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Re: Farash: Sultan of Death

Posted: Sun Jul 25, 2010 12:25 am
by sim-al2
Lightings much better (still a tad dark though) but the specks on the terrain don't fit... maybe make darker?

Re: Farash: Sultan of Death

Posted: Sun Jul 25, 2010 5:38 pm
by SAMofBIA
it is dark, much like Agentsmith_#27's map, but i like his map and your map looks great also, (also, the blue lighting looks cool, i dont care what other people say.

Re: Farash: Sultan of Death

Posted: Sat Jul 31, 2010 7:07 am
by CressAlbane
OK, Beta will be held after I get back from vacation.

Re: Farash: Sultan of Death

Posted: Fri Aug 06, 2010 5:28 pm
by SAMofBIA
im definately diggin the water design

Re: Farash: Mountain Temple

Posted: Fri Aug 27, 2010 9:43 pm
by CressAlbane
UPDATE:
---------
I had not been working on this map for a while, but nnow I have some free time. I added a small spire in the middle of the map because the forces in the valley were able to easily shoot upwards at the attackers.
Campaign will not be included in the beta. The GCW sides are not started yet, I was originally going to use that era/mode for the Campaign.
The ground texture is changed to look like stone, the map has changed visually quite a bit. I can't post new pictures now but will soon.
The republic side is almost complete, I need to finish it off and polish out a few bugs. The CIS side is next on the to-do list.
There is also one rock that has no colision and therefore can be used to get into non-complete areas of the map. However it is not a pressing issue.
Beta will be online with a closed password when I am ready for it.
To-do:
Finish rep side
-CIS side
-GCW era
-fix collisionless rock bug
UPDATED PICTURES
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Progress:
The map is mostly done. I need to polish a few things up. The sides are also near completion for CW era.
First post updated!
(Bump for new pictures)

Re: Farash: Mountain Temple

Posted: Sat Sep 04, 2010 9:34 am
by martin105038
I tried your map and I like it, it´s small and nice, but there are a couple of things you can fix:

- It´s too dark. I don´t know what the rest of the people think, but personally, I don´t like too dark maps. You miss a lot of details, besides that sometimes you can´t even see who is shooting at you (you only see the beams going around)

- Part of the building in the hidden area through the rock in CP3 is floating

- The building where CP2 is floating in some areas, and depending on what door you walk through, you can end up in a hole under the building. Try raising the floor outside. Also, the door is not aligned with the rest of the building

- There´s a problem with the height limit. I was able to fly over the walls and mountains with Boba Fett and got to the "backstage" of the map. Just lower the max height limit in the lua

Besides this, I think the rest is correct, planning works fine (or at least I haven´t noticed anyone stuck against any objects) and the map looks good. Just try changing the lightning so it doesn´t look so dark and you can appreciate more the details.

Re: Farash: Mountain Temple

Posted: Sun Sep 05, 2010 8:18 pm
by MrCrayon
looking GOOD! I can't believe it! You are still working on it! This ought to be good when it comes out! I really think some custom sides are in order (with some cool skins too)

and maybe the good old double hand pistol animation (please?) :mrgreen:

Re: Farash: Mountain Temple

Posted: Mon Sep 06, 2010 11:14 am
by CressAlbane
Thanks for the reply Martin.
I knew about the "backstage" area and I think I mentioned that the rock isnt supposed to be no collision.
The building- Yeah, that one is pretty hard to fix.
Height limit- Ok, will do.
Lighting- Ok, I have been thinking that myself. I might change to a day map.

Re: Farash: Mountain Temple

Posted: Mon Sep 06, 2010 4:53 pm
by martin105038
CressAlbane wrote: I knew about the "backstage" area and I think I mentioned that the rock isnt supposed to be no collision.
Sorry, I did´t see this.

As for the darkness, maybe you can still make it a night map but make less darker the ambient lights. Also, maybe adding fire in some places with lights attached could help.

I hope you make a definite version of this map because I really like it.

Re: Farash: Mountain Temple

Posted: Wed Sep 08, 2010 7:53 pm
by MrCrayon
fire? That won't work if it is raining will it?

Re: Farash: Mountain Temple

Posted: Thu Sep 09, 2010 1:26 am
by AQT
Off-topic: Of course it will work; particle effects can't interact like that in SWBF2. Unless you're asking in a realistic sense, then it all depends how large the fire is and how heavy the rain is.

Re: Farash: Mountain Temple

Posted: Sun Sep 12, 2010 10:17 am
by martin105038
AQT wrote:Unless you're asking in a realistic sense, then it all depends how large the fire is and how heavy the rain is.
This is what I meant. Maybe some fire under a tree or under a place with some cover from the rain, or maybe a bigger fire somewhere.

Re: Farash: Mountain Temple

Posted: Sun Sep 12, 2010 7:03 pm
by MrCrayon
I didn't suggest that battlefront had a physics engine for background stuff or objects. If it did, it would be amazing.

battlefront 3 will rise again

Re: Farash: Mountain Temple

Posted: Wed Sep 29, 2010 8:36 pm
by CressAlbane

Re: Farash: Mountain Temple

Posted: Sat Oct 16, 2010 2:34 pm
by SAMofBIA
im really srry that i wasnt on when the beta was released =( , anyway looks great, im DL as i type