Battle of Teth (B'omarr Monastery)

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allthetutorials123
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Re: Battle of Teth (B'omarr Monastery)

Post by allthetutorials123 »

Executer94 wrote:NICE man :thumbs:

obi's head looks a bit wierd but nice!
Yes, I think they looked a little squeezed. The also agree with DarkRougeKnight about the texture. Also, I was thinking about the map. I was wondering how much inside detail you had on the map. If I am correct alot of that mission in the CW mission took place inside. (There was alot outside too.) I love the outside pics, but possibly posting a few inside pics would help get a better picture of the map. Keep up the good work!
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Re: Battle of Teth (B'omarr Monastery)

Post by Recon Trooper »

This is going to be great dude!
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Re: Battle of Teth (B'omarr Monastery)

Post by Jendo7 »

Maps like this make me wish I was a bit better with XSI. The models and everything looks as if it could be one of the shipped levels. This quality is what I aspire to. :thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

Hidden/Spoiler:
[quote="ForceMaster"][quote="DarthSlim"]You should make a Twilight model for the air battle missions, that would be awesome![/quote]

Sorry my friend I forget answer those comment.

Yes, it is possible, I make recently a new flyer without animations. well, I have 3 options:

1) make a twilight without animations
2) make a twilight with animations mades for other modder.
3) simply, make nothing.

now, Who like make animations for that? :D[/quote]
Remember that? well, I add a new option:

4) I can make animations!!! (works for my previus flyer :D ) but, can anyone make the twilight model?
allthetutorials123 wrote:
Executer94 wrote:NICE man :thumbs:

obi's head looks a bit wierd but nice!
Yes, I think they looked a little squeezed. The also agree with DarkRougeKnight about the texture. Also, I was thinking about the map. I was wondering how much inside detail you had on the map. If I am correct alot of that mission in the CW mission took place inside. (There was alot outside too.) I love the outside pics, but possibly posting a few inside pics would help get a better picture of the map. Keep up the good work!
Thanks friend, well, the inside of the monastery is not long, only I have 3 halls and 2 rooms, it is only for the objectives with rotta and Assaj Ventress.

Pics cooming soon. :wink:
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Re: Battle of Teth (B'omarr Monastery)

Post by Darth_Spiderpig »

ForceMaster wrote:I can make animations!!! (works for my previus flyer )
Cool
ForceMaster wrote:Pics cooming soon.
YAY

The map is the best TCW based map I've ever seen, amazing job `till now, ForceMaster :bowdown: :thumbs: :clone:
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Re: Battle of Teth (B'omarr Monastery)

Post by droid commando »

sounds great! :D I am so going to download I think could skin the twilight( but once I download the skin editor)
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Re: Battle of Teth (B'omarr Monastery)

Post by RC-1207 »

droid commando wrote:I think could skin the twilight( but once I download the skin editor)
That is really a bad first statement. I would really love to skin an object even though I just got my editor. If you do have actual experience and I am just hitting a dead dog, I will go flush me head down a toilet cuz' I love puppies and hate to see em die.

Anyways, Force, I've been watching you map for a while now, and though I think TCW is bs (see BFIIFF Potd TCW rants, RC-1207), I am actually looking forward to this map. You are taking on a challenge here, I think the only other aerial to land map is Capital Strike. Good Luck.

P.S. Do you have plans to finish Cristophis (Sp?) and the campaign. Also finish this map's campaign.
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

RC-1207 wrote:
droid commando wrote:I think could skin the twilight( but once I download the skin editor)
That is really a bad first statement. I would really love to skin an object even though I just got my editor. If you do have actual experience and I am just hitting a dead dog, I will go flush me head down a toilet cuz' I love puppies and hate to see em die.

Anyways, Force, I've been watching you map for a while now, and though I think TCW is bs (see BFIIFF Potd TCW rants, RC-1207), I am actually looking forward to this map. You are taking on a challenge here, I think the only other aerial to land map is Capital Strike. Good Luck.

P.S. Do you have plans to finish Cristophis (Sp?) and the campaign. Also finish this map's campaign.
Yes Sr, I'm working now i both maps, i'm making an tri-droid walker for the CRP map, ("Cristophsis" is a localize bug lol, is Christophsis), new playermodels and others...
:D
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Re: Battle of Teth (B'omarr Monastery)

Post by droid commando »

ok rc-1207 you do it I got to finish 4 or 5 diffent maps
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

well, someone like make the twilight model for this map? i will make the animations :D
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Re: Battle of Teth (B'omarr Monastery)

Post by RC-1207 »

droid commando wrote:ok rc-1207 you do it I got to finish 4 or 5 diffent maps
How bout we just forget my little post and we can go on in the world as friends. I didn't mean for it to sound harsh and I am sorry for what I said. Lets just make it water behind the dam, alright? (P.S) I am flushing my head down a toilet)
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

RC-1207 wrote:I am flushing my head down a toilet)
:funny2: well, is your life....
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Re: Battle of Teth (B'omarr Monastery)

Post by droid commando »

it's ok :wink: I am a starter here to so you do it.
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Re: Battle of Teth (B'omarr Monastery)

Post by Recon Trooper »

dude, I must say again...

THIS IS A MASTERPIECE :D :D :D
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Re: Battle of Teth (B'omarr Monastery)

Post by Anakin »

is there a beta version of the map??
i would like to test this map because it looks SUPER :thumbs:
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Re: Battle of Teth (B'omarr Monastery)

Post by Darth_Spiderpig »

Anakin wrote:is there a beta version of the map??
Not yet.

ForceMaster will release one when the time has come.
Patience, young one :plokoon:
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Re: Battle of Teth (B'omarr Monastery)

Post by JadenWolf32 »

AWESOME TWILIGT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :eek: :eek: :bowdown:
Last edited by JadenWolf32 on Wed Oct 21, 2009 7:38 pm, edited 2 times in total.
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Re: Battle of Teth (B'omarr Monastery)

Post by G_M_StYlEr_M »

Man I tell you it is not often that i say respckt man this is a awesome map really ! :eek:
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Re: Battle of Teth (B'omarr Monastery)

Post by ForceMaster »

JadenWolf32 wrote:LOL i'm new here i always enter at the gametoast forum to download maps especially yours ( I loved your CRP map :eek: ) when i found this topic for the B'omarr monastery i thought dude when u finish that u realy should start doing the series battles especially THE MALVOLENCE :D ! i'm only starting so i cant be helping with files :( and u really should do the twilight : :) and post the improved CRP (The Tri droids die really fast)

PS:loved your munificent frigate :bowdown:

EDIT: With those models of Venator and Munificent u could make a Sky Battle from Clone Wars episode 13 (Sky Battle of Quell) and a Ryloth Campaing!
Well dude, welcome to GT! thanks for youy coments.

Yes, you are right, I will make the twilight model.

Of topic:
About the malevolence and other maps, yes I will work on it when finish my two maps.
G_M_StYlEr_M wrote:Man I tell you it is not often that i say respckt man this is a awesome map really ! :eek:
thanks dude!
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Re: Battle of Teth (B'omarr Monastery)

Post by Epena »

Dude, really impressive map so far. :D

I've got a few constructive comments to make about the map plan. Please take note that this is just my opinion and I'm not ordering you to do anything. It's just thoughts coming from my experience...and has nothing to do with the cartoon. (I havn't seen it) These just come from a historical background and an interest in playability.

First off, I love the Republic capital ship. Here's my first word of caution: I see what looks like a place to land at the bottom of a ramp. Good idea. If it's not possible to land inside the gates, that's what would happen. Normal tactics. however, be careful on just how far down you let the gunship park. Currently it looks like quite a ways. In BFII, covering a large open space is a. time consuming and b. boring. So just be careful about that. If you're set on the ramp as it is (you did say that you were close to finished with the models) then maybe throw in some more terrain variation, be it rocks, craters, pillars, whatever. Another thing you could experiment with is providing a really great reason the gunship doesn't just land in the monastery gates themselves. Anti air turrets?

My second and basically last complaint falls into roughly the same category. The courtyard deals with another HUGE open area with little variation in eye candy. From a historical architectural perspective, b'omarr palaces appear to be one part egyptian, one part eastern culture (asiatic) and a large part alien. I say this because different cultures have different means of creating space (specifically in this case, a courtyard) The egyptian style of the old and middle kingdoms was set mostly on overwhelming the visitor with the ridiculous size and majesty of a monument or temple. (whereas the greeks focused on making things beautiful and emphasized human proportions) Starting with middle kingdom temples, there was a focus on axis, which we can see here. However, they never constructed empty spaces with a singular path with a colonade. (series of columns) This courtyard also shows asian influence through the idea of surrounding the entire property with building and turning inward.

Now that we've established this, let me recommend, not only from an architectural persepctive but more importantly with gameplay in mind:

For the courtyard provide more variation. The massive open space looks kinda cool, but it looks first and foremost like you'll randomly die every five seconds. I would recommend instead of sprawling the columns throughout the entire thing, maybe have a garden someplace along the path (spritual connections are made in gardens, so even if it wasn't in the cartoon b'omarr monks would want something like this) with maybe a stream, bridge, etc.

Now obviously that can't and shouldn't span the entire length of the courtyard. You still want a procession of columns.

Looking again at egyptian temples and palaces...their courtyards were never empty either, though they didn't fill them with plant life (they were in the freakin' desert, after all) but instead they had other smaller buildings for things like storage and housing for people like priests, etc. My recommendation to you to keep the survivability rate reasonable would be either before or after a garden (after would be the most aethetically pleasing altough it could go either way) and before the colonade as we see it would be to place smaller buildings in the courtyard. If you want a quick fix I'd say that there's a lot of good mos eisely models that would fit right in with a quick remodel. (tall weird shaped towers + some other stuff for maybe like a storage shed or something) Then after that leave some great open space for starfighters and stuff.

If done right it would add a ton to the procession that you currently have going for you, add visual eye candy and add a lot to overall gameplay. It might just be worth it to go a little off canon. (pandemic did it!)

I realize that may be a lot of work, and it just might not be part of the vision you have for the map. That's really ok. That's just my $0.02
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