The Complex WIP (update)

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hunpeter12
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The Complex WIP (update)

Post by hunpeter12 »

A couple of weeks ago I posted a pic of my upcoming map called 'The Complex'. Since then, I've made much progress, so I decided to post some info here.
The Complex is supposed to be some kind of huge Imperial facility, which the Rebels attack. (The map is not that huge though.) Unlike my previous map 'Underground City', I went for an industrial look.

Progress:
  • Objects - 95%
  • Planning/Barriers - 99%
  • Lighting - 'I can't light my map properly'%
  • Custom Sides - 0%
Beta (maybe public) coming soon. Any feedback is welcome!

Screenshots:
Hidden/Spoiler:
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UPDATE: I made some progress, I don't know if it looks better, please be kind enough to give some feedback.
Should I make custom sides? I'm not really sure.

Screenies:
Hidden/Spoiler:
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Overview of the main chamber
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Some imperials on a platform.
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The main chamber again.
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One of the corridors.
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A door with some lighting/texture problems.
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The main room as seen from the rebels starting point.
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I just love these exploding TIE fighters :P
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A corridor leading to the main area.
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Just a cool shot with another exploding TIE.
TESTERS (final list):
jedimoose32
anthonybf2
Generalfacu
MikeTheBeast55
Fives
Last edited by hunpeter12 on Sun May 17, 2015 5:16 am, edited 9 times in total.
THEWULFMAN
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Re: The Complex WIP

Post by THEWULFMAN »

Looks like it has potential, however it's hard to tell a map layout from screenshots. Maybe if I'm not lazy I'll check out its layout in the beta.

My only real suggestions right now are to work on your lighting, but you know this already, but also try and make your assets a bit more cohesive in the texture department. For example, the Hoth Shield generator is really dark, which clashes with the surrounding textures. It makes it readily apparent it's a bunch of assets from multiple maps.

Take a look at some of AQT's maps. He retexures the models so they all share a common theme.
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Re: The Complex WIP

Post by Oswald1928 »

I do agree that this looks very interesting. Seems like it would be great fit for a Campaign or Hunt-styled mode if you want to run with the whole "Rebel attack operation" theme.
Retexturing would be great idea to make it look more 'unified'. Maybe some Imperial insignia somewhere?
jedimoose32
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Re: The Complex WIP

Post by jedimoose32 »

From the screenshots I think most of what I have to say echoes what THEWULFMAN has already said - I see a nice-looking collection of stock assets, but I would challenge you to make them stick together a bit more.

Also, are there any vehicles?
hunpeter12
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Re: The Complex WIP

Post by hunpeter12 »

Yep, the textures are not final, I'll look into them soon.
jedimoose32 wrote:Also, are there any vehicles?
No, it's an indoor map, with no room for them. There are some turrets though.
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Re: The Complex WIP

Post by thelegend »

The map looks pretty interesting. I guess you may need to add some more small props (Screenshot 4) like covers or...you know. Some industrial looking stuff like "big metal boxes" you can often find on buildings with flat roofs.
jedimoose32
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Re: The Complex WIP

Post by jedimoose32 »

Yeah, the reason I was asking whether there were any vehicles on the map is because the 4th screenshot has a very large open area. You might already have plans for that, and if you do please ignore me.
hunpeter12
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Re: The Complex WIP

Post by hunpeter12 »

jedimoose32 wrote:Yeah, the reason I was asking whether there were any vehicles on the map is because the 4th screenshot has a very large open area. You might already have plans for that, and if you do please ignore me.
The main room is big, but also quite crowded, with elevated areas and stuff. I originally had the idea to just put in an AT-ST there, but it would just walk in small circles, and might not be best for balance.
thelegend wrote:The map looks pretty interesting. I guess you may need to add some more small props (Screenshot 4) like covers or...you know. Some industrial looking stuff like "big metal boxes" you can often find on buildings with flat roofs.
Thanks, some small props will eventually be added.
jedimoose32
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Re: The Complex WIP (Beta testers wanted)

Post by jedimoose32 »

Looks much better! I'd love to test.
hunpeter12
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Re: The Complex WIP (Beta testers wanted)

Post by hunpeter12 »

Thanks, I will add you to the list.
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Re: The Complex WIP (Beta testers wanted)

Post by TWINKEYRUNAWAY »

If there is a spot open I can dedicate some time for testing
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Re: The Complex WIP (Beta testers wanted)

Post by AnthonyBF2 »

I really like industrial map themes and have a ton of free time. I'd like to test your map :yes:
I personally don't mind custom sides but I prefer regular troops. If a map is good enough, it doesn't need custom sides. At max, I would suggest BFX support.
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Re: The Complex WIP (Beta testers wanted)

Post by Generalfacu »

I would like to Beta test :)
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Re: The Complex WIP (Beta testers wanted)

Post by MikeTheBeast55 »

As many people have said, I like the idea behind this map and it looks pretty cool! Custom sides are usually a plus to a custom map like this and I am always for new units on new maps since it makes the gameplay more interesting. I would also be interested in beta testing this too if you are looking for beta testers at the moment.
hunpeter12
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Re: The Complex WIP

Post by hunpeter12 »

Both of you will be added to the list and provided with links.

EDIT
I guess it looks better now. Any suggestions?
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TWINKEYRUNAWAY
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Re: The Complex WIP

Post by TWINKEYRUNAWAY »

You guess it looks better...no no. It "absolutly" looks better. That, at least from the screenshots looks almost like something pandemic would do. Good re-use of polis massa and other assets sir. As far as custom units, I would stick to vanilla and add dark times or BFX support.
Last edited by TWINKEYRUNAWAY on Fri May 01, 2015 5:34 pm, edited 1 time in total.
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Re: The Complex WIP

Post by thelegend »

TWINKEYRUNAWAY wrote:You guess it looks better...no no. It "absolutly" looks better. That, at least from the screenshots looks almost like something pandemic would do. Good re-use of polis masa and other assets sir.
No. Much better than Pandemic woulda done it. I really love the look of this map. Great job :thumbs:
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Re: The Complex WIP

Post by Generalfacu »

TWINKEYRUNAWAY wrote:You guess it looks better...no no. It "absolutly" looks better. That, at least from the screenshots looks almost like something pandemic would do. Good re-use of polis massa and other assets sir. As far as custom units, I would stick to vanilla and add dark times or BFX support.
Adding BFX would be great.
hunpeter12
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Re: The Complex WIP

Post by hunpeter12 »

Thanks for the kind words everyone. :)
  • I will add Dark Times for sure, and maybe BFX too. However, I've not entirely given up the use of custom sides. (Actually there are some vanilla classes I just don't like, or I feel they don't fit the map setup.)
  • I may also add a campaign mission later. (Don't take this for granted, I'm no good at scripting.)
  • I'll work more on the textures/lighting (There are some areas I did not show in this set of pics, which definitely need some work.)
  • I will release a public beta sometime soon, when I get more things done.
Generalfacu
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Re: The Complex WIP

Post by Generalfacu »

hunpeter12 wrote:Thanks for the kind words everyone. :)
  • I will add Dark Times for sure, and maybe BFX too. However, I've not entirely given up the use of custom sides. (Actually there are some vanilla classes I just don't like, or I feel they don't fit the map setup.)
  • I may also add a campaign mission later. (Don't take this for granted, I'm no good at scripting.)
  • I'll work more on the textures/lighting (There are some areas I did not show in this set of pics, which definitely need some work.)
  • I will release a public beta sometime soon, when I get more things done.
That sounds great! This is one of the best close-quarters maps ;)
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