Dxun GC map

This is a discussion on Dxun GC map within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; Made this Galactic Conquest map a long time ago for the cancelled FoC version of AoSW. I've spruced it up ...

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Old 3 Weeks Ago
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Default Dxun GC map

Made this Galactic Conquest map a long time ago for the cancelled FoC version of AoSW. I've spruced it up a bit since it was last seen. Based on the areas on Dxun in KotOR II, including the Ebon hawk landing site for the attacking position (sans ebon hawk), the mandalorian base for the defending position, and some other goodies. : )

Note: this is a GC map. It will only work as such, and only in FoC. If someone could set up some code for this map so it will run ingame when I release the map, that'd be great. : )






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Default Re: Dxun GC map

Textures could use some work. But it's nice to see somebody that actually uses groundcovers.
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Default Re: Dxun GC map

Do you have any texture suggestions?

For example, one problem I've noticed is some irritating contrast between the textures and the groundcovers, making them stand out too much.
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Default Re: Dxun GC map

Nice, I always wanted to make a Duxn map but the problem is that Duxn has a lot of vicious creatures inhabiting. I didn't wanna just put rancors on their. I never used ground props because my vid card could never handle it. But now that it can... I've been retouching my maps. God I was lacking back in the day... <_<
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Default Re: Dxun GC map

I'll make a separate version later with Dxun creatures and some other modded in content...I wanted this version to be a vanilla FoC version.
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Default Re: Dxun GC map

Fopr the textures I would suggest adding more variation. As you can see the first picture the grass is made up of entirely one grass texture. I would suggest mixing in some other grass textures and blending the colouration togethr by editing the diffuse colours fo the textures. I also think I would of gone with urban wall props instead of the brown urban texture on the walls.

As for the contrast between the ground covers and the textures since there's such a limited number of cover types and colour variations I wouldn't give it too mcuh thoguht. I simply try my best to match appropraite coloured covers (darker green with darker green textures etc.). I would watch out for floating grass along the hills though. (last Picture)
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Default Re: Dxun GC map

Ya, the walls were that way mainly out of necessity, since the ingame walls were too short, and weren't the right shape. When I make the Second version, it will have custom props.

BTW; tested an alternate version of the map in a skirmish battle without the GC markers, but got an error saying "each side must have at least one player" What does this mean?
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