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Iego: Cliffhold City {1.0 Released}

Posted: Tue Jul 27, 2010 3:19 pm
by fiddler_on_the_roof
Hidden/Spoiler:
ImageImageImageImageImage
Percentage Complete 85%

Mapping - 90%
Sides - 85%
Localization -80%
Textures - 95%

Based off
Hidden/Spoiler:
Image
However, the actual map is not entirely accurate to that picture and to the description found on Wookipedia.
The map is centered around a central city area, with platforms extending outward. Some of the textures still have to be redone, and a small CIS side has to be made.

Hopefully, the map will feature a campaign as the clones, though have yet to decide whether to release just conquest first, and then a campaign.

comments?

Updates:
---1----
As of right now...

B1 Battle Droid
-Blaster
-Pistol
-Grenades

Super Battle Droid
-Wrist blaster (need to make faster)
-Wrist tri-shot (will become flame thrower)
-Wrist Rocket

Black MagnaGuard
-Grenade Launcher
-Shock buff (might be changed)
-Recon Droid

Blue MagnaGuard
-Grenade Launcher (changing)
-Bulldog RLR with larger RL
-Poison buff

Droideka
-same as stock so far...

MagnaGuard
-Electrostaff

REPUBLIC **not much will change for this side

7th Clone Trooper
-Blaster Rifle
-Fusion Cutter
-Grenades

7th Clone Sniper
-Sniper Rifle
-Pistol
-Grenades

7th Field Lieutenant
-EMP launcher
-Pistol
-Detpacks

7th Paratrooper
-Carbine
-Pistol
-Grenades

7th Elite Paratrooper
-Adv Sniper Carbine\rifle
-Pistol
-Grenades

Commander Cody
-Blaster Rifle
-Pistol
-Grenades

thats current, but the most likely changes for rep will be secondary weapons.

---2---
BETA Testers
1. Lagomorphia
2. Skelltor

Re: Iego: Cliffhold City

Posted: Tue Jul 27, 2010 3:42 pm
by TK432
Looks original and nice. Though the stretched texture looks a bit wired. Also the city looks a bit empty to me. Some lamps etc. would improve it a lot. Additionally some reskinned Geonosis or Tatooine props would fit just right here.

Re: Iego: Cliffhold City

Posted: Tue Jul 27, 2010 4:15 pm
by genaral_mitch
It looks nice, except for the stretched terrain and bulding textures. :thumbs:

Re: Iego: Cliffhold City

Posted: Wed Jul 28, 2010 5:16 pm
by RC-1192
genaral_mitch wrote:It looks nice, except for the stretched terrain
yeah, the stretched terrain is a little awkward... but nice map.
Maybe a dif sky...

Re: Iego: Cliffhold City

Posted: Wed Jul 28, 2010 5:22 pm
by fiddler_on_the_roof
RC-1192 wrote:yeah, the stretched terrain is a little awkward... but nice map.
Maybe a dif sky...
Hidden/Spoiler:
ImageImage
some new screenies.

-updated sky
-added landing lights(blue lights)
-added lightposts

thanks for comments.

Re: Iego: Cliffhold City

Posted: Wed Jul 28, 2010 5:46 pm
by RC-1192
ok, now it looks better :wink:

Re: Iego: Cliffhold City

Posted: Wed Jul 28, 2010 10:01 pm
by CodaRez
fiddler_on_the_roof wrote:
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By gods! the planet has no atmosphere! How did everyone breathe?!

Ok seriously, the sky u just chose is a really bad option. If ur doing a night map then it fits, slightly right (refer to the above calamity), and if its night you will have to fix the lighting add streetlamps/campfires yadayada.

You got the streetlamps I see, so a better sky would be from Naboo.

If ur doing a daytime version (the one commonly seen) then trust me when I say you should use the Geonosis sky.

Re: Iego: Cliffhold City

Posted: Wed Jul 28, 2010 11:18 pm
by Eaol
You inspired this sketchup model (I made it in 30 mins, including render, while watching Mythbusters and Through the Wormhole with Morgan Freeman).
Hidden/Spoiler:
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Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 1:01 am
by RogueKnight
Hide tags please?

Looks good though.

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 5:32 am
by DarthD.U.C.K.
its a really good start but you should definitelly improfe the textures and UVs of the buildings etc. they look far too stretched and the colorsplotches on the orange one slook weird too

i suggest you get a masic texture somewhere, then UV the buildings to tile the texture and make some variations of it

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 7:15 am
by fiddler_on_the_roof
CodaRez wrote: By gods! the planet has no atmosphere! How did everyone breathe?!

Ok seriously, the sky u just chose is a really bad option. If ur doing a night map then it fits, slightly right (refer to the above calamity), and if its night you will have to fix the lighting add streetlamps/campfires yadayada.

You got the streetlamps I see, so a better sky would be from Naboo.

If ur doing a daytime version (the one commonly seen) then trust me when I say you should use the Geonosis sky.
ok, *runs and changes to Naboo sky*
DarthD.U.C.K. wrote:its a really good start but you should definitelly improfe the textures and UVs of the buildings etc. they look far too stretched and the colorsplotches on the orange one slook weird too

i suggest you get a masic texture somewhere, then UV the buildings to tile the texture and make some variations of it
do you mean the textures of all the buildings, or just the short orange one?

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 7:38 am
by lucasfart
fiddler_on_the_roof wrote:do you mean the textures of all the buildings, or just the short orange one?
I would personally have to say all of them need retexturing.

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 7:56 am
by DarthD.U.C.K.
all textures, though you cant see them very well due to the UVs, you should try out roadkill, its a free automatic unwrapper and works well with organic stuff

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 8:50 am
by CodaRez
DarthD.U.C.K. wrote:you should try out roadkill, its a free automatic unwrapper and works well with organic stuff
I dunno if I should say that's an ironic or entirely appropriate statement

sry couldnt resist

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 9:00 am
by DarthD.U.C.K.
:runaway: :runaway:
it was unintentional, but now that you are pointing it out.....i cant stop laughing

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 9:14 am
by Darth_Spiderpig
CodaRez wrote:
DarthD.U.C.K. wrote:you should try out roadkill, its a free automatic unwrapper and works well with organic stuff
I dunno if I should say that's an ironic or entirely appropriate statement

sry couldnt resist
:funny2:

The map looks fine, but I would so too to change the sky again...looks unreal, even for TCW styles :P

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 10:13 am
by AgentSmith_#27
It looks pretty good for a Bespin-esque map, but IMO the terrain needs to be completely redone, and the buildings DO need to be re-uv'd and all that.

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 12:19 pm
by Maveritchell
First of all, :thumbs: for being willing to step out of the comfort zone and model your own map. Nine times out of ten, a map made of new models is going to be at the very least more interesting than one created out of stock models.

A few suggestions:
-Don't rely on terrain for your sheer cliff. Since you're already modeling anyway, go ahead and make your cliff face with a model and a decent rock texture. It'll look loads better.
-Don't try and be a slave to the concept art. Right now the textures on your buildings are pretty rough, and I don't know if this is because you made them yourself (and inexperience is okay) or because they're not tiled enough. I think that it boils down to you trying too hard to match the concept from the TV show. I believe that it would look a lot better if you used a stock sand or concrete texture as a base and then recolored when necessary. The added texture detail will help make stock props work much better with your map, too.
-Despite the mention above, I think you have a decent skydome for your current design. You've sort've dug yourself into a hole by giving your map no bottom and having the cliffs only on one side. This isn't necessarily a bad thing, but it'll make getting a good looking design harder.

You either need to have a fully-realized omnidirectional skydome like you've got there, or you need to surround your map with cliffs, or you're going to need to do some absolutely incredible work with a fog layer (maybe a fog model) and some skydome models. The first two are the easier options, but in truth there is nothing easy when you're trying to make a map that doesn't have a bottom.

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 12:40 pm
by fiddler_on_the_roof
with the textures, is it the blurriness that is the problem or the UV being curved? or a little bit of both

Re: Iego: Cliffhold City

Posted: Thu Jul 29, 2010 2:22 pm
by Maveritchell
fiddler_on_the_roof wrote:with the textures, is it the blurriness that is the problem or the UV being curved? or a little bit of both
It could be either, but at the moment they are too low-detail to tell. You probably ought to be using a simple cylindrical subprojection for the sides of your towers with a planar subprojection for any horizontal faces; I don't know exactly what your UVs look like now.