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Dagobah Map

Posted: Thu Jan 21, 2010 11:29 pm
by lucasfart
Hey guys,
This is my first map that i've ever decided to release and i wanted your opininions on what to add, take out and how to make the map better in general before i release it.

Object Placement = 95% done - All the props are stock assets from dagobah, if anyone has any good props for dagobah, or knows where some are, i would be happy to use them
Sides = 0% - will probably add after a first release.....probably just some reskins to suit the environment of dagobah
Barriers = 60% done - about half the props required have got barriers on them
Planning = 90% so far - most of the basic planning is done, maybe just add a few other routes around the edge of the map and fix up some paths

Might add a campaign later on, nothing complicated though, just a simple one.
It currently has Archer01's AI Hero Support on CW and will probably add it to GCW next

Here are the pics:
Hidden/Spoiler:
Image
Image
Image
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any suggestions, idea's, comments, and criticisms welcome

Credits
LucasArts for making all starwars games possible and in particular this one
Pandemic for the modtools and game
The WHOLE Gametoast community for all of the help and support they've given

EDIT: i also don't really know what to call it so any idea's for a name are welcome :D

Re: Dagobah Map

Posted: Fri Jan 22, 2010 12:28 am
by EraOfDesann
The pics aren't showing up.

Re: Dagobah Map

Posted: Fri Jan 22, 2010 1:04 am
by lucasfart
Diet Dr. Pepper.... sorry. must be because i used .png.....i'll try and fix it

EDIT: AHA!! just right click and open image in a new tab......worked for me....

EDIT2: ok. i reuploaded them as jpegs and they work now, as you can see

Re: Dagobah Map

Posted: Fri Jan 22, 2010 3:58 am
by sampip
Looks cool, you made a nice environment with good use of Dagobah props :thumbs:
The only thing I would say is that I think one of the rocks is floating in the second pic down.

Re: Dagobah Map

Posted: Fri Jan 22, 2010 3:59 am
by Delta-1035
I like the lighting, better than the original Dagobah. :thumbs:

Re: Dagobah Map

Posted: Fri Jan 22, 2010 5:50 am
by lucasfart
sampip wrote:Looks cool, you made a nice environment with good use of Dagobah props :thumbs:
The only thing I would say is that I think one of the rocks is floating in the second pic down.
thanks. i thought that too at first but i had a look and its just sitting on a slope.....i might just sink it into the ground a little bit more. do you guys have any idea of good troopers to add to this map?? i was thinking adding an arf trooper, deviss model most likely.......

Re: Dagobah Map

Posted: Fri Jan 22, 2010 1:17 pm
by theultimat
Looks nice, but I would change the lighting so that shadows are enabled. :thumbs:

Re: Dagobah Map

Posted: Fri Jan 22, 2010 2:19 pm
by Lord Bardar
theultimat wrote:Looks nice, but I would change the lighting so that shadows are enabled. :thumbs:
You wouldn't be able to see your shadow on Dagobah really, unless you had a light.

Re: Dagobah Map

Posted: Fri Jan 22, 2010 3:00 pm
by DarthHamster
Looks like an upgraded version of the original map. When I say upgraded I mean much better. Looks very cool! 8)

Re: Dagobah Map

Posted: Fri Jan 22, 2010 5:47 pm
by allthetutorials123
Deffinately looks amazing for a first release but I have a question about one thing. I don't think the gunships fit in with dogabah and I think if you add like lukes fighter in like a swamp or something it would look better, but thats just my opinion. I would also mabey swich darth maul to darth sidious or something uless you have like a clone wars era and in that case I take back both my comments....

Re: Dagobah Map

Posted: Fri Jan 22, 2010 6:05 pm
by Twilight_Warrior
lucasfart wrote: EDIT: i also don't really know what to call it so any idea's for a name are welcome :D
Dagobah:
- Marsh?
- Marshland?
- Swamp?
- Swampland?
- Yoda's Hovel?
- Yodaland? :wink:

Just a few suggestions.

Re: Dagobah Map

Posted: Fri Jan 22, 2010 7:46 pm
by lucasfart
theultimat wrote:Looks nice, but I would change the lighting so that shadows are enabled. :thumbs:
There actually are shadows i just have them turned off in my graphics options, my computer is really slow....
allthetutorials123 wrote:Deffinately looks amazing for a first release but I have a question about one thing. I don't think the gunships fit in with dogabah and I think if you add like lukes fighter in like a swamp or something it would look better, but thats just my opinion. I would also mabey swich darth maul to darth sidious or something uless you have like a clone wars era and in that case I take back both my comments....
There is also a model of luke's xwing in there, i think its in one of the pics.......i just added the gunships there as a side decoration, i don't reckon they look thaat bad. also there is cw which is yoda vs maul....couldn't think of anyone really for the cis so just used maul.......also GCW has yoda and darth vader as heroes with AIHero support in both now.
Twilight_Warrior wrote:
lucasfart wrote:
EDIT: i also don't really know what to call it so any idea's for a name are welcome
Dagobah:
- Marsh?
- Marshland?
- Swamp?
- Swampland?
- Yoda's Hovel?
- Yodaland?

Just a few suggestions.
i was thinking of swamp but that just seems a little obvious for a dagobah map :) although it is probably the best one that i could put.....

Thanks guys for the comments, i actually have all my lighting settings on low and light bloom off so ingame it might actually look either a bit better or a bit worse for you guys, with high lighting it is actually a bit darker i think.......and with shadows on its even darker............obviously not pitch black though

EDIT: ok. the barriers are half done but i haven't started on the planning yet. i've just added in the Dark Times era in conquest and Hero Assault.....may add it to 1&2 flag ctf

Re: Dagobah Map

Posted: Tue Jan 26, 2010 10:35 am
by Texas5407
Looks nice :) If you want to make campaign Luke's jedi training would be a good variant for GCW! :)

Re: Dagobah Map

Posted: Tue Jan 26, 2010 5:53 pm
by lucasfart
Texas5407 wrote:Looks nice :) If you want to make campaign Luke's jedi training would be a good variant for GCW! :)
well...i dunno about that because it wouldn't be very interesting......only the battle with vader would be any good.....i was actually thinking of a CW/DT campaign. DT with Starkiller while still vaders apprentice being sent there.......it wouldn't relly work in terms of real events in the movies but it would make a much funner story :D

Re: Dagobah Map

Posted: Tue Jan 26, 2010 7:26 pm
by Eggman
lucasfart wrote:
Texas5407 wrote:Looks nice :) If you want to make campaign Luke's jedi training would be a good variant for GCW! :)
well...i dunno about that because it wouldn't be very interesting......only the battle with vader would be any good.....i was actually thinking of a CW/DT campaign. DT with Starkiller while still vaders apprentice being sent there.......it wouldn't relly work in terms of real events in the movies but it would make a much funner story :D
It's all up to the author whether any campaign mode is added, but I personally would prefer the idea of Luke's training. Yeah, there won't be much fighting, but it could make for some pretty fun platformer-style gameplay.

Re: Dagobah Map

Posted: Tue Jan 26, 2010 8:30 pm
by lucasfart
Eggman wrote:
lucasfart wrote:
Texas5407 wrote:Looks nice :) If you want to make campaign Luke's jedi training would be a good variant for GCW! :)
well...i dunno about that because it wouldn't be very interesting......only the battle with vader would be any good.....i was actually thinking of a CW/DT campaign. DT with Starkiller while still vaders apprentice being sent there.......it wouldn't relly work in terms of real events in the movies but it would make a much funner story :D
It's all up to the author whether any campaign mode is added, but I personally would prefer the idea of Luke's training. Yeah, there won't be much fighting, but it could make for some pretty fun platformer-style gameplay.
if i did do it, what would your suggestions be for objectives?? i can't really think of anything interesting for that theme........unless i made an seperate map layer for the campaign which involved a tonne of obstacles/other objects and things to find??

EDIT: ok. i've made a quite a lot of changes since last time:
- Added XL to CW,GCW,DT (50 units per side, nothing over the top)
- Added a custom Loadscreen
- Added another cp (7 in total now)
- I tried following a tutorial to make DT show up only if you have the mod installed, but it didn't work so i'm going to have another go at that.

EDIT2: I'm halfway through a DT campaign, nothing major, just a small go here, capture this, kill them type of campaign. if anyone can give me any good idea's for a luke in training one i might do that too

Re: Dagobah Map

Posted: Sun Mar 14, 2010 7:23 pm
by jangoisbaddest
lucasfart wrote:EDIT2: I'm halfway through a DT campaign, nothing major, just a small go here, capture this, kill them type of campaign. if anyone can give me any good idea's for a luke in training one i might do that too
Well, I have a few rough ideas:

1) Obviously killing Vader would be one of them. I would add some sort of cave system to add variety to the single player experience, with Vader of course inside that system. There are all sorts of good cave/tunnel assets you can reskin to look like Dagobah.

2) You could set up some sort of force puzzle with the callback/function(s) that check for last ordinance class. For example (this is pseudo code of course):

if rock1 is hit by forcepush then
playanimation("movethatrock")

...and so on. Maybe even make a puzzle a la Jedi Outcast/Academy trials, where you have to move objects a certain way in order to proceed (I mean, Yoda had to be doing SOMETHING with his time on this planet. Why not create a system of trials to maintain his powers?)

3) You might also add some sort of native creature for more enemies, but you'd have to model and animate it, which is definitely quite an endeavor.

4) I agree with the above, platforming would be a good addition. Maybe a fissure (either inside or outside the cave system) in which you need to use force powers and force jump in order to make it across.

Just throwing these things out there. Looks good so far.

Re: Dagobah Map

Posted: Sun Mar 14, 2010 7:51 pm
by lucasfart
Hey, thanks for the tips jango, i've actually released a version of this already:
http://www.gametoast.com/forums/viewtop ... 35&t=22387

i'll think about what you said, it sounds like a pretty good idea, and, if i'm not feeling totally lazy, i may give it a go sometime. don't get your hopes up though, i'm not that good at modelling/scripting.

in terms of tunnel props, i know skyhammer(i think it was him) made some bare hoth tunnels and dirt textures to match, but i'm not sure how well it would look on dagobah.......your post about a tunnel system really got me thinking about that jango, and it seems like an awesome way to add a bit of variety to my map....

Re: Dagobah Map

Posted: Mon Mar 15, 2010 2:38 pm
by jangoisbaddest
lucasfart wrote:Hey, thanks for the tips jango, i've actually released a version of this already:
http://www.gametoast.com/forums/viewtop ... 35&t=22387
Oops. Didn't see that somehow. I'll check it out!
lucasfart wrote:i'll think about what you said, it sounds like a pretty good idea, and, if i'm not feeling totally lazy, i may give it a go sometime. don't get your hopes up though, i'm not that good at modelling/scripting.
Of course. And if you like, I can lend a hand with the scripting portion of development.
lucasfart wrote:in terms of tunnel props, i know skyhammer(i think it was him) made some bare hoth tunnels and dirt textures to match, but i'm not sure how well it would look on dagobah.......your post about a tunnel system really got me thinking about that jango, and it seems like an awesome way to add a bit of variety to my map....
Actually, I was thinking of Skyhammer's cave-like tunnel assets. He had a lot of cool tunnels that went many different directions and that also looked very natural. It's in one of the release threads.

EDIT: Here it is...you can see one piece on the upper right corner of the picture:

http://www.gametoast.com/forums/viewtop ... 64&t=21064

Re: Dagobah Map

Posted: Mon Mar 15, 2010 4:49 pm
by Sky_216
jangoisbaddest wrote:
lucasfart wrote:Hey, thanks for the tips jango, i've actually released a version of this already:
http://www.gametoast.com/forums/viewtop ... 35&t=22387
Oops. Didn't see that somehow. I'll check it out!
lucasfart wrote:i'll think about what you said, it sounds like a pretty good idea, and, if i'm not feeling totally lazy, i may give it a go sometime. don't get your hopes up though, i'm not that good at modelling/scripting.
Of course. And if you like, I can lend a hand with the scripting portion of development.
lucasfart wrote:in terms of tunnel props, i know skyhammer(i think it was him) made some bare hoth tunnels and dirt textures to match, but i'm not sure how well it would look on dagobah.......your post about a tunnel system really got me thinking about that jango, and it seems like an awesome way to add a bit of variety to my map....
Actually, I was thinking of Skyhammer's cave-like tunnel assets. He had a lot of cool tunnels that went many different directions and that also looked very natural. It's in one of the release threads.

EDIT: Here it is...you can see one piece on the upper right corner of the picture:

http://www.gametoast.com/forums/viewtop ... 64&t=21064
I'm also going to make some new ones fairly soon.
I actually forgot about those ones, but yes you can make whole cave systems out of them.