Crifton: Irugo Province[BETA]

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Re: Crifton: Irugo Province[BETA]

Post by Nova Hawk »

What's that ship in the 4th pic? It looks like an Imperial Transport Ep. 3 version.
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Re: Crifton: Irugo Province[BETA]

Post by Ping »

In my opinion, the map looks too flat. Also, I think some more structures could be added
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

Jediguy wrote:Looks interesting, especially that Darth Vatrayen. Is that smoke stuff in the last pic a new force power?
Yes. It's his Force Aura Power. It works as all the positive buffs. What I couldn't make happen is that the smolder effect will only work on his feet if it doesn't chain to another trooper, and even then it doesn't seem to be working at all. But the normal buffs don't seem to work for me anyway.
Nova Hawk wrote:What's that ship in the 4th pic? It looks like an Imperial Transport Ep. 3 version.
Actually it's the interior of what my friend Drakon calls "a monolith" but it's actually a building. (I can't do XSI so I terraform my buildings instead). It's the place where the smart Klags go. Most of my screenshots weren't uploaded to XFire correctly, so most of my better pics are gone, but there is a containment field inside.
Ping wrote:In my opinion, the map looks too flat. Also, I think some more structures could be added
*sigh* There's always a landscape critic lol. Crifton consists of mostly deserts, and this area is only a small town. I don't think I could forgive myself if I added more houses, but do you think it would help if I put crates and equipment inside the building?

One of my friends was nagging me so I gave him a beta[beta] a while back. Quote:
"Dude, I love this map!!!"

I'm almost finished, currently I'm working on the Klag hero and maybe I'll make my Imp landing craft turret bigger...
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Re: Crifton: Irugo Province[BETA]

Post by Maveritchell »

You've lost alpha channels in your effect texture; that should be fixed pronto because right now it looks a bit sloppy. And on the note of "sloppy," "landscape critics" have it right. Flat terrain is boring and ugly, I don't care if something's supposed to be a desert. Here's a desert:
Hidden/Spoiler:
Image
...and it's not flat at all. There are some things that just don't look good, and in the end, it's my opinion that it's best to bow to doing whatever looks good over whatever you think is "realistic" (which here may not even be the case).

...and don't "terraform" buildings. It really looks bad and even if you can't "do XSI" yourself (which you can, building tall straight buildings is a great way to learn), there are plenty of downloadable assets that include tall buildings you could use for props, and there are plenty of ways to get creative even with stock assets.
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

Maveritchell wrote:You've lost alpha channels in your effect texture; that should be fixed pronto because right now it looks a bit sloppy.
How can you tell, and how does it look sloppy?
Maveritchell wrote:And on the note of "sloppy," "landscape critics" have it right. Flat terrain is boring and ugly, I don't care if something's supposed to be a desert.
"Ugly" isn't true. Mos Eisly is flat, and nobody complains. Naboo is mainly flat, and nobody complains. Geonosis is mostly flat except for the parts that you die when you walk into. Endar Spire's completely flat, too, and people think it's awesome, as long as they don't look at the sky.
Maveritchell wrote:...and don't "terraform" buildings. It really looks bad and even if you can't "do XSI" yourself (which you can, building tall straight buildings is a great way to learn)
I built it in XSI, it just won't export properly. I don't see why what I'm doing looks sloppy at all. I'm not sure that anybody would have even noticed if I had said nothing.
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Re: Crifton: Irugo Province[BETA]

Post by Maveritchell »

Tourny wrote:How can you tell, and how does it look sloppy?
I can tell because of the big 'ol squares that make up your effect. It looks sloppy because it looks sloppy, that's really it. I don't have qualifications for "sloppy" other than "being unprofessional enough to draw me out of the game."
Tourny wrote:"Ugly" isn't true. Mos Eisly is flat, and nobody complains. Naboo is mainly flat, and nobody complains. Geonosis is mostly flat except for the parts that you die when you walk into. Endar Spire's completely flat, too, and people think it's awesome, as long as they don't look at the sky.
Apples and oranges. You've got a big plain with nothing taking up the intermittent space. Those are all interior or urban maps with a lot going on around them.
Tourny wrote:I built it in XSI, it just won't export properly. I don't see why what I'm doing looks sloppy at all. I'm not sure that anybody would have even noticed if I had said nothing.
You should probably try and figure out why it won't export properly instead of giving up. Worst-case scenario, you could just ask someone to export it for you.

And yes, it would be noticeable. It is noticeable. It's a huge pillar of stretched-out terrain, it's hard not to notice.
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

Ok. The square thing happens whenever I re-texture an effect. How would fix it?
Maveritchell wrote:And yes, it would be noticeable. It is noticeable. It's a huge pillar of stretched-out terrain, it's hard not to notice.
It actually isn't noticable in ZeroEditor. I used the white.tga for the terrain texture, and it doesn't have those groove lines like normal ground textures. What would the procedure be for "helping me export"?
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Re: Crifton: Irugo Province[BETA]

Post by Maveritchell »

Tourny wrote:Ok. The square thing happens whenever I re-texture an effect. How would fix it?
Add the old alpha channel back in. There's a tutorial in the "Everything you need" thread.
It actually isn't noticable in ZeroEditor. I used the white.tga for the terrain texture, and it doesn't have those groove lines like normal ground textures. What would the procedure be for "helping me export"?
Then you're right, it wouldn't be noticeable, it would just be monochrome. Which is also visually unappealing. If you want me to export your building models and they're just simple models, then just send them to me, and I'll be happy to export them for you. I'll be using MshEx, though, so it's certainly nothing you can't do yourself.
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

TO THE FAQ FORUM! (once I get back to my modding comp XD)

How would I send it to you? Or anybody for that matter?

EDIT: I checked the FAQ and I could only find a tutorial for Gimp. I'm not using Gimp.

EDITEDIT: Would you please export my mesh for me Mav? I'm on my modding comp now.

EDITEDITEDIT: I have taken another step towards completion. While I am pleased with the success of my Klag hero, who is not complete yet, I have set him aside and taken the first step towards creating the Goblin side on my own. I think Metalcorerancor is (hopefully) still working on converting a Goblin model from BFME2, but I have resolved that if that doesn't happen I'd better have a backup. I am using the Magnaguard model. I know it sounds strange, but one day I was playing prison break and (for those of you who don't know, it involves alot of crouching) I thought "I think I've just found my Goblin." The Magna's crouching stance seems perfect to me, and I am planning to reskin it once I can make heads and tails of the MAgna's skin. I think I figured out where he eye is, so that's a start. Here is what I have so far of the Goblin:

- He is using Mace's Animations and Combo for now, although I might add Mundi's Jump attack and give him the wampa's running anim.

- He wields a Sword (I downloaded the vibrosword). The one problem with it is that the light saber glow doesn't surround the sword, it sticks out of his knuckles. When I post a screenie it will better describe my solution, which looks pretty cool anyway.

Unfortunately the Goblins are at a very distinct disadvantage against the Klags. In fact, without the Trolls fighting alongside them (most of the time) it wouldn't even be a battle, it would be a slaughter. This is true to the story of the Goblin Wars, however, as the Goblins' strength in the war was mostly in numbers. Here is a list of the situation:

Klags:
- Lots of health.
- Long Range weapons are very Long Range (you never know who shoots you or from where)
- Camoflauge (you'd never know the Klagen Hunter was in the map if you couldn't play as him)
- Deactor Bombs.
- The Goblins and trolls tend to gang up on one Klag, which isn't pretty as you can imagine. The trolls usually end up pwning all of the Goblins and then they kill each other.

Goblins:
- Speed (as soon as I reroute the cis_inf_default to have the parent file be com_jedi_default)
- Size (for the Trolls)
- Trolls can set the Klag off balance as most of their attacks either knock you down or send you flying.
- While the Gang ups are a disadvantage reinforcement wise, the edge of a player on the team gives an added edge: A player can choose to hang back and let the bots weaken the enemy, then when all the bots have finished each other off, the Player can finish the job.

Both:
- In the MagnaStaff vs. Goblin Sword aspect of the fight, it helps to be a sentient being as opposed to a bot. Bots tend to swing at you once and give you time to recover.

I am working on making a Goblin Archer, so that will hopefully level the playing field slightly (as of now the Goblins have no ranged weapons).

I'm also going to make a Goblin Veteran with dual blades, which will help a little.

Besides that I could use some suggestions on how to level the playing field. (Literally speaking, I've already got that down :funny2: )
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

Front view of Goblin:

Image

Back view of Goblin:

Image

Sorry about double post, but my last one was getting a little big...
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Re: Crifton: Irugo Province[BETA]

Post by GangsterJawa »

Looks good, but I suppose you plan on reskinning them a bit? I never in my wildest dreams pictured a goblin as a robot. :P Just personal preference, but if you can find another sword model (thinner maybe, more like LOTR goblins) that would work because the vibroblade looks a bit "sophisticated" for a goblin.
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

So is conquering planets via worm holes lol. I DID reskin them. And I took advantage of the robot look to make armor. I can't make models and I don't know if there is another sword out there.
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Re: Crifton: Irugo Province[BETA]

Post by GangsterJawa »

Ok that works
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

In retrospect that last post of mine was overly aggressive...
Sorry.
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Re: Crifton: Irugo Province[BETA]

Post by GangsterJawa »

hehe that's fine
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Re: Crifton: Irugo Province[BETA]

Post by Tourny »

The team setup for CW is as follows:

Klags:
Klag Soldier; Magnastaff [two-sided saber with maul anims], toss [short range force push], roar[long-range chaining damage buff]
Klag Beating Unit; Melee, Toss, Roar
Klag Hunter; Deactor Rifle [Sniper rifle with lightning explosion at the end], Stealth [The pwnage no-weaknesses kind (except for when you stick an arrow in one...)], Poison [Chain poisoning attack]
Klag Engineer; Deactor [powerful fusion cutter geared more towards offense], Deactor Rifle, Toss, Roar (I'm not sure about the last two)
Klag Marine; Magnet Bomb [Homing rocket with reverse explosion]

Goblins:
Goblin Warrior; Goblin Sword [Sword with Mace windu's anims (mostly)]
Goblin Archer; Crossbow [Wookiee weapon that shoots ewok spears], Arrow Volley [A
secondary attack that launches a 5x3 (I think) wave of arrows (it's pretty realistic ^^)]
Goblin Veteran; Dual Swords [Dual Sabers (well, one's a saber and one's a sword) aalya's anims]
Cave Troll; Axe [Wampa anims except one hand holds an over sized gamorrean axe :D ]
(not yet made) Goblin Cheiftan; Spirit Staff [Shoots flames of some sort and an alternate version provides melee], Demonic Mines [Powerful mines with the mustafar lava plume's effect as the explosion]

Since when I asked the question before, and nobody answered, I'd like to ask it again:

There are balance issues. The Klag is too powerful already, and I'm trying to give the goblins greater numbers, but I'm at a loss for a secondary weapon for:
Veteran
Warrior

I also would like any other suggestions to balance out the fight.

NOTE: Goblins need some kind of generic explosive that is less... flashy than the Demonic mine but still makes sense.

Thank you!
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