Hohkbam: Exotic Jungle ***BETA RELEASED***

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Should I keep the felucia assets?

yes, they make the map look great!
7
54%
no, having felucia assets ruins the map.
6
46%
 
Total votes: 13
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Tears2Roses
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Hohkbam: Exotic Jungle ***BETA RELEASED***

Post by Tears2Roses »

This will be my second map, I plan on releasing. Its bassically a combination of endor, felucia, and yavin assets. I figure if I put it together just right, it would be an amazing map. Some models look like they arent stock, but im almost certain they are ( they just didnt get used in yavin, but were included in the assets. ) I did not download any new models, but I did download some maps. I did not take the models from the maps, but I am puzzled as to how a lot of my assets arent in the stock yavin map. Also, is there an easy way to add low-rez geometry? Half my moles dissapear when I zoom out... The name is Hohkbam, Exotic Jungle. Dont ask me where I got this. it works for now.

Anyways, the screenshots.
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Not sure how the tunnels are stock, but they are cool and I can make good use of them.

OVERAL PROGRESS
Map = 90%
Everything else = 0%

For now, I think posting wouldnt hurt anything. The map is almost done, everything else = planning/sides/loadscreen/etc.

If the posts seem weird I eddited my posts to reflect my name changes.
Last edited by Tears2Roses on Mon Oct 24, 2011 11:28 pm, edited 5 times in total.
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Re: Earth: Ancient Ruins

Post by Dakota »

looks nice, though i would recommend changing the ground texture and sky textures some. they don't really seem to fit into the map that well. also if this is ancient ruins on earth why is there a crashed LAAT?

also the tunnel is from yavin in SWBF1 in the yavin arena map.

also 80% and 0% would mean the map is only 40% done... not really the 50% that the rules ask for but i think it would be close enough.
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Re: Earth: Ancient Ruins

Post by Tears2Roses »

As I said, im DEFINATELY going to change the name. The ground/sky I will obviously change. That texture just makes the objects show up in ZE best. I think I will call it......anyone have any ideas? :(
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Re: Earth: Ancient Ruins

Post by CressAlbane »

I suggest reskinning the Yavin props/tunnels, even if it is just a tiny bit of re-coloring the whole image in GIMP. For this kind of thing, a little re-skinning goes a long way, in my experience. Also, you could try adding some foliage and grasses. They'd really fit in with the other plants you have around the map. It'd be cool to see some little hillocks or "dunes" in the open areas, too - and on that note, I think some broken-down rock cover spots would really enhance the map. (specifically in the area of the 3rd screenshot) There are some good boulders on Kashyyk that can be lowered into the ground and rotated for a huge variety of shapes. (Credit to Eggman for that sentence) I'd also suggest adding some sort of prop to spice up the tunnels a wee bit. You could add some torches, or maybe some sort of relic. I also think you could make use of the rubble prop in the Yavin assets for around the big temples. They don't look very old or ruined, but with some rubble and rocks strewn about, I think the ambience would be much more deep.
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Re: Earth: Ancient Ruins

Post by Dakota »

CressAlbane wrote:I suggest reskinning the Yavin props/tunnels, even if it is just a tiny bit of re-coloring the whole image in GIMP. For this kind of thing, a little re-skinning goes a long way, in my experience. Also, you could try adding some foliage and grasses. They'd really fit in with the other plants you have around the map. It'd be cool to see some little hillocks or "dunes" in the open areas, too - and on that note, I think some broken-down rock cover spots would really enhance the map. (specifically in the area of the 3rd screenshot) There are some good boulders on Kashyyk that can be lowered into the ground and rotated for a huge variety of shapes. (Credit to Eggman for that sentence) I'd also suggest adding some sort of prop to spice up the tunnels a wee bit. You could add some torches, or maybe some sort of relic. I also think you could make use of the rubble prop in the Yavin assets for around the big temples. They don't look very old or ruined, but with some rubble and rocks strewn about, I think the ambience would be much more deep.
Agreement. :yes:
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Re: Earth: Ancient Ruins

Post by Fiodis »

As people've mentioned, I'd recommend changing the sky and ground textures, as well as maybe adding a little height variation. Also, the props seem to be a little mismatched - like you picked some from random worlds and dropped them in. For example, in the first screenshot, you have a single fel1_bldg_segmented object rising up from some stone tiles. It doesn't fit in very well with the surrounding rocks and trees, which are a lot more subdued.

Where on Earth are these ruins, exactly? If they're in a jungle I'd recommend getting rid of the Endor trees, since they would be seen only at higher latitudes. If they're in a deciduous forest I'd recommend getting rid of the jungle plants.
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Re: Earth: Ancient Ruins

Post by Tears2Roses »

Ok. I did try adding foilage, however there is collision geometry and you cant go thru them. Im going to add a .option file with -nocollision ( I think...) and see what that does. As for torches in tunnel, I like that idea. WHen you say I took random stuff and dropped it there that wasn't what I meant to do...I mean to simply have a jungle with a wide variety of plants. Like the trees here and the other felucia plants there. As for the temples they reall don't look old, I will add rubble around them. As for hight, I did modify the high by adding holes or craters. Maybe some hills too would be nice. I will also look thru kashyyk for some rock assets. I think I will also re-skin the props, make them all darker. I will re-name the planet and this thread Hohkbahm: Exotic Jungle. Exotict = felucia + endor. Thanks for all the advice everyone!

More screenshots after I make improvements :D
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Re: Hohkbam: Exotic Jungle

Post by acryptozoo »

yeah like the others said a new sky + new lighting would really improve this map
as for the foilage try this tutorial
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Re: Hohkbam: Exotic Jungle

Post by Tears2Roses »

I might have to try the tutorial, but for now I think that I could individualy place a bit of foilage in spots around the map. I will give this a try for sure sometime soon though :thumbs:
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Re: Earth: Ancient Ruins

Post by Fiodis »

Tears2Roses wrote:I will re-name the planet and this thread Hohkbahm: Exotic Jungle. Exotict = felucia + endor.
Renaming doesn't do anything, imho, to make the props themselves fit with each other better, since the props weren't actually changed, but it is up to you, after all.
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Re: Hohkbam: Exotic Jungle

Post by Dakota »

i say there should be some dagobah stuff in it. maybe some mist/fog around or some water or some sort of rocks, plants, or swampy stuff from there could be nice.
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Re: Hohkbam: Exotic Jungle

Post by Tears2Roses »

By re-namimg it from earth to something else just makes it sound better. Dagobah...Thats a good idea. I will dig through that. Also, how do you add fog? water might not be good here, and I hate working with water (placing water in ZE.) Rocks turned upside down or at angles would work WELL here. Thanks again for all the advice everyone!
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Re: Hohkbam: Exotic Jungle

Post by Dakota »

Tears2Roses wrote:By re-namimg it from earth to something else just makes it sound better. Dagobah...Thats a good idea. I will dig through that. Also, how do you add fog? water might not be good here, and I hate working with water (placing water in ZE.) Rocks turned upside down or at angles would work WELL here. Thanks again for all the advice everyone!
it depends on what type of fog, like a global fog like on the felucia map, or the fog objects that are in certain maps.
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Re: Hohkbam: Exotic Jungle

Post by Tears2Roses »

@acryptozoo awesome tutorial, I had to use it to get foilage working right. Placing individual plants would have taken ages, thank you so much.

I will add a sun, change the sky, then post improvements. This time from ground-level.
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Re: Hohkbam: Exotic Jungle

Post by CressAlbane »

I'm looking forward to seeing your improved map!
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Re: Hohkbam: Exotic Jungle

Post by Tears2Roses »

Ok I filled the map with foilage, added rubble around the pyramids, added a sun, and a lot more objects. I also raised/lowered a lot of ground. Next update will include some sides (I hope ) and from there the sky picture. At the moment the sky is black. However here is a map update. The sun causes the greenish look
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Re: Hohkbam: Exotic Jungle

Post by Noobasaurus »

That makes a huge improvement! Great job! :)
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What happened to the sky, though?
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Re: Hohkbam: Exotic Jungle

Post by Tears2Roses »

I messed up the sky, but its fixed now. And heres a screen.
Image

IMPORTANT NOTE: I have decided to run a poll on what you guys think I shouuld do with my felucia assets. I will either keep them, or scrap them, based on your votes. Personally, I like the felucia assets. I will not be offended if you want them scrapped. I am doing this in an effort to make an awesome map, if I do say so myself, even more awesome.
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Re: Hohkbam: Exotic Jungle

Post by acryptozoo »

looks aton better with all the new cahnges great job :D
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Re: Hohkbam: Exotic Jungle

Post by THEWULFMAN »

It's looking good. :) I suggest if you keep the felucia plants, you scale them down a lot. Like, 0.3 scale. This way you can keep them, they just wouldn't clash as much with the forest.
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