Re: Refinery [WIP]

Safe-Keeper wrote:

Oh, and what about placing down one or two red Bulk Freighter containers next to the Bulk Freighters?

*The rebel base appears to have an AT-AT barge, not terribly rebelly.

Looks to me like it's something they have captured. There are too many containers and stuff there that the Rebels can't have landed with.

Looks more like he sunk it into the ground and used it as a building... tongue

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Re: Refinery [WIP]

That looks fantastic! I hope you can finish it and it becomes a regular map in the big servers. Love the use of the freigters; things like that really set the scene for me.

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Re: Refinery [WIP]

Imperial wrote:
Bandu wrote:

Looks interesting. If I were you Id see if someone would be nice enough to alter the Ryloth textures abit (making grey versions for example) and dupliacate the statics with the varied texture.

FSDev| Woodrow wrote:

**Woodrow toffs his wide-brimmed hat .............**

http://images1.comstock.com/Imagewareho … 200028.jpg  ? big_smile

No duplicate.  Custom texture suffix.

Good work dude, I like the smoke stack deflection towers.  Listen to Woodrow, stop by IRC sometime.

Yea, I didn't mean re-export the models

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18 (edited by FSDev| Woodrow 2008-07-18 18:27:11)

Re: Refinery [WIP]

Actually bandu this is my current look these days:

http://www.foureyesjokeshop.com/Product … sories.jpg


But the reason I mention for him to come on IRC is we're very interested in talent like this, and are keen to talk with him further in person

Fear the Woodzilla

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Re: Refinery [WIP]

Hey, thanks for the compliments and input.  Its all welcome.

TY2D2 wrote:

Terrain near the freighters is real ugly, try to do something else there

I agree.  I don't like the terrain around the freighters either.  The steep walls of the dock would be handled better by a static object skirt.  That way the verticle textures wouldn't be stretched. Changing the walls back to a lowdetailtype 2 could also work.   In any case, this will be worked on more.

TY2D2 wrote:

The com tower/drilling platform look good, except I think it would be more impressive if you gave them more support beams going vertical, to busy it up a bit.

This is my intention.  I just wanted to get all the CP structures fleshed out then go back later and beef things up with supports and such.  That is, if lag isn't a problem.  You'll notice the bridge bunkers are just floating in the air ATM.  This will all be worked on down the line.

TY2D2 wrote:

Something about the fog settings doesn't go well to me...

The fog color will be a problem, as Un-Co speculated, due to the coloration of the skybox.  It matches in some areas and not in others.  I can mess with the fog color and maybe adjust the skybox to improve the look.

FSDev| General Un-Co wrote:

The rebel base appears to have an AT-AT barge, not terribly rebelly.

Yeah, I tried to sink it down and pass it off as a building. lol  I was never happy with it.  Right now its just there to give the rebel base some volume until I get around to filling it out with something else.  I just didn't want to use the lab and l_lab ryloth statics yet again as the map is full of them.

FSDev| General Un-Co wrote:

*The large concentration of statics in some areas may be enough to cause lag but this really can't be said for sure unless it is tested on a full server.
*Undergrowth can also be a major lag cause, again the thick undergrowth will need to be tested on a full sever, though it appears it isn't near any high static concentrations so it may be safe.

This is exactly what I was thinking.  These are both concerns of mine.  The undergrowth can be remedied very easily if it causes lag.  The static object concentration would require just a bit more effort to fix. tongue

FSDev| General Un-Co wrote:

I would also really like to see a minimap with CP locations (just take a screeny ingame with the minimpa generated).

I'll get this up sometime tomorrow.

Safe-Keeper wrote:

Question: Do you use only FS textures? What are those smokestacks, deflection towers put to new use?

I used 2142 detail textures.  I generated my colormap in Terragen.
http://fenring.bf1942.cl/tutorials/terr … turing.php

Seriously kickass software.  I created my sky there also.
http://fenring.bf1942.cl/tutorials/terragensky.php

The FH2 guys have put together some real quality tutorials that any mapper should read.

The smokestacks are simply the deflection towers with the smoke effect hovering above and some flashing red lights for flavor.  The Comm Tower has them also (the lights not the smoke).

Safe-Keeper wrote:

EDIT: Oh, and with respect, it does look a bit choke-point heavy (you've got the path down from the Gallofrees, for one). Or will the air vehicles be flyable?

The air vehicles will be flyable.  Well, the Lambda and fighters will be anyway.  The air transport should open up some opportunities for the rebels.  If the choke-points prove to be too difficult to overcome they can be remedied.  I'd like to see how things play-out first.

Safe-Keeper wrote:

Looks to me like it's something they have captured. There are too many containers and stuff there that the Rebels can't have landed with.

Yes.  The Depot has been captured by the Rebels.  They are now using it as a base to drive the Empire out of the area.  At least in the 64 player version.  The 32 player version will probably have the Rebels starting out at the Dock with the Depot totally out of play.

FSDev| BLITZ wrote:

Nice job for a terp!

lol

Re: Refinery [WIP]

squeezey pooh those FH tutorials are a goldmine...going to have a poke around.

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21 (edited by Safe-Keeper 2008-07-19 11:07:32)

Re: Refinery [WIP]

The FH2 guys have put together some real quality tutorials that any mapper should read.

Nice, thanks for the headsup smile .

Especially this one I liked. This is really useful stuff you really only come by through experience, and can't easily think up for yourself as a mapping "n00b" smile . I'd especially like to see #1 (no spawns in the open or inside CP cap radius) implemented in FS maps. It's annoying to be killed in the Slave Quarters by an AT-ST only to respawn in the middle of the street to be killed again. The mod has some nice spawn points well away from CP's, which is nice, and lots of spawns inside buildings, but I feel we could do a better job still.

I'd like to add an important point to the list for FS mappers, though (I may be a mapping beginner, but hey, I know something): Be extremely careful when placing Speeder Bikes. These things can get to practically any place on the map. They can bypass defenses and bottlenecks, get players to high places, and frankly ruin balance. They are incredibly useful assets and can be easily put to uses not intended by the mapper (speeders parked on the roof of the Imperial Outpost is one example) and should thus be used very sparingly. If you need fast transport for your map, consider using Combat Speeders and Landspeeders instead.

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