Coruscant

Coruscant was the second map to be added to Battlefront III and also the second mission of the campaign. Its design mostly stayed the same throughout development. The planet is entirely covered by one huge city. It served as both the capital of the Galactic Republic as well as the capital of the Galactic Empire.
==Map Development==
===Milestone 5 - September 2006===
*Art: Phase 0
A blockout with shading was created and presented on the PC version.
:The Coruscant mesh is exactly what we envisioned when we spoke about deliveries for this stage of development. We will continue to play through it and give you further feedback on this level, separate from this Milestone Review.
:— LucasArts
===Milestone 6 - October 2006 ===
*Art: Phase 0
The blockout included ground and flying vehicles.
===Milestone 7 - November 2006 ===
*Art: Phase 0
The blockout becomes available on Xbox 360 and PS3 versions. It is used for testing AI space dogfighting, with two teams consisting of 10 fighters each.
===Milestone 8 - December 2006===
*Art: Phase 0
The dogfighting test is expanded to 15 vs 15 fighters, fighting above a cloud layer. There is also a Droid Command Ship. Lock-on and auto-aim are tested.
===Milestone 10 - February 2007 ===
*Art: Phase 1
LucasArts was concerned about lack of detail and the large map size. The following feedback was given:
Overall
Good improvement over phase 0. This level is starting to look great.
 
Good
Nice bloom effect when standing on the ground between buildings and looking toward the sun.
Areas to Improve
Coruscant is beginning to look very good graphically
Class C: We're having a hard time envisioning the flow of the battle in this level. What’s the vision on how it will work?[FRD: A detailed description of the intended flow of the gameplay is located in the design docs and Wiki]
Class C: The skyline of Coruscant doesn’t look dense enough when compared to Coruscant reference from the movie (see reference in FTP site). Is the plan to continue to add density? Possibly painted onto the skybox?[FRD: Scenery and traffic will be added]
Class C: We were interested to see the “power coupling” with the frozen electricity. When will these be working,[FRD: This will be present after FPM]and will they have an effect on passing vehicles/troops?[FRD: Yes. They will damage vehicles and severely damage infantry.]
Class C: Lighting could be used to better effect to mark points of interest
Walkways and ramps are difficult to pick out against their backgrounds
Any area the player must travel through for the story should stand out quite obviously[FRD: Agreed. Although this will not be dynamic lighting]
Areas under bridges or overhangs are very dark[FRD: Noted]
Note: Map can be disorienting without recognizable landmarks differentiating the north square from the south etc;
Signs, billboards, and other decorations are necessary to serve as landmarks[FRD: These will start to appear from MS11]
During the story, having a story character lead the player through some of the more winding areas could help with navigation
Currently, plans call for the player to split from Yoda at a particularly confusing location
It seems both fun and useful to have the player fight alongside a brightly colored hero character during navigation scenes[FRD: We can only spend time on these ideas once the game is developed sufficiently to allow proper investigation]
Class C: Many large, open squares/plazas that have little to no cover 
 
What is the expected gameplay for areas like this?[FRD: Vehicles and props will add structure to this area.]
MS10Coro.jpg
Will there be static objects placed in order to provide infantry cover from ground vehicle fire? 
 
To be fair, there are plenty of areas that do allow for cover from starfighters, particularly beneath bridges and inside buildings
Will there be static items, doors, debris etc; laid to block off some less interesting areas of the map?
Map can be overwhelmingly large as laid out
 
[FRD: We can only spend time on these ideas once the game is developed sufficiently to allow proper investigation]
Class C: Map in need of flair
Trees, shrubbery, lampposts etc; could add density to some open stretches
Destructible objects should be placed as often as possible
Textures and art in building interiors should repeat as rarely as possible
Will it be possible to have civilian traffic either in the gameworld or as a billboard? Even in Episode III with the Jedi being hunted down regular traffic was seen to flow.[FRD: We are open to all the suggestions above but have to review performance costs and other considerations.]
Class C: Many long, narrow bridges might leave players as sitting ducks
Crooks and turns in these bridges will make players on the bridge less vulnerable
Changes in elevation on these bridges (slight ups and downs) could make firing straight down the bridge a little more challenging[FRD: Cover points will be added]
MS10Coro2.jpg
corP1.png
STATUS: APPROVED with changes
===Milestone 11 - March 2007 ===
*Art: Phase 1 
*Multiplayer: Phase 1
Coruscant would receive minor art updates this month such as additional neon signs and general signposting. The map also began multiplayer testing as conquest mode was implemented into the map. The following feedback was given:
Overall
We can begin to assess the flow of combat given the CP setup
 
Good
N/A
Areas to Improve
Class B: When scrolling through the AI with the AI cam, it’s clear that the majority of the AI are getting stuck on the geometry. This includes AI on foot and using ships/vehicles.
[FRD: These are navmesh bugs and will be fixed]
Art
Class B: When flying in space, the Coruscant land area looks like a giant square floating in space.
 
[FRD: This is a code issue – we’ll investigate]
Bug: The sky disappears a few seconds after the player spawns.
[FRD: Odd – we’ll investigate]
Class C: The floor patterns in some areas of Coruscant look extremely tiled and repetitive when looking at them from the air.
 
[FRD: Noted]
Class C: The city landscape feels sparse. We expect more of a skyline and more buildings outside of the playable area.
[FRD: This is something we intend to address]
coruscant 01.jpg
coruscant 02.jpg
coruscant 03.jpg
coruscant 04.jpg
Design
Class B: The Escape Pods tend to hit the tall buildings on their way down.
 
Note: We noticed that there’s now added cover to some of the bridge walkways that will protect infantry from capital ship attacks. However the bridges are still very long and straight so they are completely lacking in cover from other infantry. 
 
[FRD: Noted]
Note: Will the red banners in Padme’s apt. have cloth physics properties?
[FRD: This depends on performance cost. They are unlikely to have cloth physics]
Note: While we very much like the idea of the power couplings with lightning, in terms of the flow of the action, would players ever need to or want to fly through it?[FRD: We believe they would]
STATUS: APPROVED with changes
===Milestone 12 - April 2007===
*Art: Phase 2
*Multiplayer: Phase 1
*Story: Phase 1
Coruscant entered Phase 2 and development began on its campaign mission. LucasArts was displeased with some minor details however there were many notable changes such as:
*New higher quality textures
*A new skybox replacing the default skybox from Phase 1
*The Jedi Temple and other background elements such as buildings were added
*Improved lightmaps
*A retextured and enhanced club exterior
There were some known issues, which were mentioned when the milestone was submitted and did not affect the evaluation of the map.
*Coruscant – the overly angular scorch-marks on buildings are the result of a shader bug.
*Some Z-fighting polygons on Coruscant (debris texture & planet layer). This is a technical issue.
*Prop lighting on Coruscant. The ambient is generally bright regardless of environment. This is a technical issue.
====Art====
Overall
The texture quality is where we want it.
Good
The cityscape now looks much more dense, which is great.
 
We like the traffic patterns, they really add to the immersion. 
The Jedi Temple is starting to look great, and like the traffic, is a nice touch to see.
The scorch detail under the crashed LAAT in the north of the map is a great touch.
 
Areas to Improve
Art
Note: The props, billboards, particles, and decals are not up to the quality of the static textures.
[FRD: This will be looked at during Art Phase 3]
Class C: The scorch mark decals look very low-rez even when the alphas are working properly.
Class C: The scorch mark shapes on the buildings are generally too uniform
Cor_MS12a.jpg
[FRD: Noted]
Class B: There don’t seem to be any shadows on this level.
 
Cor_MS12b.jpg
[FRD: Noted]
Note: The scorch detail under the crashed LAAT should be thicker and more pronounced.
Note: We’d also expect the impact to have had an effect on the ground: Gouges and buckling.
[FRD: This will be addressed during Art Phase 3]
Cor_MS12c.jpg
Note: The rubble strewn about the level doesn’t look like it came from the buildings in the level.
Note: The “outer skin” texture of the building is not attached to any part of the rubble which would help ‘marry’ the rubble with the building from which it came.
Note: The building rubble that is strewn about the level isn’t the same color as the buildings from which it’s been created.
Cor_MS12d.jpg
[FRD: Currently a prop. This will improve once it is treated as background by the game]
Note: On some of the buildings it would be nice to see flame or red heat flickering in the depth of the point of impact, i.e. as if fires were burning deep inside the building.
[FRD: This is likely to appear as particle effects applied in Phase 3]
Note: The smoke particle effect on the building “craters” is understood to be placeholder – can you confirm?
[FRD: Yes, this is placeholder]
Note: The building rubble has fallen mostly in areas that are outside of the critical gameplay path. It would probably be more interesting if some of it was in the critical path and could provide infantry cover as players moved from CP to CP.
[FRD: Noted]
Note: Are the little white pods on the floors intended to stop vehicles? If so, then they shouldn’t be destructible.
Cor_MS12e.jpg
[FRD: These are simply destructible props]
Note: Where will the planetary cannon go?
Note: Where will the control console for the planetary cannon go?
[FRD: We considering placing this in the senator’s building and will be subject to playtesting.]
Class C: The shadows of these objects shouldn’t be projected on their current position.
[FRD: Noted]
Cor_MS12f.jpg
Note: It looks like part of the skybox is sorting through some of the buildings in the horizon.
Cor_MS12g.jpg
[FRD: Noted]
This is causing the buildings to look transparent.
General Feedback on area outside playable area:
Class C: The billboard buildings look great, but they aren’t selling the Coruscant scale. Generally there should be fewer and larger buildings, with a few true behemoths such as the Senate in the far background.
[FRD: Noted] 
Class C: The flatter area of the non-playable Coruscant sections is too flat, and doesn’t reflect the look of the movies. They need to incorporate more contours and generally appear more as the top of a city that goes down for miles.
 
[FRD: Noted]
Class C: The trenches between sections of the city should be extremely deep. In the Star Wars lore, these trenches can be hundreds of miles deep. They should be closer to the playable area and sell the player on the fact that they’re standing on top of a structure that extends down over 100 miles to the planet’s surface.
[FRD: Noted]
Note: Mark is working up some concepts to give you a visual indication of the feedback (as a picture is worth a thousand words). We’ll get that feedback to you in a separate delivery (most likely over ftp).
[FRD: Thank you. We have this.]
Note: Would making the playable area that can be traversed by starfighter more narrow, probably just over the deep trenches that surround the playable area, allow for the use o cheaper textures on the non-playable areas?
 
[FRD: We don’t believe this would be ideal]
Design
Note: Consider adding non-destructible objects at the base of ramps that are too small for tanks so that players are not enticed into trying to maneuver up those areas.
[FRD: Noted]
Class C: Starfighters and gunships on the landing platforms should be oriented so that they can take off and fly straight at the capital ship without turning.
[FRD: Noted] 
Note: Where will the planetary cannon go?
Note: Where will the control console for the planetary cannon go?
[FRD: We considering placing this in the senator’s building and will be subject to playtesting.]
STATUS:
APPROVED
====Story====
Overall
Received Phase 1 setup.
 
Areas to Improve
Art
See Coruscant Art deliverable section.
Design
Class B: It’s unclear which “area” you need to secure at the beginning of the mission, the objective text is simply “Secure the area”.
[FRD: This is placeholder text]
Note: The actual objective of killing “x” number of enemies is not a clear.
 
[FRD: This is placeholder text]
Note: It’s possible to “secure” the area with enemy droids still around.
[FRD: Noted]
Note: You would expect the objective to be something a bit more grounded in the game environment
[FRD: Noted]
Class C: You cannot clear the area in a vehicle, only kills on foot count.
[FRD: This may be a bug]
Note: You would expect that you could complete objectives any way you want, on foot, or in a ground vehicle.
[FRD: Noted]
Note: Why do players need to use the AAT tank to complete the objectives?
[FRD: All objectives should be regarded as work in progress]
Class C: There are no enemies to fight you when you get to the CIS hangar.
[FRD: as above]
Note: Why make the player fly the gunship up to the capital ship?
Note: Could your provide different ways for players to complete this objective?
E.g. Take the gunship up yourself, escort the gunship in the starship, or disable the AA guns around the hangar to allow the gunship to land.
[FRD: Please regard these objectives are work in progress and that, particularly in the single-player campaign, there will be some linearity. Please consult the design document for extra details]
Class C: The AI on the ground don’t seem to travel up into the hangar of the Star Destroyer.
[FRD: Noted]
Class C: When the player is going to spawn on the capital ship, the scene in the background of the character selection should be the CIS cruiser, not the Coruscant surface.
[FRD: The camera is currently placeholder]
Class C: When the cruiser’s reactor is destroyed, all units (friendly and enemies) should be running to get out of the ship.
[FRD: Noted – noted, but we’d argue that the droids would persist in attacking the player rather than focus on self preservation]
STATUS:
APPROVED
====Iconic Background Scenery and Perimeter Redesign==== 
*Coruscant will be taking on more of an “island” approach in that the canyon's walls (which are still city buildings and structures) will go down deep into the black abyss of the city below
*Visible from the “playable area” (but not accessible from the VBF) will be iconic structures pushed far out into the distance
**Senate Building, Jedi Temple, Industrial Area, Large Dense (indiscreet) Buildings
cc1.png
cc2.png|Senate Building reference
cc3.png|Jedi Temple reference
cc4.png|Industrial Area Reference
cc5.png|Large/Dense Building(s) Reference
Circular buildings and shapes.jpg|circular buildings and shapes
Greater variance in surface detail and depth.jpg|greater variance in surface detail and depth
Mammoth buildings in the background.jpg|mammoth buildings in the background
Small meduim large building subsets.jpg|small_meduim_large building subsets
FRD Responses:
*Circular surface detail is not possible due to existing polycount. Poly count is above budget already and severe LODding is required.
* Nooks and crannies as circular surface detail can add some instances of incandescance to enhance the feeling of variance in surface detail.
*We can do some low-cost distant mammoth buildings. We don't believe billboards would be ideal so low-poly buildings would be preferred.
*We don't believe low/medium/tall buildings are achievable. We can modify the gaps between foundation building groups to emphasise their appearance.
*Unless LEC/Jamil opt to move the delivery of levels around in the existing schedule then work on these requests will be considered as part of Art Phase 3 work. The exception to this would be any work undertaken as part of the standard LODding or VBF work.
===Milestone 13 - July 2007===
*Art: Phase 2 (minor art updates such as a modified yellow-ish skybox)
*Story: Phase 1 (checkpoints, save and load)
*Splitscreen VBF Preview
Coruscant became playable in Splitscreen and there were slight art changes, however a lightmap bug would cause many buildings to look scorched.
Overall
*Acceptable first pass of Coruscant splitscreen VBF
Areas to Improve
*Class C: Senate apts textures look like they have scorch marks all over the walls and floors. (lower screen)
**[FRD: This is a lightmap issue (referenced in the MS13 release notes)]
 
MS13COR1.jpg
*Class C: The lower screen split looks like it has a ghostly reflection of itself overlayed on top of it.
**[FRD: This is a bug]
 
MS13COR2.jpg
*Class C: The hanging aurabesh text isn’t scrolling
**[FRD: This should be addressed by MS14] 
*Class C: There are a number of textures that have strange black artifacts on them.
**[FRD: This is a lightmap issue (referenced in the MS13 release notes)]
 
MS13COR3.jpg
MS13COR4.jpg
*Class B: When using the Ion cannon from the frigate there’s no mini-map hud. The words “Back” and “Fire” appear on the upper split.
**[LEC: can we get this fixed for MS14?] 
**[FRD: This will not be addressed by MS14]
**The shot from the frigate blows up before it reaches the ground. 
**[FRD: This is a bug]
*Class C: When using the escape pods, the tall buildings in the playable area pop into view very abruptly.
**[FRD: This is a LODding issue and will be tweaked]
*Class C: The escape pod flight from the frigate to the ground takes too long. It should be 10-15 seconds. Is this due to the relative position of the Frigate? 
**[FRD: Yes, the position is the culprit here. This should be fairly straightforward to speed up]
*Class C: The purple lightning is static. Is there an issue with animating textures in splitscreen?
**[FRD: Yes, this was an issue in MS13. This should be addressed from the next build]
 
MS13COR5.jpg
*Note: The new sky color makes Coruscant look extremely dirty/smoggy.</strong></span></span></span></p>
**[FRD: Agreed. This should be addressed from the next build]
STATUS:
APPROVED 
===Milestone 14 - June 2007===
*Art: Phase 2 
*Story: Phase 1 
*Splitscreen VBF Preview
*Assault Gamemode (Ground to Space on CIS Cruiser, Republic pushing back CIS from ground, then boarding the cruiser to destroy the reactor)
*Scaled down version (PC only) with Instant Action setup
This milestone was a buggy one for Coruscant, especially on consoles where a texture streaming bug would affect the map on all gamemodes.
====Splitscreen====
Overall
Acceptable first pass of Splitscreen VBF
Areas to Improve
Class B: The interior of the frigate is too dark. It’s hard to see anything.
[FRD: We’ll investigate – although this should be no darker than the Tatooine equivalent]
Class B: The exterior of the frigate is too low res.
[FRD: This relates to the texture issues mentioned on the MS14 release notes]
Class C: Most of the Ion cannon shots fired from the frigate are blocked by one of the large skyscrapers in the playable area.
[FRD: We’ll look into moving the frigate]
Class C: There are no clouds when playing in splitscreen. Is that the intention?
[FRD: At present, yes. This is for performance purposes but will be under constant review]
CorMS14_1.png
Class B: The exterior textures of the frigates are very low res.
[FRD: This relates to the texture issues mentioned on the MS14 release notes]
CorMS14_2.png
====VBF====
The playable area as seen from space is still a very large and obvious square upon the surface of the planet. We noted that on the Wii this wasn’t as obvious. This needs to be addressed for the August trailer build
[FRD: Noted]
====Vertical Splitscreen split====
The splitscreen camera hasn’t changed position to accommodate for the shifted player position with a vertical split
[FRD: Noted]
CorMS14_3.jpg 
====Map Feedback - Consoles====
The billboard traffic should be long thin lines of vehicles rather than large clumps.
[FRD: Noted]
The skyline looks great now, but the color of the skybox makes things look very smoggy.  The fog really helps set the scene.
[FRD: Noted]
The huge buildings that are obscured by the clouds are great
[FRD: ☺]
We suggest using the bright orange light that one sees on space views of Coruscant as a glow coming from deep within some of the trenches.
[FRD: Noted]
When viewing the buildings from space, the detail of their windows is completely lost. The planet looks dark and lifeless. The buildings likely will need to have fake lights in order to simulate windows etc.
[FRD: This may be down to the fog in the environment]
When loading Coruscant, often the textures of the character (and AI) show strange artifacts. This sometimes also happens on vehicle textures.
[FRD: This relates to the ‘known issues’ section of the MS14 release notes]
CorMS14_4.png
====Map Feedback - PC====
CorFe1.png
CorFe2.png
CorFe3.png
CorFe4.png
CorFe5.png
CorFe6.png
CorFe7.png
The PC version was used to test a scaled up version of Coruscant with much larger buildings;
The cloud cover does a nice job of providing both a sense of depth and immersiveness.
On Coruscant – is it possible to have the very tops of the  super skyscrapers (the truly megalithic buildings) poke upwards through the cloud layer? 
[FRD: No. This will break space immersion and also prevent scene culling which will have a negative impact on performance]
Corms14pc.jpg
The bottom of the trenches is visible from space. They should probably fade to black, or possibly use the orange glow seen in the movies when Coruscant is viewed from space.
[FRD: Noted]
The new scaled versions of Coruscant aren’t lit. Or rather, they’re uniformly lit with ambient. We presume that this was intentional but are noting it.
[FRD: Noted]
==Milestone 15 - July 2007==
Category:Maps