Tatooine: Suburb Fight WIP
Posted: Sun Aug 02, 2009 2:49 pm
Hello there,
Since Zeroeditor is now working for me, since my attempts at converting models have been fruitless, and because I really wanted to finally publish something useful;
I present my first map:
Tatooine: Suburb Fight
It is set on the edge of a major city on Tatooine. The local garrisson is trying to scare away the attacking CIS/Rebels, but as they attempt to chase the intruders, the gates lock up and they find themselves cut off from the main city. The attackers, however, are prepared and they've dug themselves in quite well. (that's the story up till now, since I want to focus on making a map, I'll let it up to someone in the crowd to come up with a better setting (and this probably could use a better name as well)).
It’s nothing special, I probably won’t make a custom side in this first release, and I’m using only shipped Tatooine assets.
MAP LAYOUT:
The city:
Ingame:
(this will probably become the loadscreen)
In Zeroeditor:
More screenshots:
What I've done ([offtopic] is a great song I like to play as well)
- I Made multiple hills, they've almost all been completely finished off.
- I've set up collission around the wall and hills.
- I’ve done the planning work
- New lighting and tweaked Tatooine skydome
- Done all the Anti-Obvious first map stuff (skydome, ground textures etc.)
To do list:
- Finish the (for you guys) left side off with buildings.
- Construct a CIS fortification
- Create a lot of cover.
- Finish off collision on the new buildings
- Place lots of hint nodes.
- Get the “You’re leaving the battlefield” barriers to work.
- Make sure everything is perfect (slight terrain texture adjustments, make sure there are no floating objects etc.)
- Create a loadscreen.
- And probably break one of the first rules about mapping (nevereverevereverever release your first map)
I hope to release this today or tomorrow (if I release this today, there'd be 2 days between me downloading Fierfek's guide and thinking: "Hey, I can do this stuff too!" and publishing something.
Any hints, ideas, remarks etc.? Please, do post them!
So to conclude this first post: Thanks to Fierfek, for making the Guide that motivated me to play around with Zeroeditor, and last but certainly not least: The Great Community here, that made me want to do something productive.
EDIT:
Ok, since I've spent 1 whole minutes looking for my Lucasarts folder, I know it's time for some
's.
I've uploaded an "alpha" of this map to filefront, because I'd like to hear any feedback from actual game experiences before I upload this to SWBFfiles.
CLICK
Please post screenshots in this topic, I'll use the best one as a loadscreen.
Feedback is appreciated.
EDIT2:
New dusk lighting and sky:
EDIT3:
I've already changed the color of the ground, it now fits in a lot better with the buildings.
Since Zeroeditor is now working for me, since my attempts at converting models have been fruitless, and because I really wanted to finally publish something useful;
I present my first map:
Tatooine: Suburb Fight
It is set on the edge of a major city on Tatooine. The local garrisson is trying to scare away the attacking CIS/Rebels, but as they attempt to chase the intruders, the gates lock up and they find themselves cut off from the main city. The attackers, however, are prepared and they've dug themselves in quite well. (that's the story up till now, since I want to focus on making a map, I'll let it up to someone in the crowd to come up with a better setting (and this probably could use a better name as well)).
It’s nothing special, I probably won’t make a custom side in this first release, and I’m using only shipped Tatooine assets.
MAP LAYOUT:
Hidden/Spoiler:
Ingame:
Hidden/Spoiler:
In Zeroeditor:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
- I Made multiple hills, they've almost all been completely finished off.
- I've set up collission around the wall and hills.
- I’ve done the planning work
- New lighting and tweaked Tatooine skydome
- Done all the Anti-Obvious first map stuff (skydome, ground textures etc.)
To do list:
- Finish the (for you guys) left side off with buildings.
- Construct a CIS fortification
- Create a lot of cover.
- Finish off collision on the new buildings
- Place lots of hint nodes.
- Get the “You’re leaving the battlefield” barriers to work.
- Make sure everything is perfect (slight terrain texture adjustments, make sure there are no floating objects etc.)
- Create a loadscreen.
- And probably break one of the first rules about mapping (nevereverevereverever release your first map)
Hidden/Spoiler:
Any hints, ideas, remarks etc.? Please, do post them!
So to conclude this first post: Thanks to Fierfek, for making the Guide that motivated me to play around with Zeroeditor, and last but certainly not least: The Great Community here, that made me want to do something productive.
EDIT:
Ok, since I've spent 1 whole minutes looking for my Lucasarts folder, I know it's time for some
I've uploaded an "alpha" of this map to filefront, because I'd like to hear any feedback from actual game experiences before I upload this to SWBFfiles.
CLICK
Please post screenshots in this topic, I'll use the best one as a loadscreen.
Feedback is appreciated.
Hidden/Spoiler:
New dusk lighting and sky:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
I've already changed the color of the ground, it now fits in a lot better with the buildings.






