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Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 1:24 pm
by DarthD.U.C.K.
i cannot agree with you, i think the style fits perfectly
i think its better if we wrote our feedback into the betareleasethread

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 2:20 pm
by mswf
Revan-Shan wrote:The map is greatlooking, but there's somth disgusting. It's too messy, too colorful. The ships moving and new props are great, bit the colour chaos decreases this map's level. I think you should try making thigs more 'grey', more metallic. Specially the buildings. Once that is done this map will be perfect.
That's a very unthoughtfull suggestion. THINK about what you just said, how would you feel if you worked on a grey map for a long time and then, when you're almost finished, someone with no apparent experience makes the strong suggestion that you should make your map more colourfull.
It comes over very, very brutal.
DarthD.U.C.K. wrote:i think its better if we wrote our feedback into the betareleasethread
Well, Food_Eater did ask to post everything here :) :
Food_Eater wrote:I believe that all bugs, glitches, complaints, feedback, and possibly even "hey, wanna come to my server?"s should be posted here.
My short feedback:
I really like the map, the only small bug I found was that the "pirates" tend to get too overcrowded around the landing pad with the four boxes. Umm, (I don't know how to describe it best)... Near the "red Millenium Falcon" (I know it has a different name, but I can't grasp the name from my head at the moment...). The pirates there sometimes start walking over eachother, whilst killing eachother alot.

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 4:25 pm
by RevanSithLord
I'm sorry, Revan-Shan, but I agree with mswf. That's a little too brutal.

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 4:39 pm
by Maveritchell
mswf wrote:
Revan-Shan wrote:The map is greatlooking, but there's somth disgusting. It's too messy, too colorful. The ships moving and new props are great, bit the colour chaos decreases this map's level. I think you should try making thigs more 'grey', more metallic. Specially the buildings. Once that is done this map will be perfect.
That's a very unthoughtfull suggestion. THINK about what you just said, how would you feel if you worked on a grey map for a long time and then, when you're almost finished, someone with no apparent experience makes the strong suggestion that you should make your map more colourfull.
That's a perfectly valid suggestion, and there's absolutely nothing wrong with it. You may not agree (and neither do I), but that is called "constructive criticism" and anyone is entitled to give it. If someone says "this sucks" and nothing else, then it's unwarranted. Just because you don't agree with something doesn't make it wrong.

On that vein, a couple points - the map has too many textures that repeat too often. Most of the walkways use a texture that's repeating too often (use something with less detail), and there was one picture in a screenshot in the release thread that had a repeating Death Star box texture that also disagreed with my eyes.

Additionally, it seemed too easy to force the AI down to one CP. Playing ALL vs IMP, the IMP side was forced back to one CP and stuck in there through one bottleneck exit. I might consider amending that, since it makes the end-of-game very repetitive (especially since the reinforcement count is higher by default). Other than those, it's a pretty good map. (Edit: It seems the AI wasn't bottlenecked, just stuck. Disregard this last criticism.)

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 5:07 pm
by mswf
It really isn't my intention to let a big discussion break out, but:
I do agree that Revan-Shan his suggestion about his taste of colours is fully valid. However, coming from someone who appears to be kinda new and who has posted only two things before (of which one I had read just before, it wasn't the most thoughtfull/subtile comment ever as well, keeping in mind that we've never seen something that he made that was perfect himself.).
However, that was not what I thought was so unthoughtfull.
I personally found his choice of words a little bit out of leage (disgusting, this is messy), followed by the assumption that his own idea is probably the best, whilst we haven't seen anything he made himself to back up his ideas.
It wasn't my intention to come over too brutal myself, but I wanted to point out that what he had just posted didn't come over very nice. (I am assuming that Revan-Shan didn't mean it that way, just to get that out of the way)
I wasn't critisizing his opinion (really, I also agree that everyone should have the freedom to express their opinions), but merely trying to tell him to sit back and read what he wrote from a different point of view next time he's posting something.

And back on topic, I also agree with Maveritchell that because the bridge texture is too detailed it looks a little bit too unrealistic. I hope you know what I was talking about when I talked about the pirates getting stuck.

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 5:33 pm
by negah
OFFTOPIC
Having only 3 posts doesnt mean that hes new, maybe he was visiting Gametoast for a couple of months/years before joining. What I want to say is that post count doesnt matter at all, you may have very much posts which are mostly senseles (like multiple variations of 'YAY that l00ks saw awwwsome me liek it' on every page of every single project, no offense to those who have got many posts, thats just an example). The context of the posts is what really matters.

However Im agreed that his post was kinda harsh.

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 6:46 pm
by Nihillo
Alright, I have played all game modes in all eras at least once, I still haven't found any bugs that haven't been mentioned already, except for a minor detail involving Boba Fett's carbine: it's missing sounds.

I believe the civillians could have some sort of melee attack in GCW Hunt, there were plenty of times when an imperial would survive the explosion of a Thermal Beverage and I would be forced to use another explosive just to deplete what was left of his health; it takes a lot of time to rearm, therefore I would like to conserve ammo, and it's pointless to waste a good Thermal Beverage when it's perfectly reasonable to simply charge at the injured trooper and smack his head with something.

Are you aware that the Spacers in CW hunt have an "invisible" Blaster Rifle?

Re: [WIP] Corellia: Coronet City

Posted: Mon Aug 24, 2009 8:32 pm
by H_BOMB
I think this map is great, I agree on the point of the civilians have something more than just a thermal beverage to combat the Imps. I also have a suggestion of my own! I posted this in the beta release thread, so I'm not sure if you may have seen it or not. Anyway, I was thinking it would be kind of cool if you could somehow eliminate the Pirates from the battle permanently, sort of how you could do the same thing with the Tuskens in the Dune Sea map of BF1. Maybe by making the ships near their spawnpoints destructable CPs (if its possible of course). Anyhoo, its up to you.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 5:07 am
by Revan-Shan
However, that was not what I thought was so unthoughtfull.
I personally found his choice of words a little bit out of leage (disgusting, this is messy), followed by the assumption that his own idea is probably the best, whilst we haven't seen anything he made himself to back up his ideas.
It wasn't my intention to come over too brutal myself, but I wanted to point out that what he had just posted didn't come over very nice. (I am assuming that Revan-Shan didn't mean it that way, just to get that out of the way)
I didn't.

mswf wrote:It really isn't my intention to let a big discussion break out, but:
I do agree that Revan-Shan his suggestion about his taste of colours is fully valid. However, coming from someone who appears to be kinda new and who has posted only two things before (of which one I had read just before, it wasn't the most thoughtfull/subtile comment ever as well, keeping in mind that we've never seen something that he made that was perfect himself.).
¿Are you serious? I registered ages ago. I just got banned due to some forum publicity I did. SOrry if my words were hard. Is just that, well. The transports... ok, kinda colorful, but that's ok (sort of SWG). The citizens are colorful too, but those are citizens right? not stormtroopers. But the buildings... Corellian buildings are completely grey (take a look at SWG or EaW).

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 5:44 am
by mswf
Okay then, sorry for the things I assumed. I really didn't mean to critisize you in any way, only hoping to show you that you're comment came over didn't come over very nice. (I hoped to stress the word "appears" as much as I could, since I know I can't be absolutely sure about something like that)
I hope to you accept my apoligies?

And on topic, okay, I kinda agree that I personally found some parts a bit too colourfull. However:
Food_Eater wrote:During the development of this map I have ignored much of expanded universe information regarding the location, aside from the bare basics. This means that avid EU fans will be disappointed when they find a lack of locations like the "Blue Sector" or CorSec officers patrolling the streets. Galaxies players will be especially disappointed because I've kicked the SWG interpretation of the city out the window. This is my own interpretation of the city and proudly so.
It was his choice to make it so, so I just take it in and like it the way he made it.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 6:05 am
by CodaRez
Revan-Shan wrote:Corellian buildings are completely grey (take a look at SWG or EaW).
Tell me about it.. Apparently in SWG thats what gave Coronet IMO it's charm.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 6:18 am
by Revan-Shan
mswf wrote:
Food_Eater wrote:During the development of this map I have ignored much of expanded universe information regarding the location, aside from the bare basics. This means that avid EU fans will be disappointed when they find a lack of locations like the "Blue Sector" or CorSec officers patrolling the streets. Galaxies players will be especially disappointed because I've kicked the SWG interpretation of the city out the window. This is my own interpretation of the city and proudly so.
It was his choice to make it so, so I just take it in and like it the way he made it.[/quote]

:| Yeah well, I have no other option.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 10:06 am
by DarthD.U.C.K.
as i said in the other thread a great map
but you could maybe add some more buildings below the level of playing and the green hill looks really weird to me
and yes, the pirates are maybe i bit too strong

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 1:31 pm
by Maveritchell
I went ahead and checked out the rest of the modes, and your hunt modes need a lot of bugfixes. Some have already been mentioned, but the gist of it is you are missing several models or components of units - it will be best to run those modes through Modtools and check out the debug logs themselves (in fact it will crash in the stock game). It's also worth mentioning that your "civilian" unit's first weapon has an awards weapons bug, and since it's the only primary weapon, the game will freeze instead of just having the primary slot lock up.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 2:06 pm
by DarthD.U.C.K.
and please add lighting to the map! it will imrpove the atmosphere
you can also use replace the marajademodel with the imrpoved version i made you can get it if you click me!
as another woman you could use this model (originally form the convopack but messy so i imrpoved it too):
Hidden/Spoiler:
Image
i can send it to you if you want

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 3:19 pm
by RevanSithLord
I don't know what I was thinking when I posted what I did, but meh. I know the Corellian buildings were suppose to be grey-ish and stuff, but then again, I'm pretty sure Coronet had a lot of colorful ads that weren't stressed on in the forms we've seen regarding said city.

To be honest, I see the version of Coronet in JA to be more plausible....though blocky and not too detailed....I find Coronet to be more like that, and this map portrays it closely to that (in my mind), but at night (and a little more detailed). That'd be cool if you can somehow animate those hover trains seen flying everywhere, unless I didn't see one in this map. Well, at least two parallel lines that two trains can pass each other going opposite ways. Dunno if that's gonna make the map too active. I mean, it's active enough as it is. lol

Anyways, I've been making battle videos here lately, was thinking of making a small GCW skirmish video based in your map. :p

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 7:12 pm
by Food_Eater
Whew! I've finally typed up all the responses to almost everyone on both threads.


STUFF FROM THIS THREAD:
Revan-Shan wrote:t's too messy, too colorful. The ships moving and new props are great, bit the colour chaos decreases this map's level. I think you should try making thigs more 'grey', more metallic. Specially the buildings. Once that is done this map will be perfect.
I'll keep this in mind, though I DID tone down the color a lot if you compare it to the old screenshots.
mswf wrote: I really like the map, the only small bug I found was that the "pirates" tend to get too overcrowded around the landing pad with the four boxes. Umm, (I don't know how to describe it best)... Near the "red Millenium Falcon" (I know it has a different name, but I can't grasp the name from my head at the moment...). The pirates there sometimes start walking over eachother, whilst killing eachother alot.
Will fix. Having the pirates in Conquest was actually an addition I made only hours before release. I planned on having them all along but a stupid error in tha LUAs kept me from doing it earlier, which would've allowed me time to "flush it out."


Maveritchell wrote:On that vein, a couple points - the map has too many textures that repeat too often. Most of the walkways use a texture that's repeating too often (use something with less detail), and there was one picture in a screenshot in the release thread that had a repeating Death Star box texture that also disagreed with my eyes.
I was originally aiming for consistent textures so things didn't look too messy, and if a texture was small and repeating, it would be the easiest to replicate that look onto different models. As for the repeating box texture, I probably WILL change that... to a different repeating box texture.

And if anyone's wondering what those little symbols on the crates are... I honestly don't know. Those same boxes were in Shadows of the Empire and I happened to be playing that game during the days that I was adding objects to the map, so I felt like making a tiny reference.
Maveritchell wrote: Additionally, it seemed too easy to force the AI down to one CP. Playing ALL vs IMP, the IMP side was forced back to one CP and stuck in there through one bottleneck exit. I might consider amending that, since it makes the end-of-game very repetitive)
True. I don't know exactly what you're talking about, but the two CPs in the "docking canal" are a bit difficult because there's only one route that connects them to the rest of the map. That sometimes makes it too hard for the opposing team to move in though. This is one of things I noticed from the beginning but I've been too stubborn to do anything about it because of the magnitude of changes that would go along with it. I just don't want to add another level of complexity to the map. But I'm not going to guarentee that I WON'T do anything about it.

Nihillo wrote:Boba Fett's carbine: it's missing sounds.
Whoops. Forgot about this one before release. This puzzles me as to why there aren't sounds for his blaster if he is, by default, in Hero Assault mode.
Nihillo wrote: I believe the civillians could have some sort of melee attack in GCW Hunt, there were plenty of times when an imperial would survive the explosion of a Thermal Beverage and I would be forced to use another explosive just to deplete what was left of his health; it takes a lot of time to rearm, therefore I would like to conserve ammo, and it's pointless to waste a good Thermal Beverage when it's perfectly reasonable to simply charge at the injured trooper and smack his head with something.

Are you aware that the Spacers in CW hunt have an "invisible" Blaster Rifle?
I had the Ewoks and Gungans in mind when I designed hunt. Hunt units don't have to perfect playable units like the ones in Conquest. If anything, it's the Imperials that need to be limited because it seems that they always slightly lose the battle.

The invisible blaster rifle? That was a mistake caused by a last minute change. They used to have custom-skinned rifles but I was having issues with repositioning the model icon (I followed the tut and even used the coordinates from the unskinned model) so I just gave them the CIS rifle and loaded a battledroid in the script. I guess I forgot to load it in to CW hunt.
H_BOMB wrote:Anyway, I was thinking it would be kind of cool if you could somehow eliminate the Pirates from the battle permanently, sort of how you could do the same thing with the Tuskens in the Dune Sea map of BF1. Maybe by making the ships near their spawnpoints destructable CPs (if its possible of course). Anyhoo, its up to you.
I like this idea.
CodaRez wrote:
Revan-Shan wrote:Corellian buildings are completely grey (take a look at SWG or EaW).
Tell me about it.. Apparently in SWG thats what gave Coronet IMO it's charm.
Ah yes, I've been waiting to see comments like these for *a long time.*

Star Wars Galaxies seems to interpret Coronet City as being somewhat small, which makes all the buildings having the same style be perfectly O-K (see: Naboo, Mos Eisley, Cloud City...). I know that it's an MMORPG and therefore everything's scaled down (see: SWG Mos Eisley). Despite this, I don't think SWG does any justice for what all the other canon says about the city, for the following reasons:

•The Corellian Run and the Corellian Trade Spine are two of the 5-or-so major hyperspace routes in the Star Wars Galaxy.
•Corellia is the namesake of these two routes and is located at their crossing.
•Coronet City is the capital of Corellia.
•Wookiepedia describes Coronet's spaceport as "second to none."

And you're trying to tell me that the puny city in SWG is the most accurate and most canon depiction of Coronet? I think that the main image on the Wookiepedia article, which was taken from the Rogue Squadron comics, does a bit more justice.

And I could have made the buildings much more colorful than they really are. Most of the color comes from neon signs which, naturally, are colorful. Maybe I overdid that huge building in the background, and one person's screenshot seems to show that round tower as having a huge red glow (I was unaware of this). The color in the map is also more obvious because I increased the fog range tremendously - a GRAND favor for those in the minority with bad video cards.
DarthD.U.C.K. wrote:but you could maybe add some more buildings below the level of playing and the green hill looks really weird to me
There isn't much room to put any more buildings below. If I did, then people would die by entering the death region but would instantly land on a building afterwards. The whole area below was set up to make it look as if the player was higher up.

I've seen your images on the release thread. The ground appears very bright, just like it does on my video card. Likewise, the Endor trees appear white from a distance. That's why I didn't take any pictures that showed the "green hill" before the release. It should look okay on most people's computers though.
Maveritchell wrote:I went ahead and checked out the rest of the modes, and your hunt modes need a lot of bugfixes. Some have already been mentioned, but the gist of it is you are missing several models or components of units - it will be best to run those modes through Modtools and check out the debug logs themselves (in fact it will crash in the stock game). It's also worth mentioning that your "civilian" unit's first weapon has an awards weapons bug, and since it's the only primary weapon, the game will freeze instead of just having the primary slot lock up.
I'm only aware of the invisible Spacer weapon in CW Hunt. I will look into the rest.
DarthD.U.C.K. wrote:and please add lighting to the map! it will imrpove the atmosphere
you can also use replace the marajademodel with the imrpoved version i made you can get it if you click me!
as another woman you could use this model (originally form the convopack but messy so i imrpoved it too):
Hidden/Spoiler:
Image
i can send it to you if you want
Oh. I will DEFINITELY use that model. I was originally going to use the Convo. Pack one until I realized her face was bitten off. If you can PM that to me, that would be awesome. And I feel obliged to say that you will be credited, though that's obvious.

RevanSithLord wrote:To be honest, I see the version of Coronet in JA to be more plausible....though blocky and not too detailed....I find Coronet to be more like that, and this map portrays it closely to that (in my mind), but at night (and a little more detailed). That'd be cool if you can somehow animate those hover trains seen flying everywhere, unless I didn't see one in this map. Well, at least two parallel lines that two trains can pass each other going opposite ways. Dunno if that's gonna make the map too active. I mean, it's active enough as it is. lol
I cannot agree more. I've seen a video of that level and I like how it was done. If I had hover train models I would definitely have put them in here.


STUFF FROM THE RELEASE THREAD:

CodaRez wrote:Well my first bug to report is maybe to make sure something like THIS can't happen....:
Hidden/Spoiler:
Image
Perhaps a player boundary or a death region?
I should've fixed this long ago. I was even considering having a large death region over the entire Corvette. I mean, once your down there, you're stuck unless you have a jetpack or force jump. I left it in though because I thought it would make for some fun duels (except for the walkways which I WILL definitely add regions around).
Devastator77 wrote: The map is big, but with the detail all around you as you play, it looks even bigger. (a good thing in this case) The beta was brilliant, good luck continuing for the updated version!
Haha, I love making things look bigger than they are. But I bet it frustrates some people. Oh well.


___________


And that's it for now. I haven't had time to look at loading screen submissions or work on the map at all. I will get to it when I'm in the mood.

I need to see some images from other people. Not just loading screens necessarily but I want to see how these areas look on "good" computers:

•The hilly area near the huge blocky building.
•The Endor trees on the inaccessible walkway that goes over the hilly area.
•The floor under the grates in the cargo area.
•The lighted-up floor of the "docking canal"
•The neon Aurabesh signs from Rends' map. (I want to know if these actually animate like they do in ZE)
•Any images of background buildings and ships.

Thanks for all comments.

Re: [WIP] Corellia: Coronet City

Posted: Tue Aug 25, 2009 8:37 pm
by H_BOMB
Here's a couple of pictures...
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
And I thought this one was kinda epic.

Image

Re: [WIP] Corellia: Coronet City

Posted: Wed Aug 26, 2009 1:02 am
by Food_Eater
Awesome, thanks H_BOMB!

Hmmm... those Endor trees still appear to be white in the first pic. I must've not copied over a file or something, though I've been checking for the entire time of development.

Re: [WIP] Corellia: Coronet City

Posted: Wed Aug 26, 2009 4:12 am
by CodaRez
H_BOMB wrote:
And I thought this one was kinda epic.
Hidden/Spoiler:
Image
Man, that SO shoulda been an Alliance owned CP instead, but ah well.

And on the note of puny SWG, I side with you on that one.

But their buildings weren't half bad. You should try modeling em, or maybe I should...hmm..