RattleandHum1988 wrote:Yuke, when I sent you that feedback regarding this map this is exactly what I had in mind! In no way do I mean I'm taking credit for it or anything like that, but what I mean to say is THIS is looking like the map that I was hoping it would be! Cannot wait for the final version to be released!
:thumbs:
I'm glad you're happy!
willinator wrote:Lookin' sweet Yuke! Just a small, simple suggestion. In the hotel, could you find some cheesy music to use as the lobby music? I just think that it would add that little touch of detail.
That is an excellent idea, however, I need to careful as to what buildings I put music in. I think it might be a little overdone if it is present in a little under half the buildings, you know? I'll still add some music in, just to see how it feels and then decide to keep it or scrap it.