And without further ado, screenshots!
Ipsulma: Glacial Pass
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- willinator
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Ipsulma: Glacial Pass
Hello Gametoast. I am a relatively new modder on the site, and you may have seen me around the forums. So today, after months of practice maps, I bring you my first, true attempt: Ipsulma. The map is a small, harbor town in the icy underbelly of a glacier. There is also a small forested section, and icebergs in the harbor and canal. Most of the buildings are Naboo assets, but I have done my best to make them fit into a Rhen Var environment. I will post an update soon.
And without further ado, screenshots!
And without further ado, screenshots!
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Last edited by willinator on Sat Jan 21, 2012 3:08 pm, edited 1 time in total.
- Tears2Roses
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Re: Ipsulma: Glacial Pass
HOLY [diet.dr pepper with whipped cream and a cherry on top] that is GREAT! As for the actual map it seems like you have some floating objects, maybe thats the ground texture. I'm reffering to the second screenshot. As for the map itself it seems to lack cover. Keyword of the day = seems. Maybe more trees or boxes or something small you can hide behind would help.
Other than that terrific job on the re-texturing!
Other than that terrific job on the re-texturing!
- Cerfon Rournes
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Re: Ipsulma: Glacial Pass
This map looks very promising. I agree with Tears2Roses; The map could use some more cover. Other than that, great job so far! Keep it up.
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Re: Ipsulma: Glacial Pass
This looks very good! Great job!
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Re: Ipsulma: Glacial Pass
Marth8880 wrote: This looks very good! Great job!
I concur. :plokoon:
It looks better than my first non-practice map, that's for sure. Keep up the great work, I'd like to see it improved somewhat however. Perhaps reskin the Rhen Var assets to a tan color, or just anything different really (with limits of course, no pink please). I've seen enough of the unedited Rhen Var textures in new maps to last me a lifetime. It doesn't look bad, per se, it's just more of the same. More cover might be appreciated as well.
P.S. It would be easier on everyone if you in the future dumped all of the screenshots into a single hide tag. Rather than giving each screenshot it's own hide window, it's just faster for you, the poster, and me, the viewer.
- Eggman
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Re: Ipsulma: Glacial Pass
That's an interesting combination of assets. You've pulled it off very well.
My only real criticism is that the streets in the last screenshot look a bit empty, and the white texture really sticks out against the dark grey of the buildings. If you're just using terrain for the streets (as opposed to objects), I recommend changing the base texture to some sort of darker stone - maybe cobblestone or brick - and then create the effect of a dusting of snow by lightly spraying a snow texture on top of it.
My only real criticism is that the streets in the last screenshot look a bit empty, and the white texture really sticks out against the dark grey of the buildings. If you're just using terrain for the streets (as opposed to objects), I recommend changing the base texture to some sort of darker stone - maybe cobblestone or brick - and then create the effect of a dusting of snow by lightly spraying a snow texture on top of it.
- Maveritchell
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Re: Ipsulma: Glacial Pass
I'd suggest using a texture with less going on (i.e. a relatively uniform rock texture) for the parts of the Naboo props that tile a lot (seen in picture #2).
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Re: Ipsulma: Glacial Pass
this can become a really nice map
- willinator
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Re: Ipsulma: Glacial Pass
Wow, thanks for all the support everybody! I have taken what most of you said to heart, and have made a few changes:
1. Darkened the terrain to a more slatish tone
2. Added more buildings and cover
3. Added vehicles and turrets
4. Added Hero Assault and 2-flag CTF
Screenshots:
1. Darkened the terrain to a more slatish tone
2. Added more buildings and cover
3. Added vehicles and turrets
4. Added Hero Assault and 2-flag CTF
I respect how you feel on this matter, but I am not going to change the whole texture schemeat this current time, as I like it the way it is. For my next update, I intend to add a bit more cover, and work on custom sides.THEWULFMAN wrote: Perhaps reskin the Rhen Var assets to a tan color, or just anything different really (with limits of course, no pink please).
Screenshots:
Hidden/Spoiler:
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Re: Ipsulma: Glacial Pass
I think a great, big, fallen pillar right in the middle of that little battlefield would make all the difference in cover and vehicle accessibility.Hidden/Spoiler:
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Re: Ipsulma: Glacial Pass
I saw in one of your screenshots that you have the regular stormtrooper/rebel outfits. It would be nice if you changed them to snowtroopers/snowrebels. Directional lighting would be nice also. Other than that, this map is awesome!
- willinator
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Re: Ipsulma: Glacial Pass
Actually, that is what I am working on right now. The Republic are the Galactic Marines, the CIS are normal, and the Empire and Rebels are both in their snow outfits. I am almost done with the republic, so there may be an update.modmaster13 wrote:I saw in one of your screenshots that you have the regular stormtrooper/rebel outfits. It would be nice if you changed them to snowtroopers/snowrebels.
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Re: Ipsulma: Glacial Pass
Sounds promising!willinator wrote:I am almost done with the republic, so there may be an update.
- ShadowWing
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Re: Ipsulma: Glacial Pass
Wow, I just saw this recently, and it looks like it's going to be a great map!
However, Rhen Var style maps have been done a lot. Maybe you can add some twist to it so when people play it, they won't think,"Oh joy, another Rhen Var map." You want to make it stand out a little.
However, Rhen Var style maps have been done a lot. Maybe you can add some twist to it so when people play it, they won't think,"Oh joy, another Rhen Var map." You want to make it stand out a little.
- willinator
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Re: Ipsulma: Glacial Pass
I have finished the heros for standard conquest, now all I have to do is the heros for assault.willinator wrote:Well, up above I stated that I would not be reskinning the buildings, but maybe there is some gameplay element I can add?ShadowWing wrote:Maybe you can add some twist to it so when people play it, they won't think,"Oh joy, another Rhen Var map." You want to make it stand out a little.
Anyway, on to the update. I have finished the custom sides for conquest and CTF, with the galactic marines, cis, and varieties of snowtroopers. I have also made a few changes to the lineup for all sides, by adding a medic unit to all sides, as well as an additional special, "power" unit class.
The additional differences are in the following boxes:Hidden/Spoiler:There are also a couple of cosmetic changesHidden/Spoiler:And now to work on heros/assault.Hidden/Spoiler:
For the reps we have standard Ki Adi Mundi
For the CIS we have Aurra Sing, with a lightsaber and rifle
Hidden/Spoiler:
And for the Empire, with a custom skin, is the Sith Stalker (starkiller), with lightening and saber throw.
Hidden/Spoiler:
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- Cerfon Rournes
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Re: Ipsulma: Glacial Pass
Nice job! I'm liking the heros! One thing; I think that Sith Stalker's arms are too white. Other than that, awesome skin.
EDIT
You need a new lightsaber model for Sith Stalker?
EDIT
You need a new lightsaber model for Sith Stalker?
- willinator
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Re: Ipsulma: Glacial Pass
If you would do that, it would be absolutely great . However, it would have to have a reversed blade. Only do it if you have time.Cerfon Rournes wrote:You need a new lightsaber model for Sith Stalker?
[offtopic] Check your pm's [/offtopic]
- Cerfon Rournes
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Re: Ipsulma: Glacial Pass
No prob, I've made three backhanded sabers before.willinator wrote:If you would do that, it would be absolutely great . However, it would have to have a reversed blade. Only do it if you have time.Cerfon Rournes wrote:You need a new lightsaber model for Sith Stalker?
[offtopic] Check your pm's [/offtopic]
- sean1441
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Re: Ipsulma: Glacial Pass
looks great.
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- willinator
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Re: Ipsulma: Glacial Pass
I appear to have hit a snag, so any help would be appreciated. Whenever I munge Hero Assault, the game crashes on the final bar of loading, but I believe I have found the problem.
The problem is, I don't know where I can change this. Please help!
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)