Kothlis: Sea Haven [Final Version Released]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: Kothlis: Sea Haven

Postby thelegend » Fri Aug 15, 2014 11:05 am

Looks nice. I would use mini palm trees. May the same size as a normal unit.

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Re: Kothlis: Sea Haven

Postby PRECISION » Fri Aug 15, 2014 12:15 pm


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Re: Kothlis: Sea Haven

Postby GAB » Fri Aug 15, 2014 12:18 pm

I tried a few of those models but they did not look very satisfactory. I might give a try to the ones that I didn't. By the way, that pack contains the palm trees I'm using, but I believe most of you already know that.

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Re: Kothlis: Sea Haven

Postby thelegend » Fri Aug 15, 2014 12:31 pm

If you want I can create a few different mini palm trees for you for the plant thing.

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Re: Kothlis: Sea Haven

Postby GAB » Fri Aug 15, 2014 12:38 pm

thelegend wrote:If you want I can create a few different mini palm trees for you for the plant thing.

I'm interested. Sent you a PM.

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Re: Kothlis: Sea Haven

Postby thelegend » Mon Aug 18, 2014 9:47 am

Ok. I made the models you need. You should got a pm.

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Re: Kothlis: Sea Haven

Postby GAB » Thu Aug 21, 2014 1:24 pm

Ok. After some tweaks here and there, thelegend's models have been added to the planters. I think there's still room for improvement but the result is satisfactory:
Hidden/Spoiler:
Image
Image

Any suggestions are welcome.

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Re: Kothlis: Sea Haven

Postby Marth8880 » Thu Aug 21, 2014 1:40 pm

Looks good! I like it! But some improvements should be made to the models using wood textures: UVs need fixing, normal maps should be created and applied, higher-res diffuse textures could be implemented, etc.

Wood textures: http://www.cgtextures.com/textures.php?t=browse&q=427

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Re: Kothlis: Sea Haven

Postby GAB » Thu Aug 21, 2014 2:03 pm

Thanks for the link Marth, but I'm not going to change textures at this point. For me, the current ones look fairly good. Also, I want to finish this as soon as possible (I've already spent so many hours working on this map that I'm starting get a little sick of it), so right now I'm only focused on what really needs to be done.

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Re: Kothlis: Sea Haven

Postby Marth8880 » Thu Aug 21, 2014 2:04 pm

Aww, you sure? :( If you want, I can at least create the normal maps and implement them into the models if you send me the necessary files. :o

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Re: Kothlis: Sea Haven

Postby PRECISION » Thu Aug 21, 2014 5:11 pm

Those plants look great in those areas man. Looks so much like a resort with the details. Have you played Operation Mortar in the Naval strike DLC in BF4? (My favorite map in any game) It is a resort but it's done so different from standard resorts. Maybe a little inspiration from a few things just to make it seem for natural? I know I have not seen your full map yet, but it's just a suggestion if your looking for ideas

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Re: Kothlis: Sea Haven

Postby GAB » Fri Aug 22, 2014 10:23 am

Thanks PRECISION. I might go take a look at some videos of that map.

Anyway people. Came here to say that I'll be doing an open beta for the map soon. Yesterday I finished setting up the AI barriers (573 of them), which means the AI will jump less into the sea and now the map is in a playable state. I will just place the hintnodes and make a beta loadscreen.

Also, some updates that I didn't put here. BFX and DT2 support has been implemented. I also added and/or modified some visual aspects of the map. Unfortunately, the object flickering problem is just seemingly unsolvable, which is extremely annoying and frustrating. The only workaround I found was to force a model to always use the Hirez geometry by making an exact copy of it in XSI and adding the _lowrez to its name.

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Re: Kothlis: Sea Haven

Postby PRECISION » Fri Aug 22, 2014 5:17 pm

I want to ask, are you planning are trying to get Anakin's republic commando mod? There this the dev beta for maps if you haven't seen that yet

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Re: Kothlis: Sea Haven

Postby MikeTheBeast55 » Fri Aug 22, 2014 6:15 pm

Those textures made by TheLegend make the map look even more realistic, but you should not jump to any conclusions with textures, it might take a while to choose from all the different textures people make to implement them into your map.

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Re: Kothlis: Sea Haven

Postby GAB » Fri Aug 29, 2014 10:27 am

Ladies and Gentleman, it took a little while (my computer had some problems recently), but the Beta is finally out: DOWNLOAD LINK (65MB)

Anyway, this beta is pretty much the finished map. Things like minimap, proper satellite shots and a loadscreen for each variant are still going to be added and maybe a few modifications to the map itself, but no major overhauls will be made.

This beta supports DT2 and BFX, and has the gamemodes Conquest and 2-Flag CTF.

Please, send your beta report to me via PM here on GT. I'll be accepting report until the release of the final version, which I don't know when will be, but should be soon, so don't take too long.

Also, don't forget to read the ReadMe. There is an important thing there along with some other stuff that is also here.

Now go, and good testing. I await for your feedback.
Last edited by GAB on Fri Aug 29, 2014 1:19 pm, edited 2 times in total.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby thelegend » Fri Aug 29, 2014 10:47 am

Ouhhh...Yeahhh..download, download, download.... [100 times again]..puh..air..break... I am going to download your map as soon as possible. I'll send you a fully review.

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby SmokyCashew01 » Fri Aug 29, 2014 5:38 pm

I tried it and I see no real bugs. All I have to say is that when it is raining, you can see where the background wall paper joins together. This makes the background look fake because the wallpaper joins at an obvious 135 degree angle and the lighting is completely off where they connect. One side of the wallpaper is bright while the other is shaded. This can only be seen at command post 2 and 5 so I suggest that you move the wallpaper back more at those command posts so you can't see the intersection. Also when it is night time it is way too dark. My brightness settings are fine. I suggest you add more green lights light you did at spawn point 5. It is especially dark near the middle. If you were aiming for it to be super dark then it's great. Besides those super minor errors everything is fine but I only played with the original stock assets and only stock eras. Great Job!!! :thumbs:

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby PRECISION » Fri Aug 29, 2014 6:10 pm

I havent played much yet, but I wanted to ask if your considering putting anakins RC mod? I will be sending a full review when I play it in your PM so look forward to it :D

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby MikeTheBeast55 » Fri Aug 29, 2014 11:05 pm

YES YES and YES, the long awaited open beta release has been... well... RELEASED! I am definitely playing this once it gets done downloading. I will be sure to report back if I see anything odd or something that is placed where it should not be placed!

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Re: Kothlis: Sea Haven [Open Beta Released]

Postby FiWe » Sat Aug 30, 2014 1:48 am

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

What I saw of the map itself looks fantastic, atm just saw the daylight version.

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