Kothlis: Sea Haven 2.0 [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 1.2

Postby EraOfDesann » Sat Jan 10, 2015 6:15 pm

I haven't posted in forever but I thought I'd chime in to commend you on the map's level of beauty and polish. Superb stuff, GAB.

For what it's worth, I actually prefer the original variant (the blue) that you had. I think you nailed the color and atmosphere of a cloudy morning and it's got a lot of visual interest to it as well. I say keep it!

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Re: Kothlis: Sea Haven 1.2

Postby thelegend » Sat Jan 10, 2015 8:05 pm

The map and all the new objects look very awesome. The cloudy morning is also very well done.

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Re: Kothlis: Sea Haven 1.2

Postby yuke5 » Sun Jan 11, 2015 4:09 am

You're a really experienced mapper, so you might have already tried this. The map is pretty open, so it might not work, but have you considered portals and sectors? If it's implementable, it might help.

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Tue Jan 20, 2015 9:41 pm

yuke5 wrote:You're a really experienced mapper, so you might have already tried this. The map is pretty open, so it might not work, but have you considered portals and sectors? If it's implementable, it might help.
I don't think portals and sectors would function very well here. Since the map is fairly open, we'd have objects popping in and out all the time.

EraOfDesann wrote:For what it's worth, I actually prefer the original variant (the blue) that you had. I think you nailed the color and atmosphere of a cloudy morning and it's got a lot of visual interest to it as well. I say keep it!
Yeah, I fiddled around a little and after some hue adjustments I came up with this:
Hidden/Spoiler:
Image

The overall lighting and color shades seem to match well. It maybe improvable, but the last times I tried to enhance it I ruined everything. I'm satisfied with how it is now. It is very close to what I want.

Also, today I added furniture to the round bungalows. Here's the result:
Hidden/Spoiler:
Image

And that's it. I'll be posting updates whenever I can. Lately, I've been studying quite a little to see if I can get into engineering school by the end of the year, so I can't devote as much time as I used to to this project.
Last edited by GAB on Tue Jan 20, 2015 9:51 pm, edited 4 times in total.

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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Tue Jan 20, 2015 9:43 pm

Is there a chance you need a tester? Looks so good.

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Tue Jan 20, 2015 9:44 pm

Not yet.

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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Tue Jan 20, 2015 9:47 pm

Worth a shot :) the objects in the buildings look great and I'm really digging the new varient.

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Wed Jan 21, 2015 7:00 pm

Here's a little Jacuzzi for you to relax while watching the sunset:
Hidden/Spoiler:
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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Wed Jan 21, 2015 7:01 pm

OMG now your teasing me! I want to play it now :(

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Re: Kothlis: Sea Haven 1.2

Postby jedimoose32 » Wed Jan 21, 2015 7:42 pm

I'd rather visit this place IRL. Looks like quite the vacation spot!

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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Wed Jan 21, 2015 11:09 pm

Same here. To bad it isn't real though.

EDIT: Can you post some night pictures of your new stuff like the hot tube? Just want to see how beautiful it will look with all the stars and lights

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Thu Jan 22, 2015 9:02 am

Later you'll be able to see that.

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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Thu Jan 22, 2015 9:05 am

Alright thank you man.

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Fri Jan 23, 2015 11:36 am

New model interior finished. This time it's the spa:
Hidden/Spoiler:
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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Fri Jan 23, 2015 11:42 am

Just wow. I did not expect the creativness of the added objects. I'm blown away and so ready for the release.

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Re: Kothlis: Sea Haven 1.2

Postby AvalancheMaster » Fri Jan 23, 2015 4:07 pm

It's starting to look more like a Counter Strike map than a Battlefront one. TBH, I'd love to see it in CS as well.

Great work!

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Fri Jan 23, 2015 5:04 pm

AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.

Why? (I never really played Counter Strike so I don't know what its maps look like)

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Re: Kothlis: Sea Haven 1.2

Postby AvalancheMaster » Sat Jan 24, 2015 6:22 am

GAB wrote:
AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.

Why? (I never really played Counter Strike so I don't know what its maps look like)


There's a big difference in the objectives. In BF some locations on the map are more important than other, because it's where players actively spawn (command posts). In CS, you spawn only in the beginning of a round. You die--you stay dead for the duration of the round. Thus every location in potentially a strategic point. You managed to overcome this by having close-quarter indoor corridors (the houses) mixed with open-air warfare. Adding additional furniture and props only brings them to life even more, which makes the map more believable (and enjoyable).

Check this out: https://www.youtube.com/watch?v=vo2x_zflo8g

EDIT: Actually, check THIS out: https://www.youtube.com/watch?v=T_-9LIhdcFc

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Re: Kothlis: Sea Haven 1.2

Postby PRECISION » Sat Jan 24, 2015 10:54 am

May I ask what your plan is for the big bungalow building? Your creativeness on these other buildings makes me wounder what could be next.

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Re: Kothlis: Sea Haven 1.2

Postby GAB » Tue Jan 27, 2015 9:59 am

AvalancheMaster wrote:
GAB wrote:
AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.

Why? (I never really played Counter Strike so I don't know what its maps look like)


There's a big difference in the objectives. In BF some locations on the map are more important than other, because it's where players actively spawn (command posts). In CS, you spawn only in the beginning of a round. You die--you stay dead for the duration of the round. Thus every location in potentially a strategic point. You managed to overcome this by having close-quarter indoor corridors (the houses) mixed with open-air warfare. Adding additional furniture and props only brings them to life even more, which makes the map more believable (and enjoyable).

Check this out: https://www.youtube.com/watch?v=vo2x_zflo8g

EDIT: Actually, check THIS out: https://www.youtube.com/watch?v=T_-9LIhdcFc
Oh, I got it. Interesting video by the way.

PRECISION wrote:May I ask what your plan is for the big bungalow building? Your creativeness on these other buildings makes me wounder what could be next.

I've been thinking about some sort of living area, but I haven't elaborated this idea very much. I'm open to suggestions.

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