Kothlis: Sunken City

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Fluffy_the_ic
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Kothlis: Sunken City

Post by Fluffy_the_ic »

Heh... I believe that most of you have noticed at least once my complaining about my mod tools not working. Well, I fixed it. So here is my first map, Kothlis: Sunken City. There isn't really a story behind it as of yet, but whatever.
Completion:
  • ZE Work: 90-95%
  • Skins: Around 40%, although I may decide to leave the tat buildings as-is
  • Models: 50% as I don't plan on making too many more.
  • Environment: 70% (Rain, fog, and leaves on the Yavin trees are the only remaining parts)
  • Total: About 63%
Screenshots: (Warning, they're giant)
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And that's the map so far. Any recommendations that will be easy for a first-timer?
And by the way, the AI planning and barriers are set up and work near perfectly.
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Ping
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Re: Kothlis: Sunken City

Post by Ping »

Wow, for a first map, that's really great. Just one suggestion: make it look more tropical, and possibly reskin the Mos Eisley buildings so they look less desert-y. Also, if you've played Rogue Leader, then that's a great reference for this map.
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Re: Kothlis: Sunken City

Post by Commander_Fett »

I'd recomend adding a bit more cover out there, there's not much to hide behind in the map, so you got torn up pretty fast.
Also, you really ought to change the land textures.
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Re: Kothlis: Sunken City

Post by Fluffy_the_ic »

Well, actually, there are trees on the ground in the background, they're just invisible unless you're really close to them... I need to fix that.
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Re: Kothlis: Sunken City

Post by Sky_216 »

It looks good but I'd really recommend changing the textures for the buildings and the land. Will make it look a lot better.
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Re: Kothlis: Sunken City

Post by Fluffy_the_ic »

Okay, well then, anyone have any ideas of the ground textures I should use?
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Re: Kothlis: Sunken City

Post by Eggman »

For the terrain that's near water or under it, find a sand texture. I usually use textures from the Kashyyyk assets. For the grass, I usually use "nab1_main_1" from the BF1 assets.
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Re: Kothlis: Sunken City

Post by Grev »

Add a fog .fx under the water and push the land down.
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Re: Kothlis: Sunken City

Post by Fluffy_the_ic »

Thanks for the help there, guys! Another problem, though. I can't think of a good way to reskin the tat buildings so they match here. I tried taking the texture from those little walkways, but it looks terrible. So does anyone have any good reskins?
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Re: Kothlis: Sunken City

Post by Nihillo »

Nice map idea! The bridge thing on the first screenshot is bad, the rest of them is ok.

I don't have any technical advice (since I don't know anything about such things), my suggestion is to add windows to the buildings, to give it the overall look of a city like Venice.
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Re: Kothlis: Sunken City

Post by B.I.G_Cookie »

I like it :P

For the ground. I suggest a grass and a sand mix and i would place some palm trees and some foliage like this:
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Otherwise it looks good for now :)

For the brides.. you could try to give them the texture of the tatooine buildings..
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Re: Kothlis: Sunken City

Post by Sky_216 »

Buildings - try some brick textures for walls (from naboo or Yavin, recoloured) and some floor/ground textures from those places for roofs. Keep the doors the way they are though (or recolour them)
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Re: Kothlis: Sunken City

Post by obiboba3po »

gah giant pictures :runaway: but i agree with sky(told ja already) new bldg textures for sure :thumbs:
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Re: Kothlis: Sunken City

Post by EraOfDesann »

I like the concept of the map. If you have trouble retexturing the buildings it might just be easier if you recolored them by adjusting the hue and saturation.
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Re: Kothlis: Sunken City

Post by AQT »

Nice, Fluffy! You're finally mapping. Good to hear your tools are woking fine. The map is looking great so far. My only complaint are the odd CP placements. But hey, it's your map.
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Re: Kothlis: Sunken City

Post by Fluffy_the_ic »

Well, I'm not having trouble reskinning them; I've done it multiple times. But when I do, the docking bay and cantina catch your attention, considering that they're about 2x as light as the other buildings and I can't do anything about it since they use the same textures in many cases.
@AQT: I know, the CPs are in odd spots. I was gonna fix that soon. Make it so that's they're actually in the capture region in the first place on a couple of them.

EDIT: Oh, crap >.< The Cantina and Docking Bay are only lighter in ZE... Dangit, the buildings actually looked okay when they used the texture of the wood bridge things.
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Re: Kothlis: Sunken City

Post by Maveritchell »

Fluffy_the_ic wrote:Well, I'm not having trouble reskinning them; I've done it multiple times. But when I do, the docking bay and cantina catch your attention, considering that they're about 2x as light as the other buildings and I can't do anything about it since they use the same textures in many cases.
You can always hexedit them to give different textures if you want. For accurate views of your textures, turn "real lighting" off in the light tab in ZE.
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Re: Kothlis: Sunken City

Post by YaNkFaN »

looks like a really cool map to play maybe change the textures of the buildings around or the lighting right now the sandy stone isn't really working for me but it looks really fun to play
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Re: Kothlis: Sunken City

Post by Nova Hawk »

Wow, that looks good for a first timer.
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Re: Kothlis: Sunken City

Post by Fluffy_the_ic »

Now I've changed the building textures to the textures used by those wooden walkways and they actually look pretty good. So now I need to reskin the walkways, lol.
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