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Re: Imdaar: Shore
Posted: Sat Jan 16, 2010 9:30 pm
by DarthHamster
That looks like something you would see on a postcard! So realistic. Well done.
Re: Imdaar: Shore
Posted: Sun Jan 17, 2010 7:19 am
by DarthD.U.C.K.
a postcard with a pic of dead trees together with some ruins in a desolated region with bad weather
i can imagine better postcard-motives
Re: Imdaar: Shore
Posted: Sun Jan 17, 2010 2:01 pm
by DarthHamster
DarthD.U.C.K. wrote:a postcard with a pic of dead trees together with some ruins in a desolated region with bad weather
i can imagine better postcard-motives

Ah well you no what I mean, very realistic.
Re: Imdaar: Shore
Posted: Sun Jan 17, 2010 2:58 pm
by DarthD.U.C.K.
yeah, but i simply couldnt resist

Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 5:43 am
by Maveritchell
Have gone ahead and given the "Dark Times" treatment to Imdaar - other than the obvious unit updates, this (for now) includes map tweaks, new skies, and control mode. The map itself was done really well, the only thing I wanted to touch up was the replacement of the Yavin tower turrets with a different turret model (as seen in the first picture). I thought it fit the scenery better.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 8:29 am
by Blade117
Cool turrent model.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 1:48 pm
by Delta-1035
Looks very good!

Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 2:04 pm
by sampip
The Lighting on the first pic is very nice

Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 2:58 pm
by The_Emperor
Hey cool, it's Dengar

Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 3:00 pm
by Teancum
I dunno -- the map loses the feel of the planet in the first and third pics. I suppose the third wouldn't be too bad if the brush and objects followed suit with the sky and terrain. The first one feels less dreary than you'd expect Imdaar to be.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 3:41 pm
by Eggman
The new turrets are a good idea - for whatever reason I've just never liked Yavin turets anywhere but Yavin.
Teancum wrote:I dunno -- the map loses the feel of the planet in the first and third pics. I suppose the third wouldn't be too bad if the brush and objects followed suit with the sky and terrain. The first one feels less dreary than you'd expect Imdaar to be.
I like the look of the first screenshot, but I don't really know exactly what the planet is supposed to look like. I agree about the third screenshot though - the contrast between the terrain and the props just doesn't work.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 5:46 pm
by Maveritchell
Eggman wrote:I agree about the third screenshot though - the contrast between the terrain and the props just doesn't work.
Picky picky picky.
To be honest I am surprised that was even picked up on, but that was a screenshot I took before I had finished setting up the sky settings for each version of the sky. It was without any distance fog changes (which at that distance make the lighting on buildings/props look different). For comparison:
And the first one is not going to be changed; no matter how grey the day is, at sunrise there is always a bit of extra brightness. I think the aesthetic remains intact between all of these environments.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 7:27 pm
by Twilight_Warrior
I was about to say something, too, then you posted this! Definitely better, lol.
Maveritchell wrote:
And the first one is not going to be changed; no matter how grey the day is, at sunrise there is always a bit of extra brightness. I think the aesthetic remains intact between all of these environments.
Also was going to say something to this degree. You just managed to beat my post. Although, like Eggman, I have never seen the planet, no area is 24/7 dreary. It looks to me like a great morning here on Imdaar!
Great job, Eggman and Mav! The excitement continues to grow....
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 7:39 pm
by Sky_216
Twilight_Warrior wrote:Great job, EraOfDesann and Mav! The excitement continues to grow....
Fixed.
Anyway, nice environment stuff Mav. Agree that second night screen is much better. Really like your skies too.
Off-topic: my maps coming along,
still modelling more stuff for it though.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 7:44 pm
by Nova Hawk
Skyhammer_216 wrote:Anyway, nice environment stuff Mav. Agree that second night screen is much better. Really like your skies too.
Off-topic: my maps coming along, still modelling more stuff for it though.
Oh good, I was beginning to wonder if you were gonna make a map for this mod, Sky.
On topic: Very nice, Mav. Glad to see there's gonna be a nighttime version, not many maps have those.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 7:51 pm
by Maveritchell
Skyhammer_216 wrote:Really like your skies too.
A lot of the skies I use are not mine - while I have made a couple originals using
Terragen, most of skies I use for bases (if they are not stock skies) were made by CGArtist.
Re: Imdaar: Shore
Posted: Thu Jan 21, 2010 11:28 pm
by Twilight_Warrior
Skyhammer_216 wrote:Twilight_Warrior wrote:Great job, EraOfDesann and Mav! The excitement continues to grow....
Fixed.
*Face-palm*
Sorry, Era...I was thinking you, but typed Egg...I needz moar sleep...
Re: Imdaar: Shore
Posted: Sat Mar 13, 2010 11:00 pm
by Caleb1117
Love it! Looks like Morrowind. Not knowing anything about the cannon version of the planet, I think some of Skyhammer's mushroom trees with some dullish coloring would look great in this.
Re: Imdaar: Shore
Posted: Sun Mar 14, 2010 12:17 am
by AQT
Hmm, just curious here: will an Imdaar Alpha with the "claw" TIE Phantom factory make an appearance in any of the random skies?
Well, nice work to both of you, Era and Mav!
Re: Imdaar: Shore
Posted: Sun Mar 14, 2010 4:54 am
by Nihillo
AQT wrote:will an Imdaar Alpha with the "claw" TIE Phantom factory make an appearance in any of the random skies?
Well, the factory was invisible.