Ruuria: Jungle Ruins

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Locutus
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Ruuria: Jungle Ruins

Post by Locutus »

Hi!
Now that I can map I again (using the zeroeditor on my laptop and munging on my pc) I just started with my second map:

Ruuria: Jungle Ruins


Map has been released: forums/viewtopic.php?f=35&t=27005


Some screenies:
Hidden/Spoiler:
Image
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Hidden/Spoiler:
Image
-- 05 --


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The map is 90% done - object placement, ai planning etc. are complete.

Things that need to be done/Known Problems:
1) A part of the skydome texture is missing -fixed
2) Adding Loadscreens -done
3) Change Heroes -done
4) A minimap -done
5) Reskin some props -done
6) Weird collision in the tunnel near cp5 caused by Rhn1_bldg_lighthouse_backwall.msh - fixed
7) Enable XL as a separate mode -done
8) The textures applied in the editor don't show up ingame -fixed

Comments are welcome.

Beta testers:
Hidden/Spoiler:
1. THEWULFMAN
2. [Padawan]Helkaan
3. skelltor
4. agentsmith38
5. modmaster13
6. Marth8880
Credits:
Hidden/Spoiler:
Dead Trees/Desert Palms/Rocks:
- Skyhammer_216 - models + some textures.
- Simartom Company - T-Gen XSI plugin.

Tropical Plants:
- Skyhammer_216 - models
- Simartom Company - T-Gen XSI plugin.
- Autofol Company - source images for some textures, namely "tropical_1", "tropical_4" and "tropical_redgrass"
- Artist on 3dmd.net - not sure who this was, but they made the original cycad bark texture.
- killst4r - textures used to make texture "tropical_2"

Yucca plant:
- Gerzi 3D ART (DMI Prefab Pack)

Palm trees/Dantooine Tree:
- Lord Bandu - model and skin

Rock texture:
- ken 'kat' beyer (http://www.quake3bits.co.uk)

Rhen Var building textures:
- YaNkFaN

Terrain Cutters:
- FragMe!
If someone is interested in the original source files just ask.

~Locutus
Last edited by Locutus on Thu Sep 01, 2011 3:21 pm, edited 5 times in total.
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Re: Ruuria: Jungle Ruins

Post by Anakin »

nice map i think you combinated Yavin with Rhen Var right??

the building textures from Yavin and Rhen Var are different so you need to light the Yavin buildings up or darken the Rhen Var buildings
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Re: Ruuria: Jungle Ruins

Post by THEWULFMAN »

This looks like a really good map, I want to see how the gameplay is. Sign me up for beta testing.


I wouldn't make the yavin buildings lighter, Maybe make the Rhen Var buildings a little darker, but eh, I could take it or leave it.

Nice reskins regardless.
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Re: Ruuria: Jungle Ruins

Post by Fiodis »

The terrain could use a little height blending, imo - it's really sharp in places. And yeah, it'd be a good idea to make the Rhen Var buildings darker as well as more overgrown.
Hidden/Spoiler:
The ruins of Ruuria? :wink:
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Re: Ruuria: Jungle Ruins

Post by [Padawan]Helkaan »

Like said Wulfman, if I was you I would darker the Yavin props and not the Rhen Var props.
Apart that, that looks really neat. I'd like to beta test :P

If you're interested, I have a couple of ruins models, some I made in SketchUp but not converted yet, some other already converted to .msh.
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Re: Ruuria: Jungle Ruins

Post by skelltor »

Looks cool (Can I beta?)
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Re: Ruuria: Jungle Ruins

Post by THEWULFMAN »

[Padawan]Helkaan wrote:Like said Wulfman, if I was you I would darken the Rhen Var props and not the Yavin props.
Fixed(its fixed at least its fixed if you did agree with me anyway)
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Re: Ruuria: Jungle Ruins

Post by [Padawan]Helkaan »

:cry: How can I be so stupid without copy-pasting?
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Re: Ruuria: Jungle Ruins

Post by acryptozoo »

looks great :D
nice idea with using the rhen var buildings
i have some jungely props you can use them if you want
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Re: Ruuria: Jungle Ruins

Post by Eggman »

The Rhen Var buildings don't need to be made darker, they just need to not look snowy. You should be able to do some simple hue/saturation adjustments to make the textures for the roofs and a few other props similar in color to YaNkFaN's textures for the walls.
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Re: Ruuria: Jungle Ruins

Post by agentsmith38 »

This map looks impressive, i'd like to beta test.

I agree with Fiodis and Wulfman on making the buidlings a bit darker and more overgrown.
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Re: Ruuria: Jungle Ruins

Post by Fiodis »

Eggman wrote:The Rhen Var buildings don't need to be made darker, they just need to not look snowy.
Eh, imho, looking darker would be an automatic side-effect of making them look more overgrown (and less snowy), which is the main point.
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Re: Ruuria: Jungle Ruins

Post by modmaster13 »

OoooOOo0...can I beta for this cool-looking map? :D
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Re: Ruuria: Jungle Ruins

Post by Locutus »

THEWULFMAN wrote:I wouldn't make the yavin buildings lighter, Maybe make the Rhen Var buildings a little darker, but eh, I could take it or leave it.
[Padawan]Helkaan wrote:Like said Wulfman, if I was you I would darker the Yavin props and not the Rhen Var props.
Eggman wrote:The Rhen Var buildings don't need to be made darker, they just need to not look snowy.
You're right, let's see what I can do.
But I won't change the texture of the Yavin props because I didn't use any;)

[Padawan]Helkaan wrote:If you're interested, I have a couple of ruins models, some I made in SketchUp but not converted yet, some other already converted to .msh.
I can't convert the other props either but I'm interested in the mshs. The map is already filled with some ruins, but you can't have enough, right?^^

acryptozoo wrote:i have some jungely props you can use them if you want
That would be really cool!
I was looking around for green stuff but I could rarely find any new.

THEWULFMAN wrote:Sign me up for beta testing.
[Padawan]Helkaan wrote: I'd like to beta test
skelltor wrote:Looks cool (Can I beta?)
agentsmith38 wrote:i'd like to beta test.
modmaster13 wrote:can I beta for this cool-looking map?
Sure. Check your pm's 8)
Last edited by Locutus on Sun May 15, 2011 12:14 pm, edited 2 times in total.
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Re: Ruuria: Jungle Ruins

Post by Fiodis »

Locutus wrote:
Fiodis wrote: I'd like to beta test
Sure. Check your pm's 8)
What??? :?

When did I sign up to beta?
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Re: Ruuria: Jungle Ruins

Post by Locutus »

Fiodis wrote:
Locutus wrote:
Fiodis wrote: I'd like to beta test
Sure. Check your pm's 8)
What??? :?

When did I sign up to beta?
Arg, sry, seems like I messed up with the quotes
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Re: Ruuria: Jungle Ruins

Post by Anakin »

it was agentsmith38 and [Padawan]Helkaan not Fiodis and Eggman who used this formulation
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Re: Ruuria: Jungle Ruins

Post by modmaster13 »

Beta Testing Information

Wow! I am so suprised! I didn't think this map would be a big one from the screenshots youi gave us! When I first spawned on the battlefield, I was so lost. This map is a giant maze...but that doesn't mean I don't like it...I like it. The problem is, there are many bugs.

Bugs:

1. The planet description isn't very professional at all. To be more like BF2, it should be something like:
Hidden/Spoiler:
Ruuria: Jungle Ruins
*Description*
2. Try to use the "blend" brush in height mode in ZE.
Hidden/Spoiler:
ImageAt this area there are large pits where it goes from 3 ft. to 12 ft. in depth.
Hidden/Spoiler:
Image
Hidden/Spoiler:
ImageA closer look at the drop-off area.
3. I'm sure you have noticed that there are missing tree textures.
Hidden/Spoiler:
Image
3. Umm...what is suppost to be there? A moon/planet?
Hidden/Spoiler:
Image
4. Near CP5, there is a weird collision barrier.
Hidden/Spoiler:
Image
5. There should be more game modes besides conquest, such as CTF, eli, hunt, etc.

6. Floating tunnel entrance.
Hidden/Spoiler:
Image
7. Why does GCW have a massive amount of units/reinforcments?

That is all I have for you right now...
This map is a giant maze..
Overall this map is A-MAZE-ING! :funny2:
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Re: Ruuria: Jungle Ruins

Post by Anakin »

looks great :thumbs:
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Re: Ruuria: Jungle Ruins

Post by THEWULFMAN »

modmaster13 wrote:5. There should be more game modes besides conquest, such as CTF, eli, hunt, etc.

I haven't tested yet but thats relevant. This is not a bug, this is a suggestion. I personally dont agree, Conquest is all a map needs in my opinion.

If the map is as large as Modmaster says, It will need a mini map, a good one.

And yeah, you need to blend your terrain more.
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