Page 6 of 16
Re: Coruscant: Skyline
Posted: Sat Jul 28, 2012 2:51 am
by yuke5
Clone Commander
I have done a remix of the Clone Commander.
Loadout:
Primary: DP-23 Fully Automatic Shotgun (Has less range and damage than standard, but a higher rate of fire and slightly larger clip)
Secondary: DC-Sidearm Blaster
Equipment: EMP Mines x 3 (Small radius, does very little damage to organics, high damage to droids.)
Defense Buff
Jet-Droid
The Droideka was somewhat unwieldy, so I replaced it with a Jet Droid.
Loadout:
Primary: Advanced Blaster Rifle(Single fire, but much, much more accurate)
Secondary: Blaster Pistol
Equipment: Timebombs x 2
Re: Coruscant: Skyline [Mini Update]
Posted: Sat Jul 28, 2012 11:51 am
by CressAlbane
Good idea on the jet droid. I'm working on some sharper textures for the various color buildings, but my internet connection has been spotty for a while. I might not be able to get them to you for a few days.
Re: Coruscant: Skyline [Mini Update]
Posted: Sat Jul 28, 2012 3:40 pm
by Glitch25
Why don't you use Sky_216's Jet Droid? He also includes a nicer jet effect to go with the new jetpack.
http://www.gametoast.com/forums/viewtop ... 64&t=22333
Re: Coruscant: Skyline [Mini Update]
Posted: Sat Jul 28, 2012 4:38 pm
by THEWULFMAN
I agree with using Sky's model, however I like the orange skin.
Re: Coruscant: Skyline [Mini Update]
Posted: Sat Jul 28, 2012 5:19 pm
by RattleandHum1988
THEWULFMAN wrote:I agree with using Sky's model, however I like the orange skin.
I concur.
Re: Coruscant: Skyline [Mini Update]
Posted: Sat Jul 28, 2012 7:09 pm
by yuke5
Thanks for posting that Jet Droid. I like it better too. I'll get it in-game ASAP.
EDIT: Both links are broken.

Re: Coruscant: Skyline [Mini Update]
Posted: Sun Jul 29, 2012 7:01 am
by Lephenix
yuke5 wrote:Thanks for posting that Jet Droid. I like it better too. I'll get it in-game ASAP.
EDIT: Both links are broken.

http://www.mediafire.com/?ka51bonc9cu898r
It works for me. Good job on your map

.
Re: Coruscant: Skyline [Mini Update]
Posted: Sun Jul 29, 2012 10:31 pm
by yuke5
The new model is in-game.
Re: Coruscant: Skyline [Mini Update]
Posted: Sun Jul 29, 2012 11:59 pm
by RevanSithLord
If he runs out of fuel, I hope there's a platform under him.

Unless you gave him unlimited jetpack fuel and I missed it on one of the pages. Looks great by the way!
Re: Coruscant: Skyline [Mini Update]
Posted: Mon Jul 30, 2012 12:08 am
by CressAlbane
I'm working on an additional area to the map, and all is going well - expect to see some more action from the sniper units after the next update! We'll have 2 new areas for command posts, as well as some alternate routes between buildings. You can expect to get an updated library msh soon, too.
Re: Coruscant: Skyline [Mini Update]
Posted: Mon Jul 30, 2012 5:45 am
by Lephenix
I noticed that after i posted it

.
The new skin is better

.
Re: Coruscant: Skyline [New Pictures]
Posted: Sat Aug 11, 2012 12:14 am
by yuke5
So I was working on the map, following some of the design suggestions of the beta testers, which requested more buildings, lights and the like, but nothing felt solid. My dad saw me working, and he said, "So you're trying to get a neon city type thing going on?"
I said, "Yeah."
"Well, maybe you might want to look at some pictures of Tokyo, or, oh I know, take a look back at Blade Runner."
And that is when things started clicking.
Anyway, I finally realized the level of light density I'm shooting for, and here is what I have so far. I'm not done by any means. I have a lot of omni-directional lights to place and more ads to add, but this is getting closer to the style I want.
Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 12:33 am
by ARCTroopaNate
It's great to see that you're gonna go all-out on this! It's looking better already!

Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 1:10 am
by THEWULFMAN
You can
never go wrong using Blade Runner as a reference. Good work.
Oh and here's a fun fact, my parent's first date was seeing Blade Runner.

Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 1:48 am
by The Nasal Abyss
Well, duh. Blade Runner has one of the best and fully realized sci-fi cities ever
I could have told you that!
THEWULFMAN wrote:
Oh and here's a fun fact, my parent's first date was seeing Blade Runner.

Nerdy parents FTW.
Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 2:16 am
by Marth8880
I suggest increasing the level's WorldContrast from 0.5 to maybe 0.6 at the highest. This is done in the .fx file.
Code: Select all
Effect("ColorControl")
{
Enable(1);
WorldBrightness(0.5);
WorldContrast(0.6);
WorldSaturation(0.5);
}
Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 3:19 am
by yuke5
I added an FX file to my map, with just that included and the map crashed. I dunno if it's something different though. The error report gave me nothing useful. I'm cleaning and re-munging now.
Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 5:11 am
by AQT
Looking great as usual, Yuke. Very nice update!
Not sure if this will work out on this particular map, but the SWBF1 Kashyyyk assets also has this other "tech pillar," the shortest one of the three available, that you could probably use to add more glow to the map. I think you could probaly use it as one of these things:
I think they are used to prevent cars from slamming into people on sidewalks in the real world. Just an idea.
Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 10:56 am
by Cleb
Ok I think this is my favorite map in the wip section, I really like all the lights and the flyers going by and the new units, but one thing I wanted to ask: In the 2nd picture, on the building in the background there is an Imperial symbol on it. Is that intentional? Just asking because it doesn't make much sense for the Imperial symbol to be there in the Old Republic era

Re: Coruscant: Skyline [New Photos]
Posted: Sat Aug 11, 2012 11:11 am
by DarthD.U.C.K.
the lights are veery nice!