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Re: Korriban

Posted: Fri Oct 30, 2009 5:07 pm
by biohazard
I'm using custom lighting and I'm using 4 different sand textures. I will be mindful to make it a bit redder, though. I agree with that idea.


And I want to make my own models. I'm not on a schedule, and I want to improve, which comes only with practice, so I will make my own models, thank you. :)

Also, if Korriban's supposed to be desolate and stuff, there's probably quite a lot of dust there.
That was actually in my plans, if only I could find out how. (Link, please?)

Also, your terrain texture still doesn't feel right compared to what other objects there are in your map/what's in your reference picture.
Mind suggesting something better? Simply telling me they don't fit isn't help at all, because I'm using 4 different textures and I thought they were pretty good.



Thank you for the feedback. Don't take my responses as harsh nor my manner as insulting, I tend to be straightforward and blunt sometimes and mean no conflict at all.


BTW: It would help if someone would post a link to how to add health & ammo droids to my map.


Side note:
-WIP maps progress report:
Korriban: 80% [done: map layout, most models, most textures]
Antar Four: 6% [done: general layout plan, most textures, a few models]
Khomm: 3% [done: map layout]

Re: Korriban

Posted: Fri Oct 30, 2009 5:15 pm
by Master of Stickmen
OK, here's my beta review.

The first thing I have to say is that it is completely unlocalized, so that needs to be attended to. Also, it would be nice to have a custom loadscreen and some tips (they don't have to be custom, and stock is better than [NULL]). Overall It was a good map, but I would sugguest retexturing the ground in some places to match the cliffs, and change the monuments and temples to a darker color (not matching the cliffs. Some where in between the current color and the cliff color.).

Re: Korriban

Posted: Fri Oct 30, 2009 5:53 pm
by biohazard
I know I need to localize, but I still don't know how. It will definately be fixed soon, though.


And thanks for the feedback.

As for the textures of the buildings being closer to the cliffs, I was already planning to do it the other way around, as the cliffs in all the pictures I've seen are much more yellow/tan-ish but my ground color seems to be matching the pics fairly well.

Re: Korriban

Posted: Fri Oct 30, 2009 6:21 pm
by mswf
You're right; I'll expand a bit on what I meant about your ground texture.
The one you're currently using, doesn't fit with the plain "desert"-like Korriban. I personally think that a recolour of the basic Tatooine texture (with corresponding Tat_detail), along with a reskinned (lightened and just a bit more redder/oranger) version of "tat2_main3" could fit better than the, what appear to be, reskinned yavin ground texture. It's just an opinion/advice of course, but I thought I'd share the thought :)

Re: Korriban

Posted: Fri Oct 30, 2009 6:55 pm
by biohazard
*Ahem* Reskinned... Yavin? RESKINNED?

THE ONLY THING I USED ANY STOCK ASSETS FOR WAS I USED A GEONOSIS TEXTURE AS A BASE FOR MY CLIFF TEXTURE.

*Ahem*

Okay, I feel calm now.

I got 2 textures of the internet and 2 are made from scratch. No Yavin. I'll take a look at the tat textures for some inspiration, though. Thanks.


EDIT:
Another, updated, gameplay video: http://www.xfire.com/video/17a031/

WHERE ARE MY BETA TESTERS?? MY SERVER IS UP!

Todo:
Make mini-temple taller
Make the cavity in one rock formation bigger and more defined
SKINS
Localize
Test CTF

Re: Korriban

Posted: Fri Oct 30, 2009 7:42 pm
by Master of Stickmen
Um, the server has no ping and won't let me connect.
P.S. I'll be "Stickman Beta" on the server

Re: Korriban

Posted: Fri Oct 30, 2009 7:46 pm
by biohazard
Harm...

You try making the server, same name, same specs.

Choose side, no warmup, please.

WARNING: GCW conquest might crash the server. I emphasize that might. It's just possible, is all.

CTF is not finished. Don't use it.

4 players


Thank you

Re: Korriban

Posted: Fri Oct 30, 2009 9:01 pm
by Master of Stickmen
ok, server will be up in about 5 min.

Re: Korriban

Posted: Fri Oct 30, 2009 9:03 pm
by biohazard
Thanks, see you there.

Re: Korriban

Posted: Sat Oct 31, 2009 1:44 am
by mswf
Oh, but you're still using the yav_detail (look under the file location of you're "normal" ground texture) you should either just remove it or replace it with something else. (but it'd have to be grayscaled)

Re: Korriban

Posted: Sat Oct 31, 2009 2:16 am
by biohazard
Changed it.

Thanks, hadn't realized that.

Re: Korriban

Posted: Sun Nov 01, 2009 5:07 am
by Recon Trooper
Nice work man, glad for ya :thumbs:

Plus, you should take off light bloom in options, it makes the sky better.

Re: Korriban

Posted: Sun Nov 01, 2009 5:45 am
by biohazard
Nah, I like it better that way, personally.

Re: Korriban

Posted: Sun Nov 01, 2009 2:55 pm
by Darth_Squoobus
The layout was fabulous, but it could have used a few more statues.

Re: Korriban

Posted: Sun Nov 01, 2009 2:58 pm
by biohazard
I'll keep that in mind.


NOTE: This map will be finished and released right after Antar Four.

Re: Korriban

Posted: Sun Nov 01, 2009 3:22 pm
by mswf
Ok, I've played through it several times. The layout's great and you managed to makea decent setting of Korriban. However, there are several things that could really use improvement, in order to make it a more cohesive environment;
-Some of the cave textures were stretched (quite a few)
-The entrances to the caves seem to be using 3 different textures. This looks rather off (like when there's a brick wall that seemlessly goes over into a rock wall) and it'd be better to uniformize you use of textures in one part.
-Overall uniformity; Try to make all of your textures look and "feel" the same (make them have about the exact same hue), to make your environment more believable

On to the gameplay. While your layout is great, there are several improvements that you could make;
-There is more than enough room for 2 extra CP's. I do suggest you to ad them (as neutral ones, to keep your current layout intact) since a lot of the current command posts are too far apart from eachother, making the battle enormously static.
-Ad more cover. It was already stated in this topic, but I feel I should mention it again after I've played through this. Though you may think there is enough cover, you're not keeping in mind that there are a lot of other AI's running around, who just walk around in an open field. I think a good cover-up for more cover is to make them look like broken/cracked/fallen over statues, or small pillars/parts of bigger pillars (long, low cover is great if you want to allow a lot of AI to use it)
- http://www.gametoast.com/forums/viewtop ... 27&t=20144
Have a look at this. I know it may look stupid, but you really need to place barriers everywhere if you want your level to have tunnels. The tutorial would also go more in-depth about how to ad decent cover for your AI. If you would like more explanation to this subject, please do bump the topic so that others can use it as well. (it's a FAQ, so it's okay)

I hope you can put my critisism to good use, this map has a lot of potential for a great gameplay experience.

Re: Korriban

Posted: Sun Nov 01, 2009 3:47 pm
by biohazard
Ironically, that's exactly what I read before I put the barriers, plans, nodes, and paths down. I wasn't aware that there was any issue, except for where the two pyramids have that walkway between them.

As for cover, I've since added a lot more. It's not tons, because I think the map would play best with the amount I've given it.

http://www.xfire.com/video/17abfa/

Re: Korriban

Posted: Sun Nov 01, 2009 3:49 pm
by mswf
Oh well, but I said it because I noticed you seemed to have missed some spots :)
There were/weren't some around pillars in some places.

EDIT:
Oh and the video you linked to is from Anatar IV; not the same, if you know what I mean :wink:

Re: Korriban

Posted: Sun Nov 01, 2009 3:58 pm
by biohazard