Announcing: Kuat

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Alpha

Announcing: Kuat

Post by Alpha »

I paused work on my Abyssisia map, but I will finalize that, eventually. This one looks better anyway....and it will not require the conversion pack like the other map.

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This map is an all infantry battle (may add some vehicles later) in a planetside Kuat Drive Yards Factory. It is a veyr large map, so it will have lots of units to make it... "not-boring".

Here's some screens:

Image

Image

Image

I need ideas for:
-Rep, Reb, Imp, CIS sides
-Vehciles/No Vehicles (if yes, what?)
-How to make the sky look better

To do
-Sides
-Clouds above the field
-Civilian Vehicles (?)
-Bot Pathing
-CTF (2 Flag)
-Conquest CPs
-Add Hunt Mode (KDY Security vs Rebs) (?)
-Add Uber Mode (When Conversion Pack is done)
-Random Tweaks
Last edited by Alpha on Tue Oct 17, 2006 5:00 pm, edited 1 time in total.
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Post by PrinceXizor »

I have a great idea for sides/units/weapons/vehicles. Ill post them tonight. :D
Last edited by PrinceXizor on Mon Oct 16, 2006 2:24 pm, edited 1 time in total.
Talibanman

Post by Talibanman »

all of the units should IMO have urban camos...
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Post by Bac-Talan »

Wow, nice looking already.
You really are turning out these maps aren't you :P This definently looks better than Abyssisia already.
Good luck!
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Post by Maveritchell »

A minor detail: the rebel medium transport you have there wasn't built by Kuat; most of the Kuat D.Y. ships were Imperial.

For vehicles, unless you had some non-weaponed taxis solely for ambiance (because they'd be almost useless), I would stay away from vehicles inside the map. If you really wanted some, though, some command walkers on the perimeter would look nice (think Endor at night).

And that first pic is pretty; what assets did the parts to that tower come from?
Hawksolo

Post by Hawksolo »

I think itd be cool to maybe have Some nice Sniper Places in there, towers etc. And like the user said before me, DEF use Urban Camo.
Razorpig

Post by Razorpig »

Sweet looking pics. The tower in the first Screenie looks alot like the Citadel from HL 2 - your inspiration maybe??

As far as vehicles go, I would include them only if you are going to have wide open spaces to have vehicular combat in. If this map is a congested city scape, maybe just do away with the vehicles, or just have them patrol the outskirts.

Urban camo would be excellent, as well as multiple snipe positions / turrets on the walls and towers.

As far as making the sky look better - I think it looks great as is. Although you may want to add background fliers for ambience.
Alpha

Post by Alpha »

all of the units should IMO have urban camos...
I agree.
This definently looks better than Abyssisia already.
I got tired of that map not working properly. :P
A minor detail: the rebel medium transport you have there wasn't built by Kuat; most of the Kuat D.Y. ships were Imperial.
If anyone would like to model an Imperial ship about that size, I'd replace it, but I'm limited on assets.
If you really wanted some, though, some command walkers on the perimeter would look nice (think Endor at night).
Is it possible to change the AT-AT into a prop? If so, I'd like to put some in.
And that first pic is pretty; what assets did the parts to that tower come from?
Mygeeto.
I think itd be cool to maybe have Some nice Sniper Places in there, towers etc. And like the user said before me, DEF use Urban Camo.
I just need to add accessability to those sniper places, but they are there.
Sweet looking pics. The tower in the first Screenie looks alot like the Citadel from HL 2 - your inspiration maybe??
You'd have to ask Pandemic. :P

As far as making the sky look better - I think it looks great as is. Although you may want to add background fliers for ambience.
Maybe, I'd really like to to be a little cloudy, but I'm not sure how to go about doing that.
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Post by Zaborack »

well, i bet the Kuat Drive Yards factory or whatever is a very protected place, just as an idea i would suggest that you maybe make some turrets around the place and let the towers be their control rooms, i think this'd be very fitting to the map, i bet they never wanted anyone to steal their ship blueprints and stuff ;p
looking good!
good luck!

-zaborack
Alpha

Post by Alpha »

Maybe I'll add some AA Turrets on top of buildings, but I think that they'd depend on a fighter garrison more likely. Depends how the turrets look aesthetically as to whether I keep them or not.
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Post by Bac-Talan »

Alpha wrote:Is it possible to change the AT-AT into a prop? If so, I'd like to put some in.
Definently. I think you just have to change the ODF. It's not that hard, just look at one of the ODFs for a prop, I think it includes something like

Code: Select all

ClassLabel = "prop"
or something similar.
Just take out all the vehicle stuff in the AT-AT's ODF and replace it with prop ODF stuff.
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Post by Maveritchell »

Perhaps, rather than having another capital ship, you could replace the medium transport with a couple LA-ATs. They should be in the assets.

And yes, you could make the AT-AT/AT-TE a prop, but what I believe would be a far superior choice would be to change the pilottype to self (i.e., units can't enter), and just use them as mobile imperial command posts. You could remove their weapons, or not, but basically you'd just have moving props.
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Post by RevanSithLord »

Oooh, AT-AT a prop? Sounds cool. Got an idea too. It can stand still, but during the attack if workers are still working on it, they can charge up the turrets on it if it's operable. That'd be interesting. There should also be atleast a couple of active ones, like on a patrol, or test drive...but then they get a report and then come stomping in to save the day. lol Anyway, I can see where this would come in a very great map, indeed.

This map visually will kick some major butt. Hope when it comes time to play I can say the same about the game play.
Alpha

Post by Alpha »

I wonder, is there a way to make a flashlight weapon? That would be fun for dark alleyways. Maybe a secondary weapon that doesn't run out or overheat. Is that possible?
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Post by RevanSithLord »

That would be cool if so. :D
motorxmania

Post by motorxmania »

Map looks great. I think clouds would help the sky a lot.

about the flashlight that would be sweet. On New Mobassa, a map for Halo Custom Edition, there is a spray paint weapon and it is sweet. so i think a flashlight would be cool to and possible cause weve done just about as much as halo moders.
Droideka88

Post by Droideka88 »

Alpha I don't want to express my opinion as criticism but could you make the Kuat Yards as orignally seen from Factor 5's first Rouge Squardon game?

Maybe another time I'll post some screens.......
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Post by t551 »

There is a way to attach lights to meshes, I think that it will only shine on objects though. Terrain lighting is burned in during the munge process.
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Post by jedi_master_2210 »

maybe there could be slow moving pilotable fighters on a belt moving into a cargo ship as if the fighters were being shipped i wonder :?: :idea:
Protector_Pulch

Post by Protector_Pulch »

If you don't want to delete the rebel transport, you could add some projectile holes, scorch marks and hull breaches, so it looks a rebel ship captured by the imperials and brought to Kuat in order to be "cannibalized", I mean, so the imperials can remove everything that's still working from it, and then remelt it.

As to the sniper, maybe this could be local kuati (whether on the side of the alliance or of the empire is your choice).
As far as I can remember, Kuati were black:
Look here, their senator is black
Image.
He should be rather representative.

Maybe you could add some minor hallways in the landed ships, only some, and combine them with space map room in which you put the CPs.

The sky can stay as it is, it emphasizes perfectly that this world is in close connection with the space (and everything that's going on there)

The perfectly fitting vehicle would be a forklift (?), but because we've got none, I'd stick to reskinned landspeeders from both tattooine and naboo.

I'm already looking forward for a map like this. I love urban combat.
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