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Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 8:04 am
by thelegend
Oh minecraft (lol)
that looks so awesome. Can't wait playing this map.
One question: Is that one map or a mappack?

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 5:46 pm
by Maveritchell
Really novel reuse of a unitasker-type prop. I'll be interested to see how well you blend it with its chiefly-wooden surroundings.

Grade-A work all around, though.

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 5:48 pm
by GAB
Marth8880 wrote:That's awesome! Reminds me a lot of Max Payne 3. May I ask what music you're using? :o Also, mind if I run it through Audacity and make it sound all club-y? :) (Mostly add a slight reverb effect and equalize it to sound like a club track - just so it sounds a little more real.)
OK. For the dawn variant I'm using Morcheeba - The Sea
For rain I'm using Saki Kaskas -Rainman
For dusk I'm using Saki Kaskas - Aquadelic
For night I'm using Saki Kaskas - Greyhound

And regarding making the music club-y, I may contact you Marth when I actually start implementing sound.
thelegend wrote:Oh minecraft (lol)
that looks so awesome. Can't wait playing this map.
One question: Is that one map or a mappack?
It is a map with four periods of the day (which I like to refer to as variants) that are randomly chosen before a mission.

And thanks Mav.

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 6:10 pm
by thelegend
Hm really cool. You said randomly, so you can't select your variant or have I understood it wrong? Or are all 4 variants different eras in your map?

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 6:18 pm
by GAB
You understood right. It is not possible to choose whether the battle will be at night or during the day. This randomness applies to all eras and modes.

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 6:23 pm
by thelegend
Hm sounds nice and interesting. Again I can't wait to play this map.

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 9:49 pm
by PRECISION
Is it possible to post some more screens?

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 10:39 pm
by GAB
Maybe soon. I'm doing some revamps here. If I get any good result I'll post it here.

Re: Kothlis: Sea Haven

Posted: Sat Aug 09, 2014 11:29 pm
by PRECISION
Okay thank you

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 11:27 am
by GAB
Little update. I replaced the pillows around the tables in the discotheque with actual chairs. I think it gave the environment some more depth.
Hidden/Spoiler:
Image
Image
Let me know what you guys think.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 11:54 am
by Anakin
still thinking this need to be a bad party without guest :P

But the location looks really awesome :D
Will you add an stream Zone with party music when you come nearer to the discotheque??

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 2:29 pm
by PRECISION
Looks so good man. I'm so ready for this

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 3:02 pm
by RattleandHum1988
My god this looks fantastic.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 3:05 pm
by PRECISION
I know this will be my new favorite map for battlefront ever.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 3:07 pm
by GAB
Anakin wrote:Will you add an stream Zone with party music when you come nearer to the discotheque??
Yes. And there will be a special music for each variant.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 5:26 pm
by THEWULFMAN
Anakin wrote:still thinking this need to be a bad party without guest

In all honesty, ignoring the fact that the logistics of adding guests is prohibitive of doing so, I wouldn't want them to be there in the first place. This isn't a modern game where we can have NPCs partying and then run away when fighting starts, they'd just ignore their surroundings in a firefight and keep partying? That's hardly realistic.

I'd prefer it empty rather than filled with static or animated props.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 5:40 pm
by Marth8880
THEWULFMAN wrote:In all honesty, ignoring the fact that the logistics of adding guests is prohibitive of doing so, I wouldn't want them to be there in the first place. This isn't a modern game where we can have NPCs partying and then run away when fighting starts, they'd just ignore their surroundings in a firefight and keep partying? That's hardly realistic.

I'd prefer it empty rather than filled with static or animated props.
Actually, what GAB could do is have party-goer locals *who don't respawn* who are running around at the beginning of the match. :o

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 5:40 pm
by Dreadnot9
Maybe some dead party guests would be a good middle-ground. Evidence that people go to this club, but also no issues with what Wulf mentioned above. Plus, it gives the impression that a battle is actually happening here (besides the battle happening here).

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 5:44 pm
by Marth8880
Yeah! Dead ones as well as non-respawning locals would be great! :) I think it was D.U.C.K. who released a couple anim sets for dead units and such - they're even used on Eden Prime in my mod. :o Of course, it's up to GAB if he wants to do either of these things, though.

Re: Kothlis: Sea Haven

Posted: Sun Aug 10, 2014 5:47 pm
by PRECISION
Dead people would ruin it IMO. I think it's just great without people running around. Think of any other shooter. Most of the time it's been abandoned becuase they don't want to die.