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Korriban (Please lock, release is imminent)

Posted: Sat Oct 24, 2009 9:24 pm
by biohazard

Thank you all for your support of this map! Once I get the localization fixed, I will finish CTF mode and the minimap and release it. Please explore the topic: there are many screenshots to track the progress of this map, my first, and even some videos! Once I fix the localization bug and make the minor fixes, Korriban will be considered a finished product.










I'm using 100% custom assets, and I'm planning on using modified unit skins.

Screenies: (they make the fact that it's WIP quite obvious in some places :p)

Image


This is my first map, so it may not be of the most quality, but I'm doing best I can.

Re: Korriban

Posted: Sat Oct 24, 2009 9:51 pm
by Recon Trooper
Looks very good so far, keep it up :thumbs:

PS- Brings me back to when I was 9 and a played the last level on Jedi Academy...

Re: Korriban

Posted: Sat Oct 24, 2009 11:12 pm
by Darth_Squoobus
:eek: Whoah. What modelling software do you use?

Re: Korriban

Posted: Sat Oct 24, 2009 11:41 pm
by CodaRez
Darth_Squoobus wrote::eek: Whoah. What modelling software do you use?
:roll: XSI obviously.

Re: Korriban

Posted: Sat Oct 24, 2009 11:50 pm
by Darth_Squoobus
CodaRez wrote:
Darth_Squoobus wrote::eek: Whoah. What modelling software do you use?
:roll: XSI obviously.
Not everyone uses XSI, you know.

Re: Korriban

Posted: Sat Oct 24, 2009 11:55 pm
by RogueKnight
CodaRez wrote:
Darth_Squoobus wrote::eek: Whoah. What modelling software do you use?
:roll: XSI obviously.
3DS Max, obviously.

Re: Korriban

Posted: Sun Oct 25, 2009 12:25 am
by CodaRez
Darth_Squoobus wrote:
CodaRez wrote:
Darth_Squoobus wrote::eek: Whoah. What modelling software do you use?
:roll: XSI obviously.
Not everyone uses XSI, you know.
Well I saw this in his help topic, the caves.

Thought it was XSI, guess I was mistaken :oops:

Re: Korriban

Posted: Sun Oct 25, 2009 12:55 am
by Grev
I think what you mean to say is 100% custom object assets. Unless that scout trooper is yours. ;)

Re: Korriban

Posted: Sun Oct 25, 2009 7:43 am
by biohazard
He's not yet.

At least not the skin :p, the model may or may not, likely it won't.

Thanks very much for the compliments, but I'm using 3DS Max 7 and I have very little experience with it. They're not even close to the quality of the stock models, not to mention they're extremely low-poly.

Re: Korriban

Posted: Sun Oct 25, 2009 10:09 am
by Fiodis
Grev wrote:I think what you mean to say is 100% custom object assets. Unless that scout trooper is yours. ;)
Well, that's not quite an object asset. :wink:

Looking good for a first map, though I really recommend changing the sky.

Re: Korriban

Posted: Sun Oct 25, 2009 1:31 pm
by biohazard
yea, I just haven't got to that yet is all.

Soon I plan to release my almost-done proof-of-concept map as an alpha, just to make sure none of my models are having any sort of issues.



EDIT: It's still coming along!


Compilation of 12 half-size screenies. Beware. HUGE IMAGE.
Hidden/Spoiler:
Image


Progress:
Made heros a little bit accurate to Star Wars. (Luke & Emperor, Maul & Mundi) If anyone knows if specific jedi fought here in the Clone Wars, that'd be great.
Modelled the cliffs (lots of work), the rocks, and the statue.
Put them all together into a map (obviously)

Todo:
Change the sky
Fix AI paths
Rework tunnels
Combine some structures into a single model rather than several
fix the one roundish rock shown in the top and bottom screenies on the first column to be tall enough in several places as to block fire.

Good stuff:
The cliffs are just the right height that I don't think they can be accessed (though boba or jango may prove me wrong, haven't tested with them yet)
The map layout was meant just to be a prototype, but with just a few minor adjustments, it could work even better than my original plan.
I am very happy with how the cliffs turned out. Beside the caves, I feared most that I would have issues with those.

Re: Korriban

Posted: Sun Oct 25, 2009 5:50 pm
by DarthD.U.C.K.
its a good start but you should rework the UVs and make the current models maybe 4x to 6x times bigger than they are now (at the present it looks like a small mini-korriban-valley in my opinion)

Re: Korriban

Posted: Sun Oct 25, 2009 6:09 pm
by Master of Stickmen
DarthD.U.C.K. wrote:make the current models maybe 4x to 6x times bigger than they are now (at the present it looks like a small mini-korriban-valley in my opinion)
I concur. Good work on the map so far, though.

Re: Korriban

Posted: Sun Oct 25, 2009 6:16 pm
by biohazard
Ironically, they used to be exactly 6x bigger than they are now.

And trust me, they make a much better map when they're the size they are now. Maybe just a litte bigger, but only by a bit.


@DUCK it's actually supposed to be centered around a valley. That's how it appears in the illustration I'm basing it off of. Also, I assumed the general size of the buildings by my reference picture, as well. They were 6x the size before because I thought the player model was about 6x bigger than it is.



And BTW, feedback on my statue, please? I worked pretty hard to make it look halfway like a person. I think I got there.

Re: Korriban

Posted: Sun Oct 25, 2009 6:23 pm
by Fiodis
A very fat and odd-looking person. May I recommend importing a stock Sith model, perhaps, and giving it a rockish texture, to make it into a statue?

As for the map, it's very open (which, in this case, isn't such a good thing). Larger canyon walls would make less space in the middle.

Re: Korriban

Posted: Sun Oct 25, 2009 6:41 pm
by biohazard
In playing the map, the open area in the center of the map is actually a very good thing.

The layout of the map consists of 4 CPs, all on one side of this oblong canyon. I plan to make it narrower to decrease the open space just a bit, but nearly all the interesting fights occur in the valley in the middle. Farther out than that, though, few units end up going. Also, once I rework the caves, they will be just a bit more significant to the map, so that will also make more reason to take out some of that spare space.


As for my statue, it is not fat. You're fat. That's a cape. Can't have a Sith Lord without a cape. It just doesn't happen. And none of the heroes were born until about 5 millenea after these statues were made. They would be way too recognizable and archaeologists would become quite confused. Not to mention it looks odd because it was made 5000 years before the movie timeline. They didn't have incredible technology then.

Re: Korriban

Posted: Sun Oct 25, 2009 9:11 pm
by Fiodis
Call it what you want, the cape makes it look fat.

And I was not thinking of heroes, per se - I had the stock Jedi/Sith models in mind.

As for incredible tech 5,000 BBY, let me point out that they had spaceships and hyperdrives.

Re: Korriban

Posted: Sun Oct 25, 2009 9:33 pm
by biohazard
Oh.

Whatever.

I'll adjust it a bit.


And a goodie for the masses: My minimap (Not to scale)

Image

Re: Korriban

Posted: Mon Oct 26, 2009 3:06 pm
by [Skirata]Darman[M]
Map is a great idea, but actual it looks a bit flat...
But you aren't finished , so keep on, the models are good^^

Re: Korriban

Posted: Mon Oct 26, 2009 4:14 pm
by biohazard
Screenies of the updated map will be up later this evening, most likely. I greatly reduced the amount of empty space and made it so the caves hold a much more integral role in battle strategy. (Minimap is of the updated layout)

Todo:
Custom sky texture
Some custom unit skins, also maybe models if they aren't too much of a hassle.
Reposition one CP by just a little bit
Finish minimap - scale to the correct size and make it look just a little prettier than it does now
Fix terrain height in one area where a ramp needs to be jumped up onto, it's just an eensie bit lower than it should be.
Finish adding AI barriers and munge to test to make sure it works fine.
Add a loading screen pic

And last, but most importantly by quite a bit, is to fix the messed up text everywhere.


So basically with the exception of the last point, I'm just cruising along with just some minor things to finish.