Kothlis: Sea Haven 2.0 [Released]
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- EraOfDesann
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Re: Kothlis: Sea Haven 1.2
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!
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
The map and all the new objects look very awesome. The cloudy morning is also very well done.
- yuke5
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Re: Kothlis: Sea Haven 1.2
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.
- GAB
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Re: Kothlis: Sea Haven 1.2
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.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.
Yeah, I fiddled around a little and after some hue adjustments I came up with this: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!
Hidden/Spoiler:
Also, today I added furniture to the round bungalows. Here's the result:
Hidden/Spoiler:
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
Is there a chance you need a tester? Looks so good.
- GAB
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Re: Kothlis: Sea Haven 1.2
Not yet.
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Re: Kothlis: Sea Haven 1.2
Worth a shot the objects in the buildings look great and I'm really digging the new varient.
- GAB
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Re: Kothlis: Sea Haven 1.2
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
OMG now your teasing me! I want to play it now
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Re: Kothlis: Sea Haven 1.2
I'd rather visit this place IRL. Looks like quite the vacation spot!
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Re: Kothlis: Sea Haven 1.2
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
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
- GAB
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Re: Kothlis: Sea Haven 1.2
Later you'll be able to see that.
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Re: Kothlis: Sea Haven 1.2
Alright thank you man.
- GAB
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Re: Kothlis: Sea Haven 1.2
New model interior finished. This time it's the spa:
Hidden/Spoiler:
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Re: Kothlis: Sea Haven 1.2
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
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!
Great work!
- GAB
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Re: Kothlis: Sea Haven 1.2
Why? (I never really played Counter Strike so I don't know what its maps look like)AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.
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Re: Kothlis: Sea Haven 1.2
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).GAB wrote:Why? (I never really played Counter Strike so I don't know what its maps look like)AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.
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
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.
- GAB
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Re: Kothlis: Sea Haven 1.2
Oh, I got it. Interesting video by the way.AvalancheMaster wrote: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).GAB wrote:Why? (I never really played Counter Strike so I don't know what its maps look like)AvalancheMaster wrote:It's starting to look more like a Counter Strike map than a Battlefront one.
Check this out: https://www.youtube.com/watch?v=vo2x_zflo8g
EDIT: Actually, check THIS out: https://www.youtube.com/watch?v=T_-9LIhdcFc
I've been thinking about some sort of living area, but I haven't elaborated this idea very much. I'm open to suggestions.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.