Kothlis: Sea Haven [Final Version Released]

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby Marth8880 » Sat Aug 30, 2014 2:00 am

Hidden/Spoiler:
Didn't GAB tell us to *PM* him the reports? :p


FiWe wrote:For me it crashes during the loadscreen when I try to start it whit DT2 or BFX. Stock Units are loaded.

Silly question, but you *do* have the BFX and DT2 mods installed, right? :o

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby FiWe » Sat Aug 30, 2014 5:39 am

My fault, I read over the PM-Part :/

OMG, my greatest fail ever. Baught BFII on Steam a month ago, because my CD-Version did not work and indeed forgot to reinstall BFX - pretty awkward. :D

Forget about my critics. Great job.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby moddinman » Sat Aug 30, 2014 1:45 pm

Awesome craftsmanship on the map. A tad bit too dark at night though. I'd brighten the ambient light just a little. I'd also remove the death region from the water. Otherwise, great job!

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby Marth8880 » Sat Aug 30, 2014 3:22 pm

moddinman wrote:I'd brighten the ambient light just a little. I'd also remove the death region from the water.

Meh... I personally think it should be a moderate-damage-rate damage region if anything other than a death region otherwise the AI will just get stuck down there all confused and whatnot, you know? I had that issue very early on in Virmire and damage regions plus lots of large rocks and crates to block off the areas fixed it. :)

Of course, GAB can do whatever he wishes. These are merely our opinions. :yes:

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby PRECISION » Sat Aug 30, 2014 3:35 pm

I think you shouldn't die right when you fall in. Some of the areas make you die right away, but then there are other spots, if your fast enough, allow you to wal in the water tull you reach the beach side. I think all the water should be like that

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby Oswald1928 » Sat Aug 30, 2014 5:13 pm

Great map! Looks fantastic, the themeing is perfect, the addition of the BFX and DT eras is a stroke of genius (I LOVE BFX), and it's overall one of the most professional maps I've played in a while. My only complaints are that it's a bit too dark at night (Though having shootouts in the bar area, with the strobe lights going off and blasters flying everywhere against the pitch-black night sky is amazing) and there seems to be missing light saber and force powers sound effects.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby GAB » Sat Aug 30, 2014 11:20 pm

Thanks a lot for the feedback so far, guys. And keep playing the beta. If you find any more issues, don't be afraid of sending a second beta report :wink: .

Aaaaaaand... minimap just got finished.
Hidden/Spoiler:
Image

Let me know what you think.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby hunpeter12 » Sun Aug 31, 2014 9:49 am

Looks great. Way better than my minimaps, actually :)

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby TWINKEYRUNAWAY » Sun Aug 31, 2014 9:53 am

Thank you for generously allowing us to beta test this. It certianly is a beautiful map. If I find anything wrong ill shoot you a bug report. Does that mean Alzoc III Blizzard will recieve the same treatment in the future still?

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby PRECISION » Sun Aug 31, 2014 12:29 pm

Mini map looks great! Going to help finding the ways around cause this map is not straight forward like most maps. (In a great way) Mind posting your ideas for filling in the bungalows when you start doing it? (Pictures) Just want to see what your thinking off when placing the thats all :D

EDIT: Is there suppose to be health and ammo droids? Cause there is non. I like it cause it would take away from the resort, but it's a small adjustment to get used to.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby GAB » Sun Aug 31, 2014 6:33 pm

TWINKEYRUNAWAY wrote:Does that mean Alzoc III Blizzard will recieve the same treatment in the future still?
I sure wish I could do the same with Alzoc 3, but, well TWINKEY, remember when you interviewed me I told that I'd be quitting modding after Alzoc 2.0 is finished? It is going to happen for real after this map. The amount of time it takes to make maps like these is huge and that's a time that I simply cannot afford to spend on modding anymore. Real life is starting to demand from me...

PRECISION wrote:Mind posting your ideas for filling in the bungalows when you start doing it? (Pictures) Just want to see what your thinking off when placing the thats all
No problem. I'll post my ideas here, and allow you guys to share your own.

PRECISION wrote:EDIT: Is there suppose to be health and ammo droids?
Yes. I just haven't added them yet.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby PRECISION » Sun Aug 31, 2014 10:05 pm

Thank you. did u get my PM?

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby GAB » Sun Aug 31, 2014 10:55 pm

Yes, and I'm yet to reply it.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby PRECISION » Sun Aug 31, 2014 11:05 pm

Alright just wondering

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby moddinman » Sun Aug 31, 2014 11:21 pm

Just one more report. At night on Kothlis, there is no reflection of the stars on the water. Idk, maybe it was a loading error. Good luck man.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby GAB » Tue Sep 16, 2014 1:41 pm

moddinman wrote:Just one more report. At night on Kothlis, there is no reflection of the stars on the water. Idk, maybe it was a loading error. Good luck man.

It is a game's problem. It happens (or doesn't happen) on Theed as well.

NOTE: For all those who still haven't sent a beta report, you have until Friday to do so. The map is going to be released soon.

EDIT: Final version released! See Release Thread

If an admim or moderator could lock this topic I'd be thankful, again.

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