Korriban (Please lock, release is imminent)

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mswf
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Re: Korriban

Post by mswf »

To help you with your mini-map, here is a template for it:
Image
It was made by Null_1138 and he released it in the "feel free to use my skin"-topic.
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Re: Korriban

Post by biohazard »

I dunno, it would not really fit with my style I'm (planning on) using. We'll see, though. Thanks for the recommendation.


Please respond:

Should I release my assets?
- yes
- no

Should I release my map as a beta before it's actually finished, which I assume will be completed within a week from now?
- yes
- no
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Re: Korriban

Post by Master of Stickmen »

- no
- yes
in order of question
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Fiodis
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Re: Korriban

Post by Fiodis »

I'd recommend a private beta (IE, not a public one, but one that you send to a select group of beta'ers). Public betas tend to generate less helpful feedback than private ones, because (IMHO) private beat'ers feel more a sense of responsibility to the map.
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Re: Korriban

Post by Null_1138 »

Fiodis wrote:I'd recommend a private beta (IE, not a public one, but one that you send to a select group of beta'ers). Public betas tend to generate less helpful feedback than private ones, because (IMHO) private beat'ers feel more a sense of responsibility to the map.
QFT

And I would only release your assets on a case-by-case basis (like if people ask for them and will give huge credit).
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Re: Korriban

Post by biohazard »

SCREENIES AHHHH HAHAHAHA

18 of them, though miniaturized. Beware. HUGE IMAGE.
Hidden/Spoiler:
Image

Progress:
Sky texture done, just have to implement it
Minimap (I think) done, just have to implement it

Newly discovered todos:
A poly is missing from one of my models in a bashful place, so that must be fixed immediately. (visible in the second from bottom, middle screenshot)
Add AI barriers at the edge of the ramps. AI like to get stuck walking into the sides of them ATM.
Make lowpolys of all significant models so they stop fading away all the time
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Re: Korriban

Post by 666rulerofclones »

Looking nice. I would just say that

A). Make the terrain a little more varied (not as flat).
B). Scale up those models a little bit (like DarthD.U.C.K. said).
C). Change that sky.

Overall, looking pretty good. Just a few adjustments and it'll be very nice!
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Re: Korriban

Post by biohazard »

Grumble grumble

Grumble grumble


The structures are quite a bit bigger than the screenis seem to be making them out to be.

An illustration of the Valley of the Dark Lords:
Hidden/Spoiler:
Image
A to scale comparison of my pyramid to a clone trooper.
Image
(Note: 22.29 meters = 73.13 feet)

The pyramid is not colossal but it serves its purpose exceptionally, and I can hardly imagine the map remaining remarkably playable if that were changed.



EDIT:

almost done with the sky texture:
Image
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Re: Korriban

Post by mswf »

Nice. May I suggest some things as well?
Change the lighting (in the "lighting" tab, the same row as "object" "planning" etc)
Vary a bit with the ground texture (it looks a bit bland and it also doesn't look like the sandy environment from your ref. pics. Not that that's that big of a deal, but it helps to stick to one theme)
Try to make the environment more coherent (right now, it just doesn't feel right. Changing the lighting and ground texture will probably bring you a great step in the right direction)

About that pyramid; Yeah, you should probably keep it that way. If the smaller temple works for gameplay, keep it. It's usually usually Gameplay > canon/reference picture.
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Re: Korriban

Post by biohazard »

More screenshots! (not-quite-so-huge-this-time-but-still-kind-of-big image)
Hidden/Spoiler:
Image
Done:
Awesome sky texture
More terrain height variation & 2 new ground textures (in addition to the original 2)
Messed around with lighting and I'm liking the result

Todo:
Fix the height under one of the pyramids to rid of the small but very unsemmly gap under it.
Mess around with custom skins some more
Make lowrez work better
See if CTF works, and fix it if it doesn't (haven't tested it once yet)


After some extensive testing, I've found that the singleplayer mode is so balanced that apart from player intervention, AI just about never actually succeed in capturing an enemy command post, and not due to lack of effort, either.
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Re: Korriban

Post by RogueKnight »

The picture in the bottom left hand corner, in particular, is a perfect example of a place that could use more props for cover.

Try to thing of the Geonosian canyons from republic commando if you aren't sure what i mean, there are a lot of objects there that you can use as a sniper cover, or if you need to reload you can completely duck down and be hidden.
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Re: Korriban

Post by biohazard »

Lol, there's cover right beind the camera there :p


Plus, I have a bit of a personal irk against easy cover for offending snipers. When playing online, a spawn-killing sniper can be very aggrivating, and I took some decent measures to make the AI snipers have some considerable skills.

In other words, I am very happy with the amount of cover provided, which is nearly always laid out in a way which is advantageous to the defending team. I like it that way.


For example, visible in the left middle screenshot, is a nearly impervious chokepoint for whichever side spawns in the cliff-isolated area at the southern end of the map. It is a truly ambitious attempt to try to get through, even as a hero character. This is nearly as true for the opposing 2 CPs at the north point of the map. However, once the other, closer CP is taken, the side route can be convieniently accessed, effectively bypassing their most valued defense. For the northern CPs, the close CP is a bit more difficult to take, being moderately covered, and vulnerable only from one general direction. The farther CP would be much easier to take without the nearby defense.

Basically, the map is extremely balanced.



One other thing I've noticed about the map is that not a single part of it is out of the action. You will A) Be following the same path as several allies B) Actively engaged in combat or C) Right next to the action, just barely staying out of it

B happens so often it is almost unavoidable, A occurs usually for a very minimal time following spawning, and there are only a couple places where C can ever take place, except if you are trying.

Imagine playing Utapau on XL. Units everywhere. Despite playing with the default 20 or so units, you are nearly never without a target.
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Re: Korriban

Post by RogueKnight »

Yes, it may be balanced, but right now the lack of random props and cover makes the map look a tad bland and empty.
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Re: Korriban

Post by biohazard »

This is a desolate planet. >.> I'll do something about it though.


Gameplay video:
http://www.xfire.com/video/1776e3/
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Re: Korriban

Post by B-1Burt »

But desolate doesn't mean deprived of junk.

What everyone is saying is that, even if there is enough cover, the map looks really bland. Almost boring, sorry I know that sounds harsh for something you pour your heart and soul into. But that fact is, every picture in the past screen samples has shown very little cover. My concern is you are taking this, making all the props yourself, thing too seriously. The best mappers, and modders here use a lot of stock models. Especially, rocks, rubble, and various debris.
My point is, the people here know what they're talking about. They've been taken around the block by maps before, and by looking a lot can tell what needs to be addressed. They criticize to help you, they all want this to be the next must play map. And naturally you can't do everything they say, but honestly is it so hard to add a couple of rocks?
Learning from your own experience is easy.
Learning from someone else's experience is difficult.
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Re: Korriban

Post by biohazard »

Yes, I'm very aware of that, and I did say I'd do something about it, did I not?

I am, in fact, modelling some additional stuff now.


And my sincere apologies, but I would take it as a mark on my pride and satisfaction if I were to use even a single stock model in my map. I stretched it by using a Geonosis just even as a base for my cliffs.


BTW if anyone has any ideas other than a smaller temple or more rocks, I'd be happy to consider them.



Seriously, I have no hard feelings. Just frustration that I have to get up off my happy lazy bum now :p


Anyone watch the video yet?
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Re: Korriban

Post by B-1Burt »

Sorry if I sounded rude or harsh, I don't mean to make enemies.
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Re: Korriban

Post by Lord Bardar »

hmm.. i haven't payed much attention, but idk if you've already considered this, but some reskinned fallen pillars from coruscant would actually throw nicely into this map.
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Re: Korriban

Post by biohazard »

Retexture an existing model? I think not.

Fallen pillars are good, though. I shall keep that in mind. Thanks.



@Burt
No worries, I'm aware that I can be a bit stubborn at times. I do recognize when I'm wrong, though. That doesn't necessarily triumph easily over laziness though :p


I'm not on my home computer this evening, but you can expect an update tomorrow night, and likely another video to go with it.

Improvements so far, since previous video:
Added (still am adding) more cover
Fixed a couple anomalies in the terrain, especially underneath some objects where they appeared to be floating when viewed from the right angle.

Todo:
Finish cover (I have 2 new models so far, at least 2 more are in my plans: Another rock that is an arc to form miniature caves against the cliff face, and a damaged/fallen pillar, maybe one in good condition as well, since to provide decent cover when on their side they'd need to be bigger than the ones I have already)
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Re: Korriban

Post by mswf »

biohazard wrote:Retexture an existing model? I think not.
Everybody does that. It's okay if you want to use as much custom props as possible, but there's no point in reinventing the wheel. A good retexture may sometimes look even better than custom props, you know.
It's not lazy, it's just trying to spend your time as efficient as possible, whilst maybe even coming up with better results sometimes.

May I suggest some things? You can also ad foliage that's not plants, but rocks/sand etc. Also, you are still using the default lighting, but just a hint of brown/red in it can make your make look a lot more believable. Also, if Korriban's supposed to be desolate and stuff, there's probably quite a lot of dust there. You could look into adding that as well. Also, your terrain texture still doesn't feel right compared to what other objects there are in your map/what's in your reference picture. I strongly recommend you to look in different terrain textures. It's also a good idea to vary a bit with them, using the same texture everywhere increases the change of places in your map looking like eachother. They're minor things that really give a great boost to the looks of your map.
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