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 2.0 (Former 1.2 Version)

Postby THEWULFMAN » Wed Mar 04, 2015 10:48 am

Looks good. I disagree with the lifesaver being out of place. I did however have a whim to make this. Feel free to use it, or don't. It's still in OBJ format so it needs converting to msh before it can be used. It will also need scaling at some point.

https://dl.dropboxusercontent.com/u/454 ... ver_OBJ.7z

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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby EraOfDesann » Fri Mar 06, 2015 2:08 pm

I don't mind the life saver, though I'd change the color scheme to something that fits Star Wars -- maybe a solid yellow or orange.

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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby THEWULFMAN » Fri Mar 06, 2015 2:40 pm

Something like one of these? It's not his model but we can at least look at the different colors.

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Though to be honest, red is going to be a caution color for any species with red blood. Which is most of the sentient species in SW.

EDIT: Oh wait you said solid yellow or orange, I can't read apparently.

EDIT2: I GIMPed this together in 30 seconds to see what it'd look like. The answer is, now I'm hungry for candy.

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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby EraOfDesann » Fri Mar 06, 2015 2:51 pm

Well, actually, I think it's the stripes that kinda snap me out of the Star Wars fantasy. I think a uniform color would be a better fit, or thinner stripes.

Akin to this:

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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby THEWULFMAN » Fri Mar 06, 2015 3:04 pm

>thinner stripes

You're a madman, a madman I tell you.

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I'd have to redo my UVs to do that. D:

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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby GAB » Fri Mar 06, 2015 4:13 pm

Ok, I just finished the last bungalow interior. Nothing really special honestly. I should probably add some new objects later:
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And here's a screenshot of the new lifesaver in place:
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Re: Kothlis: Sea Haven 2.0 (Former 1.2 Version)

Postby jedimoose32 » Fri Mar 06, 2015 11:15 pm

I like the new lifesaver. The old one looked good, this one looks great. The bungalow is lovely as well.

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Re: Kothlis: Sea Haven 2.0

Postby GAB » Wed Aug 05, 2015 2:19 pm

Hello people, I know it's been a while since my last update on this thing, but it is still going on. These last months I've only worked on behind the scenes stuff and trying to solve the many issues that the game engine is throwing at me. However, recently I've also started to add new content to the map as well.

The first of these new things is full support for Maveritchell's Beach Troopers:
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Those who have the mod installed will be able to play all the Beach Troopers' modes as well as a new Credit Hoard mode that Mav crafted specially for this map.

New modes are also being implemented for all the other supported eras and the map is on its final stages of development. I hope to release this soon.
Last edited by GAB on Wed Aug 05, 2015 2:23 pm, edited 1 time in total.

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Re: Kothlis: Sea Haven 2.0

Postby PRECISION » Wed Aug 05, 2015 2:23 pm

Oh nice! Glad to see it will be finished soon. Much excitement. Such happy. Wow

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Re: Kothlis: Sea Haven 2.0

Postby Maveritchell » Wed Aug 05, 2015 3:24 pm

Yo, the rain thing! Mention that. That was a lot more difficult to set up than the new mode. Your mileage may have varied, but that gameplay's really neat-o (especially if you crank the rain factor up really high). It's "the floor is lava" except... wetter.

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Re: Kothlis: Sea Haven 2.0

Postby GAB » Wed Aug 05, 2015 9:09 pm

Oh yeah guys, the rain thing Mav is talking about is a really neat feature, also crafted by him, that, in a Beach Troopers match taking place in the rain, deals damage to any unit that is not in a covered area. Since the objective is not to get wet, the unit slowly loses its health when it is in the rain. Mav also made it possible to adjust the rain damage rate through the 1.3 Patch's Fake Console.

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Re: Kothlis: Sea Haven 2.0

Postby PRECISION » Wed Aug 05, 2015 9:12 pm

Wow. Can't wait to see it and try it out. I am actually getting a Mac book this month as part of my college so I hope I can play on Max settings finally (considering the laptop is going to cost over $2k) happy this map is still going strong

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Re: Kothlis: Sea Haven 2.0

Postby thelegend » Thu Aug 06, 2015 6:30 am

GAB wrote:Oh yeah guys, the rain thing Mav is talking about is a really neat feature, also crafted by him, that, in a Beach Troopers match taking place in the rain, deals damage to any unit that is not in a covered area. Since the objective is not to get wet, the unit slowly loses its health when it is in the rain. Mav also made it possible to adjust the rain damage rate through the 1.3 Patch's Fake Console.


Wow. That sounds great. Good job on this to both of you.

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Re: Kothlis: Sea Haven 2.0

Postby MikeTheBeast55 » Thu Aug 06, 2015 8:50 am

Wow, the beach troopers really go with the Kothlis environment and looks like it has a nice feel to the gameplay as well! Other modes and bug fixes (if there were any) would also be great but I only downloaded this map once and played it once, seemed a little lacking in a way I can not describe but maybe this was it, something new & fresh being added to a great map!

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Re: Kothlis: Sea Haven 2.0

Postby GAB » Mon Aug 17, 2015 10:07 am

Hello again people, I'm just passing by to say that I've just added Dark Times II's modes (Control and V.I.P.) to the map. For now, the modes are only playable in the Dark Times era, but I intend to expand the modes to other eras as well.

Also, later today I intend to make a beta version available for those who want do test this map, so stay tuned.

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Re: Kothlis: Sea Haven 2.0

Postby PRECISION » Mon Aug 17, 2015 11:05 am

That sounds great. I for sure would like to test it.

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Re: Kothlis: Sea Haven 2.0

Postby Anakin » Mon Aug 17, 2015 11:19 am

Very nice to see you are still working on this. I hope my latest integration pack will make it easy for you to add the era. If there are any problems with that please let me know and i'll see if i can fix that.

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Re: Kothlis: Sea Haven 2.0

Postby GAB » Mon Aug 17, 2015 12:17 pm

Thanks Anakin. Just to let you know, the beta build will not have support for your mod yet. I'm going to work on its implementation while the other guys test the map and hopefully it will be on the final version.

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Re: Kothlis: Sea Haven 2.0

Postby Anakin » Mon Aug 17, 2015 12:19 pm

I thought so.

What do you mean with later?? What time zone?? Can't wait to test the new version.

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Re: Kothlis: Sea Haven 2.0

Postby MikeTheBeast55 » Mon Aug 17, 2015 1:17 pm

This map is probably one of the best beach-esq type of maps that I have ever played. But adding in the Beach troopers is like a dream come true for me since I had the idea in my head the first day I played it and you saying that you were adding it in is just making the wait worth it! You probably are fixing any visual problems and small bugs or stuff like that but it is also worth the wait, bet it is going to be awesome!

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