The name might make the map sound bad, but I dont think so. What I have here for my first map is a junk yard in the middle of a city. Using tatooine and hoth assets I have what I consider a map worthy of posting on this thread. Here are some screenshots. All of the units/sides will eventually be custom.
The map. Nothing too much, but you can't see a lot of the smaller things from a birds eye view. The higlight of this map was basically to master the basics of custom skins.
Hidden/Spoiler:
^ map
And my custom clones going to be on this map.
Hidden/Spoiler:
The clones are suposed to be like HI-tech workers ( hence the hoth command consoles and what not )On a side note, the officer classes will not be on this map. Regular clones work just fine. As far as droids go, thats a work in progress still. I will not have a magnaguard, but I will give his weapons to other units. There will be a droideka
EDIT: The droids!
Hidden/Spoiler:
No magna guard, regular droids work just fine. The sniper have his radiation launcher and the engineer has his bulldog. OVERALL PROGRESS
SIDES:
Clones: 100%
Droids: 100%
MAPPING:
OBJECTS ( placing things like houses and consoles ) 80%
Planning/pathing/boundary/barriers 60% ( I have a LOT of barrier work to do so that my AI wont run into walls.)
THINGS TO DO:
Make an account on filefront ( or another website, so I can post a beta soon!)
Custom Loadscreen ( I don't know exactly how im suposed to do this. If someone can post in-depth explanation on this topic that would be great. I read the tutorials and I dont exactly get them. I also tried Zherteds loadscreen utility thing, didn't work.)
Ask for beta testers. ( I can do that now )So, does anyone want to beta test this for me/help me out? After I can upload it onto a website of course.
Compress or zip the contents of my mod. ( I need like a program to zip the files. Or else a way of manualy compressing the files so my mod wont be 150 MB's for one map. )
Finish my mod (duh)
Add a README ( I know I need something about lucas arts and pandemic not being responsible for damage to your computer...blah blah blah.)
AND FINALLY... CREDIT GAMETOAST FOR ALL THE HELPFULL TUTORIALS AND OTHER HELP THAT HAS MADE THIS MOD POSSIBLE!!
Re: The Junk Town
Posted: Sun Aug 21, 2011 6:05 pm
by Fiodis
I would recommend changing the terrain and the sky.
Re: The Junk Town
Posted: Sun Aug 21, 2011 6:48 pm
by Noobasaurus
Fiodis wrote:I would recommend changing the terrain and the sky.
I second this to the max!
Tears2Roses wrote:The higlight of this map was basically to master the basics of custom skins.
If this is true, then why release it? Master skinning and then make a really awesome map.
Also, I'd have to complement you on the clone skins. I like!
Re: The Junk Town
Posted: Sun Aug 21, 2011 7:27 pm
by Tears2Roses
Noobasaurus wrote:
Fiodis wrote:I would recommend changing the terrain and the sky.
I second this to the max!
Tears2Roses wrote:The higlight of this map was basically to master the basics of custom skins.
If this is true, then why release it? Master skinning and then make a really awesome map.
Also, I'd have to complement you on the clone skins. I like!
@ Fiodis I will do that!
@Noobasaurus A really awesome map has what?? I'm glad you think the skins are great!
Re: The Junk Town
Posted: Sun Aug 21, 2011 8:25 pm
by Noobasaurus
Tears2Roses wrote:@Noobasaurus A really awesome map has what?? I'm glad you think the skins are great!
Well, most really awesome maps have custom skins/sides. Most.
Re: The Junk Town
Posted: Sun Aug 21, 2011 8:32 pm
by Tears2Roses
Noobasaurus wrote:
Tears2Roses wrote:@Noobasaurus A really awesome map has what?? I'm glad you think the skins are great!
Well, most really awesome maps have custom skins/sides. Most.
I have the custom sides... im not trying to be rude but yeah...
As far as the actual MAP goes. What should the MAP have? Turrets? Trenches? Tunnels? ( no teleporters/buttons/command consoles that actualy do something, I can't do that. And I won't be working with XSI/other simmilar prgrams for new models. The stock ones work fine.)
Maybe I could add trenches/tunnels.
As far as sky goes, I changed that.
I guess you could say that this is more of a " what can I do do make a good map/feedback of what I have done " thread rather than a "tears2roses is realsing a mod!!" thread.
Re: The Junk Town
Posted: Sun Aug 21, 2011 9:52 pm
by Darth_Spiderpig
Well, if you don't mind, I would say the most important thing on touching up a map is adding lighting. Also, changing the sky and corresponding the fog color/intensity is making it lool much better.
I recommend using higher resolution textures for the ground, I mean stonefloor with stones as big as a man?
Also, I really think it's great that you have custom sides, that way you can easily edit the laser bolts, which I never liked in the stock game, they are looking too washed out, idk. For that you could just use the lightsaber textures for the bolts.
One very important thing is also not to let the skins look too much like a mishup of some bright colors as you did (no offense, my first skins were way worse), maybe you could try to desaturate the colors a bit, and add some scratches to the droids.
I like your clone skins pretty much though.
Just my opinion, but I felt it maybe would help making your map better.
Re: The Junk Town
Posted: Sun Aug 21, 2011 10:13 pm
by Tears2Roses
@ darth_spiderpig As this map is a "junk yard" map, the droids are suposed to look a litle weird. As for the clones, I accidently discovered that and thought it looked GREAT. I will de-saturate the droids/clones, and scratch the droids up a bit. As far as higher resolution goes how would I do that? I'm using gimp to edit my .tga's. Also, I didnt try edditing the terrain textures. Thats how the map came, but I see your point. As far as objects go... Should I add trenches or tunnels? Re-texture the objects? Or what? I fixed the sky, once I finish improving the droids/clones I will post more screenshots
Re: The Junk Town
Posted: Sun Aug 21, 2011 10:51 pm
by Noobasaurus
Tears2Roses wrote:I guess you could say that this is more of a " what can I do do make a good map/feedback of what I have done " thread rather than a "tears2roses is realsing a mod/map!!" thread.
Fixed and yes.
Basically when you want to make an
Noobasaurus wrote:awesome map
you first think about what type of map you want. "Do I want a huge battle map? Do I want a small interior map?"
You think about these things before making your map. Then you think about what the overall layout of specific parts will be and what the "atmosphere" of it all will be. Then you begin!
Anyway, that's just how I do my maps, which could be completely irrelevant to this topic but it still might help.
I second all of what spidey said!
Hidden/Spoiler:
Since I am writing this from an iPad it is kinda hard to do stuff.
Re: The Junk Town
Posted: Sun Aug 21, 2011 10:54 pm
by Unlucky13
As you are doing a junk yard map you could do an easter egg. Possibly some retextured hoth tunnels at a 30 degree angle, behind some metal leading to a secret room with locals, funny pictures or just something that looks cool. It would only require a bit of texturing and some simple sides (for the locals) which you seem completely capable of doing. It would certainly add a uniqueness to you map.
Other than that you could probably put some junk textures from mos eisely on stock props like fighters or other messed up objects. You could even pile a bunch of props up to make a hill for pure junk.
Re: The Junk Town
Posted: Mon Aug 22, 2011 12:03 am
by Grev
If it's a junkyard map, add junk. So far, you've got scattered houses, which doesn't convey junkyard. This might make is a bit easier: what parts of the map do you love playing in? Can you post a screenshot?
Re: The Junk Town
Posted: Mon Aug 22, 2011 7:40 am
by Darth_Spiderpig
Noobasaurus wrote:
Tears2Roses wrote:
Hidden/Spoiler:
Since I am writing this from an iPad it is kinda hard to do stuff.
Hidden/Spoiler:
Hey, don't whine, I was writing my last post from my iPhone
@Tears2Roses:
If you want it look like a junkyard, reskinning the buildings would be a good idea too, maybe add cracks in the walls and something like loose wallparts where you cann see the stones it is made of or something. I highly recommend you use the Raxus Prime assets released in here.
and yes, add a variety of terrain hights, like trenches, hills, piles (models) and stuff. Flat maps suck (mostly)
Re: The Junk Town
Posted: Mon Aug 22, 2011 10:32 am
by Noobasaurus
Woah, never knew those existed, I'll have to use those!
Hidden/Spoiler:
[quote="Darth_Spiderpig"]and yes, add a variety of terrain hights, like trenches, hills, piles (models) and stuff. Flat maps suck (mostly) [/quote]
[quote="Fierfek's Star Wars Battlefront II Modding Tutorial 3.5"]Part 1. First Map Mistakes
This section is about first maps. I have notice a couple things that really tick people off about first maps. Here they are:
- That Yavin ground texture (this is always a sign of an amateur)
- That Yavin sky (again, anything Yavin is a sign)
- First maps are often completely flat. It doesn’t matter if that suits your map’s setting. Give the map some hills. You honestly don’t know how important this is. Flat maps suck.
- First maps are often HUGE. First mappers don’t realize that the 2 command posts they placed will take 10 minutes to walk across. Make sure the map is not huge – the indoor maps of BF2 (Death Star, Tantive IV, Poliss Massa, etc.) barely take up any space in Zeroeditor. I believe each square is 1 meter.
- Don’t start with an indoor map. You might say, “But Squipple’s ‘Ancient Research Facility’ was a first map, and that was indoor!” Well, that map was exceptional. Make an outside map first. They are a lot easier.
- Don’t flood the map with water. Water requires a lot of extra programming to get working. Don’t start with water.
- Change the setup of the 4 command posts. Keeping them in that box formation is boring, and we’ve seen it a million times. Move the command posts around.
- Change the heroes. Please, no Anakin, Maul, Han, or Boba. They are the defaults, and must be changed. More on changing them later.
- Go basic. Try not to go insane with platforms going to 10 different command posts. Those maps aren’t very easy to make. Say (out loud) “I am not Dann Boeing” 3 times.
-------------------------------------------------------------------------------------------------
Make some hills, and some dips. FLAT MAPS SUCK. If your map is flat, you will get minus points. [/quote]
They fail most of the time because there is no enjoyment in playing on a flat map. You have excitement when you don't know what is around the corner(or for that matter, what unit, because you have a minimap) or above that next hill.
Or in that next trench.
Re: The Junk Town
Posted: Mon Aug 22, 2011 11:00 am
by Tears2Roses
Noobasaurus wrote:Woah, never knew those existed, I'll have to use those!
Hidden/Spoiler:
[quote="Darth_Spiderpig"]and yes, add a variety of terrain hights, like trenches, hills, piles (models) and stuff. Flat maps suck (mostly)
Fierfek's Star Wars Battlefront II Modding Tutorial 3.5 wrote:Part 1. First Map Mistakes
This section is about first maps. I have notice a couple things that really tick people off about first maps. Here they are:
- That Yavin ground texture (this is always a sign of an amateur)
- That Yavin sky (again, anything Yavin is a sign)
- First maps are often completely flat. It doesn’t matter if that suits your map’s setting. Give the map some hills. You honestly don’t know how important this is. Flat maps suck.
- First maps are often HUGE. First mappers don’t realize that the 2 command posts they placed will take 10 minutes to walk across. Make sure the map is not huge – the indoor maps of BF2 (Death Star, Tantive IV, Poliss Massa, etc.) barely take up any space in Zeroeditor. I believe each square is 1 meter.
- Don’t start with an indoor map. You might say, “But Squipple’s ‘Ancient Research Facility’ was a first map, and that was indoor!” Well, that map was exceptional. Make an outside map first. They are a lot easier.
- Don’t flood the map with water. Water requires a lot of extra programming to get working. Don’t start with water.
- Change the setup of the 4 command posts. Keeping them in that box formation is boring, and we’ve seen it a million times. Move the command posts around.
- Change the heroes. Please, no Anakin, Maul, Han, or Boba. They are the defaults, and must be changed. More on changing them later.
- Go basic. Try not to go insane with platforms going to 10 different command posts. Those maps aren’t very easy to make. Say (out loud) “I am not Dann Boeing” 3 times.
-------------------------------------------------------------------------------------------------
Make some hills, and some dips. FLAT MAPS SUCK. If your map is flat, you will get minus points.
[/hide]
They fail most of the time because there is no enjoyment in playing on a flat map. You have excitement when you don't know what is around the corner(or for that matter, what unit, because you have a minimap) or above that next hill.
Or in that next trench.[/quote]
Thats really helpfull. Thanks a lot! I will make a map with lots of hills ( say it 3 times "FLAT MAPS SUCK!" ) tunnels, trenches, etc. if x-fire would work I would post screens of my battle damaged droids, and the new map. I will also re-texture everything. Everyones advice is really helpfull! As far as the Raxus Prime assets go, I won't download them at the moment. Instead of a "junk yard/town" I could make a city. If I change my mind I will DEFINATELY donwload those assets though.
Re: The Junk Town
Posted: Mon Aug 22, 2011 1:17 pm
by Fiodis
Fierfek's Star Wars Battlefront II Modding Tutorial 3.5 wrote:
Hidden/Spoiler:
Part 1. First Map Mistakes
This section is about first maps. I have notice a couple things that really tick people off about first maps. Here they are:
- That Yavin ground texture (this is always a sign of an amateur)
- That Yavin sky (again, anything Yavin is a sign)
- First maps are often completely flat. It doesn’t matter if that suits your map’s setting. Give the map some hills. You honestly don’t know how important this is. Flat maps suck.
- First maps are often HUGE. First mappers don’t realize that the 2 command posts they placed will take 10 minutes to walk across. Make sure the map is not huge – the indoor maps of BF2 (Death Star, Tantive IV, Poliss Massa, etc.) barely take up any space in Zeroeditor. I believe each square is 1 meter.
- Don’t start with an indoor map. You might say, “But Squipple’s ‘Ancient Research Facility’ was a first map, and that was indoor!” Well, that map was exceptional. Make an outside map first. They are a lot easier.
- Don’t flood the map with water. Water requires a lot of extra programming to get working. Don’t start with water.
- Change the setup of the 4 command posts. Keeping them in that box formation is boring, and we’ve seen it a million times. Move the command posts around.
- Change the heroes. Please, no Anakin, Maul, Han, or Boba. They are the defaults, and must be changed. More on changing them later.
- Go basic. Try not to go insane with platforms going to 10 different command posts. Those maps aren’t very easy to make. Say (out loud) “I am not Dann Boeing” 3 times.
-------------------------------------------------------------------------------------------------
Make some hills, and some dips. FLAT MAPS SUCK. If your map is flat, you will get minus points.
Tears2Roses wrote:Thats really helpfull. Thanks a lot! I will make a map with lots of hills ( say it 3 times "FLAT MAPS SUCK!" ) tunnels, trenches, etc.
Imho Fierfek's list is unecessarily harsh on the newbie, and too strictly followed. Just as two points, water doesn't take a ton of extra coding, and there's absolutely no law against using the default heroes, if those are the heroes you want to have.
You can very well start with an indoor map if you like. It'll require some more in-depth positioning of assets than an outdoor map but that's no reason it can't be done.
Bottom line is, it's helpful to take others' advice into account, and Fierfek's list is such a piece of advice, but don't scrap your map simply because it doesn't pass one or two points on his checklist. If you still want to make a junkyard, then go ahead. It could be perfectly flat and still work out if you have some exciting prop placement. Stock Mos Eisley, after all, is perfectly flat. If you want to have a CP on a platform above a trash smelter bashed out of Mustafar and Kamino assets, then go ahead. It's not at all necessary to convert your map into the Himalayas because someone wrote down somewhere that "flat maps suck."
Hidden/Spoiler:
Also I can't help but worry that one day a really good flat map will come along, but everyone will be brainwashed by then and shoot it down.
Re: The Junk Town
Posted: Mon Aug 22, 2011 3:53 pm
by Tears2Roses
I get your point, but I just liked that quote
What I will do, however, is make the map a wee bit larger. I will also add hills in the background maybe ( so you dont see a black ring around the outside of the map if you fly with the jet trooper. And you also wont see the borring yavin ground outside the wall. )
I will re-make the map, but keep the same idea.
Hidden/Spoiler:
To be honest, I just randomly placed the objects...didn't take the time to do a good job. Rather than posting on the mod map/work in progress thread this should have been posted on the modding forum, I just really wanted feedback and idea's.......
I think for improvements, I will have actual ally ways with props, and more attention to detail. Give the buildings there domes and what not. I think I will keep the playing part of the map flat. ( As soon as you adjust the terrain, the objects get lost underground and the command posts too. But if its where you cant go, then it won't matter. Get the picture? ) I won't have screenshots for a while, as I haven't really: 1) eddited the droids/clones yet and 2) haven't had the time to ( being on a farm sucks. ) But, thanks for all the help everyone. It is M U C H apreciated!
Re: The Junk Town
Posted: Mon Aug 22, 2011 4:37 pm
by Fiodis
Tears2Roses wrote:( As soon as you adjust the terrain, the objects get lost underground and the command posts too. But if its where you cant go, then it won't matter. Get the picture? )
Did you know you can move props? It's true - if you want non-flat terrain you can move the props above the terrain and click the "object to terrain" button, then make fine adjustments.
Re: The Junk Town
Posted: Mon Aug 22, 2011 4:43 pm
by Unlucky13
Also you can use the c key to move your objects and the z key to rotate them, although object to terrain is much faster.
Re: The Junk Town
Posted: Mon Aug 22, 2011 6:59 pm
by Fiodis
Unlucky13 wrote:Also you can use the c key to move your objects and the z key to rotate them, although object to terrain is much faster.
Ah, sorry, I should have mentioned that when I talked about moving props. There's a more complete set of ZE controls in the stock documentation, I believe.
Re: The Junk Town
Posted: Tue Aug 23, 2011 9:43 am
by Tears2Roses
I forgot you can use those buttons to move objects up. By the way, how would you move the command posts/delte them. I go select region under the region tools but the region wont slect/move/delte...Any Idea's? I want to move the CP's to match my object placement better, and add my local team.
EDIT: what texture should I make the ground? The ones that look fine in ZE are BRIGHT white/orange in-game.