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Re: Kothlis: Sunken City

Posted: Wed Jun 03, 2009 6:41 am
by _BR3AK3R_
Hey , very cool map ... I like the concept :D but you should really add a little more cover :wink:

Re: Kothlis: Sunken City

Posted: Wed Jun 03, 2009 12:21 pm
by theultimat
Looks great for a first! But I would suggest that you change the fog colour in the .sky file from a blue - maybe a more topical colour. Overall, looks nice though. :thumbs:

Re: Kothlis: Sunken City

Posted: Wed Jun 03, 2009 12:37 pm
by JackTHorn
Looks nice! And it's a neat idea.

First thoughts:

Put in some vehicles that can travel over water, like a speeder or two, maybe a landspeeder -- not necessarily any tanks or anything, which would take away from the awkward sunken-city feel.

Some crates and such -- I'm thinking some bits from Eddie's old Italia map, the market square part -- would provide good cover.

Some plants of some kind growing from the edges of the water would make sense, but otherwise I don't know that you really need to change the setting too much. I definitely don't think it really needs to be made more tropical, though that wouldn't be bad.

It occurs to me that it might be cool to have an area or two where the building tops that you walk on are just a little below the water level, so you have to wade through (you might already have this, I didn't notice it though). A CP in one of these areas, slightly underwater, would be cool too.

And this may be a little much for you at this point, but I always like new unit skins for at least the clones and the rebels on new maps (new skins for the CIS and Imps seem to have to look better to work) -- even just some changed colors are nice. If possible, a new unit or two would be good also, though that would come along with development of the story, and might be tough for you at this point.

Other than that, I'd say just make sure that the oddly-placed CPs are not too hard to capture... for example, the one on the roof of that little building just needs to have a wide enough capture area so you can capture it without having to get onto the building.

I think one of the most fun elements of this map-concept is the makeshift ways of getting from place to place. If you've ever explored a place that's been flooded, one of the tricks is figuring out how to get to where you want to go, sometimes it's really roundabout. You could be just feet away from the place you want to be, but it's across a deepwater dropoff that's barely too far too jump, so you have to find a way around. You should have some places that can be jumped, maybe only from on top of a crate or something, and other places that can't be -- and if you do put water-floatable vehicles in, be sparing, don't have more than two or maybe three at a time.

Finally, one idea is to have two different types of bridge/walkway things -- some that are just boards found in the area, like you've got, and maybe some black or metal ones that one of the more-prepared sides brought with them for just this sort of situation?

Looks good, I'm looking forward to playing it!

Re: Kothlis: Sunken City

Posted: Wed Jun 03, 2009 7:38 pm
by Fluffy_the_ic
Actually, I've done a lot of the ideas you've had. I've added a lot of trees. I added more cover, still working on that, though.
@Jack: I like most of those ideas, I've actually already done the slightly underwater buildings. But, I'm not adding vehicles because of how small this map is. And I'm not doing skins of units for now simply because I'm kinda lazy and this map is actually just supposed to be a simple test of my ZE skills.

Re: Kothlis: Sunken City

Posted: Thu Jun 04, 2009 12:20 am
by JackTHorn
Yeah, if it's a small map, I can see what you mean.

Sounds good, then, even without new skins and stuff -- I'll keep an eye out for the release.

Re: Kothlis: Sunken City

Posted: Fri Jun 05, 2009 6:20 pm
by Faceman2000
Hey, I have some clone skins if you want them that will fit in nicely with this environment.

Re: Kothlis: Sunken City

Posted: Sat Jun 06, 2009 1:45 pm
by Fluffy_the_ic
Nah, my problem isn't a lack of skins. I have plenty. My problem is my laziness.
New screens:
Hidden/Spoiler:
Image
Image
Image
I really like how the tat buildings reskinned that way turned out, although the wood looks kinda screwy in some spots. And everything also has a new bump texture, too.
Also, please don't tell me to reskin the barrels and bins and the like, it could potentially screw upo teh skin of the crashed space ship, which I don't want to delete, I think iot adds to teh ambiance.
One last thing, I'm having trouble with the tree leaves. Even placed like normal objects, the leaves don't show up.
So I need to add fog, rain, and leaves.

Re: Kothlis: Sunken City

Posted: Sat Jun 06, 2009 2:55 pm
by Xavious
Looks pretty nice, though a bit boring, seeing as every building uses exactly the same texture. If you can combine unity and variety when skinning buidlings, you'll have a nice looking map.

Re: Kothlis: Sunken City

Posted: Sat Jun 06, 2009 3:06 pm
by Nova Hawk
Looks pretty good, and I wouldn't mind if the 501st were in this map, this looks like a good place for them to be. But if you do decide to put in custom sides, then by all means, do it.

Re: Kothlis: Sunken City

Posted: Sat Jun 06, 2009 4:16 pm
by Fluffy_the_ic
@Xav: Meh. I know that it does look kinda boring, ubt it looks better and more tropical that the stock skins, at least, right? And it's all the same texture because EVERY SINGLE Tat building shares a group of 7 textures, making it extremely hard for the bui,ldings to look good and different easily.
I'm gonna try and figure out the problem I'm having with the leaves, then the map may be ready for a beta relase. :) It will be public.

Re: Kothlis: Sunken City

Posted: Sun Jun 07, 2009 2:04 am
by Nova Hawk
Very cool. 8)

Re: Kothlis: Sunken City

Posted: Sun Jun 07, 2009 5:39 pm
by Faceman2000
It's not that hard to change the skin an object uses. Juust open up the msh in notepad, lokk around till you see *******.tga, and then change the name to whatever you want, and then make a skin with the same name.

Re: Kothlis: Sunken City

Posted: Sun Jun 07, 2009 5:48 pm
by Fluffy_the_ic
Please, don't pressure me with it. I don't want to do that mainly because of how many mshes and textures I'll be screwing around with, and I don't think I can keep my mind on track for that long.