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Ejoble: Mountain Fortress (WIP)

Posted: Sun May 28, 2006 5:23 pm
by Trans
This is going to be my first map outside of the two NJO maps I did (which has basically died since Raingod and Dread left) so I decided to do something that wasn't accurate in anyway accept what I think up in my head. :P

Background:
After the destruction of the first Death Star and the evacuation of Yavin 4 the Rebel Alliance is forced to find a new planet for a base. They have sent out scouts over the galaxy to find a suitable new base but the rest of the fleet must find a place to stop until another planet is found. On the Outer Rim a planet has been discovered, Ejoble. The planet had an empty feeling but there where a few intelligent humans left living in the mountains. The Rebel Alliance decides to use this planet as a temporary base and sets down near an old fortress in the mountains...

The Empire, while still trying to regroup after the destruction of the Death Star, have followed the Rebel Alliance to Ejoble and are preparing for prepare for an assault on the base...
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The map will have the conquest for both eras but the GCW era will be the Rebel Alliance trying to defend the castle from the Imps and the Clone Wars will be a balanced fight throughout the mountains. Hero Assault will have 3 or 4 different arena locations for duals and such. I didn't include any capture the flag since most of the people I talk to don't like it that much and it adds on a lot of time to the editing.

The map is only two days old so I'm open to any suggestions! :D

Pics of the castle (which was made by the awesome JabbaLovesLava :D):

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Here is an opening inside the mountains where one of the "arenas" will be. I would show you the mountain trails but they kinda suck right now :P
I'll also have a camp for the imps and a secret arena that will be dedicated to everyone at Gametoast (I'll have the older members and people that I know in there automatically, so If you're newer or don't have an avatar let me know and give me something to use that is within the GT pixel limit.)

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RE: Ejoble: Mountain Fortress (WIP)

Posted: Sun May 28, 2006 5:33 pm
by Wadi
Looks great, but I think there is a possibility of there being too much wide-open spaces in this map. Just thought I'd get that in early to try and limit it, it can really ruin a map otherwise.

Posted: Sun May 28, 2006 5:39 pm
by EsKiMo
looks really cool so far, nice screens. maybe add some vehicles out side the castle and maybe some more objects inside the castle. other than that it looks cool and cant wait for dl

Posted: Sun May 28, 2006 5:45 pm
by Trans
Jabba is making some more props for the castle (ladders, catapults, etc.) and I'll definetly have some turrets, vehicles are questionable since you wouldn't be able to go anywhere else in the map with them.

@Wadi - when you say to much wide-open space do you mean places with no bots or just litteral space?

Posted: Sun May 28, 2006 6:04 pm
by Kyross
Mm, nice. *Wets self in excitement.*

Posted: Sun May 28, 2006 7:19 pm
by yankeefan05
The pics look really nice.

Off-Topic: Second ive seen some1 on a post say they wet themself.

Posted: Sun May 28, 2006 9:53 pm
by EsKiMo
moncalamaridestroyer wrote:The pics look really nice.

Off-Topic: Second ive seen some1 on a post say they wet themself.
when you say that hes the second person that said he will wet himself are you refering to teancum on the battle for endor annoucement.

Posted: Sun May 28, 2006 10:12 pm
by Thrawn
:shock: wow trans looks excelent! am i correct in assuming that you will be able to get on top of the wall (to snipe). And id have to say this map wont need vehicles, as they ruin many good maps Mygetto(is that how you spell it?) is one of these

Posted: Sun May 28, 2006 10:36 pm
by Tuskenjedi
trans, you are superb, maybe you could add some really heavy assault vehicles to the imps and have starwrars balistas or something

Posted: Sun May 28, 2006 11:12 pm
by JabbaLovesLava
Glad you guys like the map. Also, I've already made the ladder, now working on the catapult(s) More details to come soon... :D

Edit:
Here's a pic of the ladder... (the black step is there, i just didnt wanna be bothered by setting up a light there so it would be visible)
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Posted: Sun May 28, 2006 11:31 pm
by Thrawn
awesome, nice work Jabba, I cant wait to see the catapults

Is there a place where you can get a free trial verison of XSI?

Posted: Sun May 28, 2006 11:49 pm
by JabbaLovesLava
Yes there is. Go here -> http://www.download.com/Softimage-XSI-M ... ag=lst-0-1

And thanks.

Posted: Mon May 29, 2006 4:59 am
by Guest
This is so nice!

PS. Zelda :)

Posted: Mon May 29, 2006 5:28 am
by pinioncorp
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Nice castle there Jabba! It would definately make for an enjoyable map.

The staircases look like they need a bit of UV editing, both on the lands and walls. Screenshot No. 4 really shows this error.

I like the idea of having the walls as firing platforms. The Imperials would have a hard time getting through that wall with the rebels sniping and launching rockets at them. Just don't forget to put some 'gonks' on the top of the wall. Both the sniper and the bazooka have very limited amunition.

Got to admit though, Trans, the terrain outside the castle looks a little rough...

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Posted: Mon May 29, 2006 6:14 am
by Wadi
Trans wrote: @Wadi - when you say to much wide-open space do you mean places with no bots or just litteral space?
Okay...take that screenshot of the courtyard, for example. The units down there looks pretty tiny...it's a very big blank, flat space. It looks boring and is no fun to play on. But for god's sake don't try and fill it simply by adding more units - that always looks rubbish and affects gameplay to no end. You need to maybe add in some more walls there to make it into a series of smaller spaces, and put in some objects to give it some "shape" as well. Otherwise, it really does look dull. Know what I mean?

Posted: Mon May 29, 2006 8:17 am
by yankeefan05
Off-Topic: Is the XSI mod tool 4.2 version for free to keep or is it a trail?

Posted: Mon May 29, 2006 8:20 am
by Murdocr
it's free forever, but you need someone to export the MSH for you as the exporter does not work with modtools version

Posted: Mon May 29, 2006 9:19 am
by yankeefan05
Murdocr wrote:it's free forever, but you need someone to export the MSH for you as the exporter does not work with modtools version
Thanks for the info, Murdocr . Do I give the model to any1 who has what XSI?

Posted: Mon May 29, 2006 9:26 am
by Murdocr
Give the model to someone who has either Foundation, Essentials or advanced version, but make sure you can trust them not to claim the model as thier own once you send it to them ;)

this map looks good. i really dig that ladder for some reason. but i agree, the texturing is a bit stretched in some places of the map.

EDIT: i have an idea, you could make the front entrance linked to a console or something so when it is destroyed the portcullis (think that's what they're called) falls down like the mustafar bridge for example. just an idea, but i think it would add a nice touch.

Posted: Mon May 29, 2006 9:32 am
by yankeefan05
Off-Topic: Thanks Murdocr.

On-Topic: It would be cool if we could go up the ladder, but we have to be in SWBF2 modding reality.