Coruscant: Skyline[Release]

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willinator
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Re: Coruscant: Skyline [New Photos]

Post by willinator »

Looking very good Yuke! Just a quick suggestion. Maybe make a large flat object to go on the ground, and texture it to look like a more bottomless area. It would look better than the terrain there now.
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Re: Coruscant: Skyline [New Photos]

Post by ARCTroopaNate »

Ah yes, I noticed that while testing, the terrain is the stock Coruscant terrain, and in my opinion it doesn't look very good, I think Yuke, you could make something far better.
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Re: Coruscant: Skyline [New Photos]

Post by The Nasal Abyss »

Marth8880 wrote:I suggest increasing the level's WorldContrast from 0.5 to maybe 0.6 at the highest. This is done in the .fx file.

Code: Select all

Effect("ColorControl")
{
	Enable(1);
	WorldBrightness(0.5);
	WorldContrast(0.6);
	WorldSaturation(0.5);
}
I've tried this effect on multiple occasions and I'm quite sure it doesn't work. Bummer too, 'cause tweaking those could give some great looking colors.
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Re: Coruscant: Skyline [New Photos]

Post by JAWSFreelao »

Suggestion: Look at pictures of Coruscant. The main colors are orange, light blue, yellow, pink, and purple. Just keep that in mind. I really like this map though. :thumbs:
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Re: Coruscant: Skyline [New Photos]

Post by yuke5 »

AQT wrote:Looking great as usual, Yuke. Very nice update!

Not sure if this will work out on this particular map, but the SWBF1 Kashyyyk assets also has this other "tech pillar," the shortest one of the three available, that you could probably use to add more glow to the map. I think you could probaly use it as one of these things:
Hidden/Spoiler:
Image
I think they are used to prevent cars from slamming into people on sidewalks in the real world. Just an idea.
I think that the model might work better on a map where the flyers go on the same areas as where civilians are. However, I don't know if that would be best for the civilian walkways, although I guess there doesn't really needs to be a reason to add it besides the fact that it looks cool.
Cleb wrote:Ok I think this is my favorite map in the wip section, I really like all the lights and the flyers going by and the new units, but one thing I wanted to ask: In the 2nd picture, on the building in the background there is an Imperial symbol on it. Is that intentional? Just asking because it doesn't make much sense for the Imperial symbol to be there in the Old Republic era :?
Thanks for the compliment Cleb. As far as the symbol goes, it actually could work for all eras!

http://starwars.wikia.com/wiki/Bendu
willinator wrote:Looking very good Yuke! Just a quick suggestion. Maybe make a large flat object to go on the ground, and texture it to look like a more bottomless area. It would look better than the terrain there now.
ARCTroopaNate wrote:Ah yes, I noticed that while testing, the terrain is the stock Coruscant terrain, and in my opinion it doesn't look very good, I think Yuke, you could make something far better.
I agree with this. On Rend's Coruscant maps, you can't see that texture anywhere, and that really helps the map. I'll see what I can do. I think a bunch of buildings placed below might have a solid effect.

Thanks for all the suggestions guys, I'm sorry it took so along to respond to all of them.
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Re: Coruscant: Skyline [New Photos]

Post by kinetosimpetus »

Bendu/Republic is 8 sided, it looks like the one in the screen is 6 sided Imperial.
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Re: Coruscant: Skyline [New Photos]

Post by yuke5 »

Time for an early, early look at the...

Gangster Side


Gangster
Hidden/Spoiler:
Image
Image
Has an accurate semi-auto rifle, pistol and grenades.

Hitman
Hidden/Spoiler:
Image
His sniper rifle kills with one shot. Period. However, it takes time for it to reload and has only one shot per clip.

Pilot
Hidden/Spoiler:
Image
The pilot has a shotgun with less range and pellets then the standard shotgun. However, its spread is 50% less then the standard shotgun too.

And speaking of shotguns, I noticed that it is pretty easy to change the color of a shotgun's tracers, so I decided, why not?

In this photo you can see that the tracers here are red:
Hidden/Spoiler:
Image
And for the Republic they are blue:
Hidden/Spoiler:
Image
However, back to the Gangster Side. I think that for the rifleman, I'll see if I can implement a random loading msh. However, for the specialized units, I'll keep them as they are. Any ideas for any further classes would be very welcome.


In other news, I have also added a TON of buildings below the map. Hopefully it give the illusion of height and covers up that awful terrain texture.
Hidden/Spoiler:
ImageImageImage
I think it looks better.

Let me know what you guys think!
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by Anakin »

wow that's amazing
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by AirspeedRedux »

Gangster side looks pretty fantastic, if you're looking for additions might I suggest a Gran perhaps? I seem to recall having seen one in a map I downloaded a while ago, so the texture must be out there.

The mass of buildings is really helping add to the Coruscant feel of the map, keep it up! :o
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by Anakin »

what are your maps project letters? I would really enjoy to add your map to my RC Mod. but i would need your luas
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by JAWSFreelao »

This looks so much better(: I like all the new buildings. Well done Yuke! :yes:
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by ARCTroopaNate »

Hmmm, maybe the gangsters could have some kind of automatic rifleman unit? He'd have like a light repeater and nades perhaps?

It's looking much better, randomized mshes for the gangster rifleman and my guy mentioned above would be cool, some suggestions for mshes would be a Wookiee, a Human, a Rodian or a Bothan.

The new buildings are looking good!
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by yuke5 »

@AirSpeedRedux - I think I can find a Gran somewhere. If I do, I'll put him into rotation.

@ArcTroopaNate - Your unit class idea seems pretty feasible, but I don't know about your unit model ideas. What if it was a mandalorian with a light repeater (mandalorian rifle).

@Anakin - I'm sorry, but I have to think about that one. Hold on for a little bit.
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by ARCTroopaNate »

Ah, jes and Mandalorian would do nicely, thanks for the response. :)
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by Anakin »

yuke5 wrote:@AirSpeedRedux - I think I can find a Gran somewhere. If I do, I'll put him into rotation.

@ArcTroopaNate - Your unit class idea seems pretty feasible, but I don't know about your unit model ideas. What if it was a mandalorian with a light repeater (mandalorian rifle).

@Anakin - I'm sorry, but I have to think about that one. Hold on for a little bit.
no matter. my mod isn't finished yet eighter. But you deletet the pm just before i could read it :?
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by yuke5 »

Oh, yeah sorry about that. :?
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by Anakin »

no problem if it wasn't important
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by TWINKEYRUNAWAY »

Its looking really great yuke! Is there any chance we can get regular sides for this as well?
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by CressAlbane »

I suggest slightly lowering the saturation on those red and blue buildings you placed below - while they help add to the feel of the map, I think they're a little too shocking and bright.
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Re: Coruscant: Skyline [First Look at Gangster Side]

Post by yuke5 »

@Cress - Will do. :D

@TWINKIEYRUNAWAY - The gangster side is playable only in hunt mode. Conquest is CIS vs Republic, if that is what you mean. However, in conquest, the sides are custom. Would you like me to add a gamemode in which vanilla sides are loaded?
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