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WIP-Coruscant Sewers

Posted: Thu Sep 07, 2006 5:30 pm
by WideBoy
Yeah.. this migth be my first map. (if i get around finishing it, I do major sucking when it comes to creating CP and other stuff in ZeroEdit)

It will be a "inside" map. A map thats totaly inside like in the Deathstar and so on.
I got the idea from one of the best fanfilms i've seen. (I.M.P.S - The Relentless if you wonderd) and wil take me some time to create, mainly becouse of my lack of Texture creating skills but hell.. heres a screen of one of the pieces il use in the making:

Image[/img]

Posted: Thu Sep 07, 2006 5:36 pm
by Moving_Target
*jaw drops* amazing! Keep up the great job!

Posted: Thu Sep 07, 2006 5:39 pm
by yankeefan05
The one pic looks like this map can have potential. Hope it turns out great.

Posted: Thu Sep 07, 2006 5:43 pm
by Karnage
Man people are dishin out maps like it's time to eat lunch!

This looks like it's gonna be another great map.
Keep up WideBoy! :D

Posted: Thu Sep 07, 2006 5:50 pm
by Xavious
Looks excellent for a first map!

Posted: Thu Sep 07, 2006 5:56 pm
by WideBoy
Well..wow.. thanks for the kind words.. didt expect that.

But anyways, i got a problem. as i said earlyer i am NOT good at fixing stuff in ZeroEdit. And i am planing on having a kinda big room with two bridges crossing sewer water. But.. how do i change the water from nice and clean to nasty? And if you guys want the parts i am making the map of yell out. and il try to find a way to host the files. no use for me to keep em for my self is it?

EDIT:
AND does anyone have a good idea on ligthing the map good? Thinking about "hanging" DirLigths in the tunnels but arent sure if the SWBF2 engine can handle all the ligths.

Posted: Thu Sep 07, 2006 5:59 pm
by Xavious
You could reskin the water...

Posted: Thu Sep 07, 2006 6:12 pm
by jangoisbaddest
Like the premise. Perhaps you could make a diangona, and put it in as a local :P .

Posted: Thu Sep 07, 2006 7:06 pm
by [SBF]ATATFIGHTR
looks cool, cant wait till you get some shots of in game.

Posted: Thu Sep 07, 2006 8:00 pm
by JackSkratch
Like the premise. Perhaps you could make a diangona, and put it in as a local :P .
Yah, a diangona would be cool. An easy way to do that is just to put in a scarlac pit and cover the mouth with boxes or other objects, so just the tenticles stick out.
This is gonna be a great first map!

Posted: Thu Sep 07, 2006 8:40 pm
by Schizo
Oh, this looks interesting. Better than I expected by a long shot. Hopefully the map will be good. I'll be looking forward to it. Then we'll have the Upper City, Lower City, and the Sewers. All areas of Coruscant.

Posted: Thu Sep 07, 2006 10:49 pm
by EsKiMo
its nice to see some new blood here at GT, (more mod maps :D )
The map itself looks great btw

Posted: Thu Sep 07, 2006 11:25 pm
by PvtParts
When you call for the texture for the water, make your own. The water in BF2 is basically crap, so all you need is a 'mucky' texture, and then your water will be 'mucky'


I would like the models your using for this, seeing as how you did offer.

Ill be back to help if you need any, or you can pm me.

Parts

Posted: Fri Sep 08, 2006 12:17 am
by Protector_Pulch
Looking great that far - it has the an atmosphere like the Manaan map, but it also has its own identity.
I love how the left wall is left unlighted.

I think you don't have to use that much lighting : Darkness is good for the Framerate and for the looks, as well.

Posted: Fri Sep 08, 2006 1:07 am
by ML_916
This looks really cool! I love Coruscant and this looks so good..just got a little idea:
in GCW the rebels could be like those in MajinRevans ROTE-maps but without CIS-weapons...that would be really cool..and maybe have some other clone commander in CW..
I´m looking forward to this map..

Posted: Fri Sep 08, 2006 10:12 am
by WideBoy
Could you decribe the "MajinRevans ROTE rebels"?

And i could need som major help in ligthing. How many "ligths" can i use on a map and how should i get the best ligthing on this kinda map?

Posted: Fri Sep 08, 2006 10:32 am
by Epena
I gotta say, I was really blown away from that first picture. I was wondering who was making this, didn't recognize you, but I sure will from now on. :)

Glowing fungus would probably be the best way to light up the map while looking natural.

Posted: Fri Sep 08, 2006 10:43 am
by WideBoy
Cool thanks for the tip. Il use that. But any ideas on how to create that?

And..getting kinda scared about the good stuff you guys says.. remember my texture skills is BAD and thats a small pic.. sorry.

Posted: Fri Sep 08, 2006 12:32 pm
by Epena
I assume you're making your own models. If so, just make a few different models of fungus (three or four) or varyinng sizes and shapes to make it more realistic and have a less canned look to it. Then just put on a gree texture with a bit of definition to it (fuzzy look, rough look, speckles, however you want the fungus to look) then apply glow.

Info on glow is found here.

I also recomend consulting this thread whenever you're looking for tutorials and info related to modding. :)

Posted: Sat Sep 09, 2006 2:49 pm
by ML_916
[quote="WideBoy"]Could you decribe the "MajinRevans ROTE rebels"?
quote]
well, the ordinary soldier is replaced with the female sniper-model, the vanguards is a wookie with a rocket-launcher and crossbow, the sniper is a gungan with mines, there is a green Twi´lek with a chaingun and the normal rebel soldier is some kind of special unit and the bothan spy got a sniper rifle... I think that´s all..

Multi-species rebels would be so cool for some Coruscant-map...