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Cliff City
Posted: Sun Apr 22, 2012 1:00 pm
by SpartanA259
Hello all I present a map Ive been working on. Right now its called cliff side city. Now on to the map... The city takes place on an island on some planet. The city is postitioned inbetween two cliffs and rises up near the top of the cliff. The city has three levels: Level one is board walk area, Level two is the market district, and Level three is the residential area. Beyond the city are a few houses and a marsh. The only game mode is conquest in the GCW era and a new era taking place before the Clone Wars when the planet is in a civil war. GCW Story: This planet was a base of operations for the Rebellion. The Empire attacked the planet when the Rebellion was low in troops. The Rebellion had to retreat so they fled the planet leaving only the civillians. At first the people tried to fight the Empire but after the Empire rounded up a whole village and exterminated them they gave up and joined them. Two years after the taking of the planet the Rebellion has returned to retake the planet.
The Civil War doesnt have a story at the moment, still working on it. The map I figure is pretty much 50% done. Right now the main cities layout is close to being done. Here are some screen shots. I have updated the cliffs so they are not so square looking. I will post better screen shots soon...
Re: Cliff City
Posted: Sun Apr 22, 2012 1:16 pm
by Webster27
It looks neat, but still a bit to Naboo-ish, but if you would maybe retexture the props it would look better(If you haven't have that in your mind already). I like the kinda park area. Cool map looking forward to hear more about it !

Re: Cliff City
Posted: Sun Apr 22, 2012 1:22 pm
by willinator
Since your map is during the day, I would recommend using the Naboo buildings from BF1.
Re: Cliff City
Posted: Sun Apr 22, 2012 2:23 pm
by CressAlbane
The terrain on the cliff is really stretched!
Re: Cliff City
Posted: Sun Apr 22, 2012 6:29 pm
by ARCTroopaNate
Looking good

, what's the layout going to be like? Where are the CPs going to be, are there any vehicles?
Re: Cliff City
Posted: Wed Apr 25, 2012 5:28 pm
by Fiodis
You'll want to do something to cover up/get rid of that stretched skydome texture.
Re: Cliff City
Posted: Thu Apr 26, 2012 3:55 am
by lucasfart
Its looking great!
As Fiodis mentioned, you should probably stick up something around the edges of the map, like some mountains/other big props which cover the bottom of the skydome. The really sharp terrain also looks pretty unnatural. You should blend it so that its a bit smoother and more realistic - either that or change the texture to something that looks more like a cliff face. Also think that the city needs some small props to make it feel more real/for cover purposes - picnic benches, crates etc.
What about a garden section? And since it is by the sea, maybe it might be worth add some wharves.
Please bear in mind that these are all suggestions. You don't have to do them if you don't want to - its just my opinion that they'd make this map better. Hopefully I haven't come across as rude in all this....

Re: Cliff City
Posted: Thu Apr 26, 2012 6:23 pm
by SpartanA259
As seen in the first screens the terrain is a work in progress. I did change up the cliffs abit and I so far have added trees to one side of the cliffs and will be going to add some to the other side. I also added AA Guns in each of the cliff bunkers. The marsh area now has AA Gun positions back there as well as some rock cover, tents, and several holes. Im still trying to figure out something to put on the edge of the map.
Updated Screenshots:
@Lucasfart Good ideas Ill use some of them.
Re: Cliff City
Posted: Thu Apr 26, 2012 6:48 pm
by Marth8880
Looking good, but you're going to want to add a global directional light that casts shadows and specular.
Re: Cliff City
Posted: Fri Apr 27, 2012 2:08 pm
by Cerfon Rournes
Marth8880 wrote:Looking good, but you're going to want to add a global directional light that casts shadows and specular.
^This, and you may want to still work on those cliffs.
Re: Cliff City
Posted: Mon May 07, 2012 9:29 pm
by SpartanA259
Just a couple (very) small updates.
First the second level street. It's still a wor in progress

Second the main first level street. How do the street lamps look?

I will also be fiddling around with lighting and shadows soon.
Re: Cliff City
Posted: Mon May 07, 2012 9:59 pm
by THEWULFMAN
That street is about 55% wider than it needs to be. Unless it's a freeway. Lamps look nice, large, but nice.
Re: Cliff City
Posted: Mon May 07, 2012 10:05 pm
by ARCTroopaNate
I suggest fixing the cliff terrain, you can use the blend tool with the bell brush to fix it, and make it look not as stretched, in ZeroEditor you can also change how stretched the terrain is, there is an option for it under texture, you must change it for every texture.
Re: Cliff City
Posted: Mon May 07, 2012 10:45 pm
by Marth8880
ARCTroopaNate wrote:in ZeroEditor you can also change how stretched the terrain is, there is an option for it under texture, you must change it for every texture.
jerp, it's the Rotation value, which is right below the Tile Range value.
Re: Cliff City
Posted: Tue May 08, 2012 7:24 am
by Fiodis
Marth8880 wrote:ARCTroopaNate wrote:in ZeroEditor you can also change how stretched the terrain is, there is an option for it under texture, you must change it for every texture.
jerp, it's the Rotation value, which is right below the Tile Range value.
Hmm. It would make more sense for Tile Range to change how stretched the texture is, since that controls the scaling of the texture on the terrain. According to
Riley's notes here, Rotation values aren't actually saved in the ter file if you edit them in ZE. I don't have a working ZE atm, so if anyone could verify that, I would be thankful.
At any rate, it would do more for your map if you would just not make the cliffs so steep. Either make them slope more gradually, or use some props rather than terrain to make up the cliff walls. Real cliffs don't really look like that, anyway. And if the terrain is steep enough there's a bug where units might fall through it.
Re: Cliff City
Posted: Tue May 08, 2012 7:48 am
by THEWULFMAN
Fiodis wrote:According to
Riley's notes here, Rotation values aren't actually saved in the ter file if you edit them in ZE. I don't have a working ZE atm, so if anyone could verify that, I would be thankful.

Marth and I make liberal use of the Rotation and Tile Range values. I did so with my BF3 Mos Eisley and my Titan map as well, and they are saved. Maybe not in the ter file, but the values are saved. As far as I can tell anyway.
Re: Cliff City
Posted: Tue May 08, 2012 11:03 am
by Starzwarz
I like the idea alot.
I think the whole layout could be a bit better.
LIKE : as some have said using a different skin for the buildings, Using Naboo buildings is a little unappetizing. Also, It does look a little to....Clumped. I think it could use some more space between buildings, with ally's and such.
The park area does look very nice though. I will Beta test your map. Just send me a PM.
Re: Cliff City
Posted: Tue May 08, 2012 12:50 pm
by Fiodis
THEWULFMAN wrote:Fiodis wrote:According to
Riley's notes here, Rotation values aren't actually saved in the ter file if you edit them in ZE. I don't have a working ZE atm, so if anyone could verify that, I would be thankful.

Marth and I make liberal use of the Rotation and Tile Range values. I did so with my BF3 Mos Eisley and my Titan map as well, and they are saved. Maybe not in the ter file, but the values are saved. As far as I can tell anyway.
I suppose that's another difference between BF1 ter files and BF2; Riley's notes are for BF1. Good to know.
Re: Cliff City
Posted: Tue May 08, 2012 5:15 pm
by AirspeedRedux
THEWULFMAN wrote:
That street is about 55% wider than it needs to be. Unless it's a freeway. Lamps look nice, large, but nice.
I actually disagree, the street looks nice like that, if he's planning on including vehicles too it would be better to give himself the option of doing so then build himself into a corner with a smaller map.