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Mr Crayon's Coralac
Posted: Thu Jul 01, 2010 8:31 pm
by MrCrayon
Yes, that's right. I'm not only submitting battlefront funnies but also MAPS!!!!
My map is set on the made-up world of Coralac and it resembles Raxus Prime (not on purpose)
I have changed the dreaded Yavin sky to Geonosis (nice and dusty look), made the ground custom (some textures refuse to show up unfortunately) and I have added many objects on purpose, but not ineffectively (I hope)
I
want to add the dark times, but it looks mind-bogglingly complex (I might make a feeble attempt when I have time in two weeks)
here are the screenshots from the first beta. I will update the new ones ASAP
p.s. keep in mind the current beta and the pics are from the really noob stages. The current map right now has better planning and better terrain (no weird bumps and jagged sides) and less objects that didn't make sense
Re: Mr Crayon's Coralac
Posted: Thu Jul 01, 2010 9:02 pm
by Ping
For a first map, that looks good.
Re: Mr Crayon's Coralac
Posted: Thu Jul 01, 2010 10:36 pm
by 501st_commander
I like it. Has a unique look imo.
Re: Mr Crayon's Coralac
Posted: Thu Jul 01, 2010 11:42 pm
by Darth_Squoobus
It looks pretty good. It has a nice theme, but the ground texture needs some work. Industrial textures don't translate well to exterior maps.
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 4:36 am
by DarthD.U.C.K.
tze theme and props generally fit very well, but you should use different groundtexture and reskin some of the props
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 4:26 pm
by MrCrayon
how do I reskin props? Do I just edit the texture file or take a new texture and rename it to the corresponding one?
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 4:39 pm
by mswf
MrCrayon wrote:how do I reskin props? Do I just edit the texture file or take a new texture and rename it to the corresponding one?
Edit the existing one (make sure to have backups stored somewhere else) and remember to save the .tga
without RLE compression (dialogue box will pop up when you attempt to save)
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 4:51 pm
by MrCrayon
thanks. Same thing with ground textures I suppose?
by the way, new screenies
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 5:11 pm
by Sky_216
assuming you know how to use foliage, want some small junk props (metal chunks and poles) to use as groundcover
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 6:11 pm
by MrCrayon
PLEASE PLEASE PLEASE!!! Tell me how to add foliage! I have been tinkering with this (and water as well) but haven't figured it out yet. How do you do it, and yes I would like some!
Also, I would like someone to tell em how to add some dust or mist
Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 7:18 pm
by Eggman
Foliage is explained pretty well in one of the ZE guides included in the docs. Water might be abit trickier to get the hang of, but it's been covered on the forums before. Just read through a tutorial a few times and examine the assets from a shipped world that contains water. Dust clouds would be controlled through your .fx file. You can look at the shipped Geonosis as an example.
As for your map, my thoughts are pretty much the same as what everyone else has posted - you seem to have a consistent theme, which is a huge plus for a first map, but the execution could still use some improvement. Work on the terrain and textures some more (both object and ground textures), and I think you'll be good to go. You get bonus points from me because you're using objects in creative ways.

Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 9:16 pm
by Nova Hawk
For a first map it looks pretty good.

Re: Mr Crayon's Coralac
Posted: Fri Jul 02, 2010 9:18 pm
by Food_Eater
The Death Star assets has a good junk texture, which might work well on the hillier terrain.
Looks great, btw. Not only for a first map but also because I don't see too many maps with this kind of environment.
Re: Mr Crayon's Coralac
Posted: Sat Jul 03, 2010 5:06 am
by DarthD.U.C.K.
smoothe the terrain a bit, in some places (especially on screenshot 2) it looks too blocky
and use groundtextures with higher resolution please
Re: Mr Crayon's Coralac
Posted: Sat Jul 03, 2010 3:07 pm
by acryptozoo
yeah looks pretty good for a 1st map but I'd suggest to blend out the terrian a-bit cuz its very "choppy"
Re: Mr Crayon's Coralac
Posted: Sat Jul 03, 2010 3:42 pm
by genaral_mitch
For fog and foliage just look in the stock world1 folder and the files in it.
Re: Mr Crayon's Coralac
Posted: Mon Jul 05, 2010 4:47 pm
by MrCrayon
thanks for the info guys. Unfortunately, I can't do anything for two weeks (on vacation) but I still want lots of feedback/hints/tips/helpful files or assets
I am thinking of having a campaign mode later. What do you guys think? Oh and I am wondering if someone could put a dark times mode for me (very complex)
Re: Mr Crayon's Coralac
Posted: Mon Jul 05, 2010 5:39 pm
by Eggman
If you don't understand how to add support for the Dark Times era, then you'll have just as much trouble figuring out how to set up a campaign mode.
Re: Mr Crayon's Coralac
Posted: Mon Jul 05, 2010 8:04 pm
by MrCrayon
That is not exactly true. While there is only one source for adding the dark times, several resources exist for campaign creation. Further more, there is a helpful program that creates campaigns for you (only simple ones though).
so. any new ideas?
Re: Mr Crayon's Coralac
Posted: Mon Jul 05, 2010 8:14 pm
by Maveritchell
MrCrayon wrote:That is not exactly true. While there is only one source for adding the dark times, several resources exist for campaign creation. Further more, there is a helpful program that creates campaigns for you (only simple ones though).
so. any new ideas?
You grossly underestimate the difficulty of scripting something entirely for yourself, and you're likewise letting yourself be intimidated by a large text post. Adding a campaign mode will take work and lots of learning on your part, even if you use some kind of tool to aid you (which I wouldn't recommend, because you'll learn less that way). Adding Dark Times is written out for you step-by-step in a very comprehensive tutorial - if you can't make it through those directions you will have a very tough time trying to sift through the bits and pieces of scripting advice scattered around the modding forum.