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Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 1:12 pm
by THEWULFMAN
Attention fellow Beta testers, I would greatly apprieciate your imput on my map Ryloth: Nabat, based off of the Clone Wars episode "Innocents of Ryloth".
This is my first map. hope you guys have fun.
The map features
-100% custom textures
-85% custom units
-50% custom lasres/effects
-98% Destructable buildings
-New weapons
-and more!
I said this map would be released on sept 4, but it has been delayed due to posting issues. Better late than ever. I wrote the Readme a while ago and only added on to it. I stated that if you are not on Gametoast to delete the map untill I release the 1.0, this doesn't really matter. I would appreiciate loads of feedback to any who plays this.
Impovements for the 1.0 Release
-Complete the enviroment, get all buildings a destroyed msh of thier own.
-Finish the Clone Wars Sides, they are almost done
-Add a bunch more game modes, including The Dark Times, which I added last night and it works!
-Get ambient sounds and stuff working
-Fix as many bugs as possible.
IMPORTANT; it is highly recomended that you turn you visual settings down low, not nessecarily the LOD and VIEW, but every thing else. this is for two reasons, one it may lag if you dont have a fast computer, i dont, and two, it looks closer to how it was supposed to look with low graphics setting, this means Texture/lighting/shadowsw/etc.
Hope you enjoy!
DOWNLOAD
http://www.filefront.com/17265393/Ryloth-Nabat/
remember to add the .exe exstention to get this to work if it says it is a unkown file.
if you guys want me to release my stuff in a standard ZIP, let me know.
EDIT-
You asked for em, so heres a few screenies
hope this works
oh to everyone who thinks the texures are bland and boring, they are SUPOSSED to be bland ,dark and depressing, THIS IS WAR! jokeing
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 1:33 pm
by Jendo7
Really great map for a beta. I thought the destructable building's were good but in my opinion, maybe don't have as many as it doesn't really enhance the gameplay that much, and can be a bit destracting. Just a thought!
I also really like the custom sides, especially the Clone models, skins and weapons. As it's a beta I suppose you know about a few sounds that were missing. I just noticed the grenade sound so far but I'll have another play through, and see what other bugs I notice.
Looking forward to the next version.

Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 2:01 pm
by MrCrayon
sweet! Is this the only ryloth out or is this the second? Anyhoo, I think some screenies would be nice!
You could just make a wikispace and plop all your images there. Next you right-click and select 'view image'. Next you copy the url and come back here and click 'Img' and then plop the url in between! Simple as A-B-C!
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 2:09 pm
by Maveritchell
Jendo7 wrote:I thought the destructable building's were good but in my opinion, maybe don't have as many as it doesn't really enhance the gameplay that much, and can be a bit destracting. Just a thought!
For emphasis:
Make sure you're aware of issues arising from destroying objects that other objects are placed on. Every single awning turned into a floating object when its parent building was destroyed, and other assorted props had this issue as well. The cantina in the back was notable in the potential for sloppiness if it was destroyed before all its accoutrements.
You had a couple legitimate floating object issues as well. I liked the effort you put in to making sure that you had more-or-less custom models, but the textures were very low-contrast with each other, making it difficult to parse insides and outsides of buildings.
If I were you, and I were doing a map in which I wanted everything to be destructible, I'd work on making sure this is very accessible. Don't make things difficult to destroy (weaken their health)! After all, if the destruction is what you want to showcase, then let it happen. You can use local units with strong fusion cutter tools to repair buildings quickly if you don't want things to
stay destroyed.
The setting itself is a little bland; you may want to try creating some new trees for this setting (even newly modeled trunks could be a big improvement). Add some motion to your map, i.e. skydome flyers or animated objects. Especially when you're working with a map where color won't make things visually "pop," make sure you've got something else that does.
It's a nice map, and I know that's a lot of specific nitpicky criticism, but I wouldn't offer the criticism at all if I didn't think you were capable of making the changes and making your map better.

Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 2:35 pm
by THEWULFMAN
Maveritchell wrote:Jendo7 wrote:I thought the destructable building's were good but in my opinion, maybe don't have as many as it doesn't really enhance the gameplay that much, and can be a bit destracting. Just a thought!
For emphasis:
Make sure you're aware of issues arising from destroying objects that other objects are placed on. Every single awning turned into a floating object when its parent building was destroyed, and other assorted props had this issue as well. The cantina in the back was notable in the potential for sloppiness if it was destroyed before all its accoutrements.
You had a couple legitimate floating object issues as well. I liked the effort you put in to making sure that you had more-or-less custom models, but the textures were very low-contrast with each other, making it difficult to parse insides and outsides of buildings.
If I were you, and I were doing a map in which I wanted everything to be destructible, I'd work on making sure this is very accessible. Don't make things difficult to destroy (weaken their health)! After all, if the destruction is what you want to showcase, then let it happen. You can use local units with strong fusion cutter tools to repair buildings quickly if you don't want things to
stay destroyed.
The setting itself is a little bland; you may want to try creating some new trees for this setting (even newly modeled trunks could be a big improvement). Add some motion to your map, i.e. skydome flyers or animated objects. Especially when you're working with a map where color won't make things visually "pop," make sure you've got something else that does.
It's a nice map, and I know that's a lot of specific nitpicky criticism, but I wouldn't offer the criticism at all if I didn't think you were capable of making the changes and making your map better.

This in't meant to insult anyoneone but I respect your opinon more than anyone elses, because you are the greatest modder ever.
To adress some off your points I have been steadily working on this for some time since i made the beta, many things have been added/changed. I have Flyers, in there as its accurate anyway. As for the trees I could use some help, I cant model tree with moving leaves as thats XSI's department. so if anyone could help me watch the trailor on youtube:
http://www.youtube.com/watch?v=-wzIXc5cdkc . altho out of date you can see the trees there.as As a slightly unrelated thing, I have added The Dark Times 2 to the map, it is great, Mav+time+cpu=greatness.
thank you for your opinons, I will listen, but 1 thing i ask of you to remember, this is a beta....
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 3:04 pm
by Maveritchell
THEWULFMAN wrote:As for the trees I could use some help, I cant model tree with moving leaves as thats XSI's department.
I don't have the full version of XSI either, but all you need to make a tree like Pandemic's trees is the ability to create a static model and add hardpoints. The leaves are clumps of 2-D textures arranged entirely by .odf, not .msh.
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 05, 2010 4:05 pm
by THEWULFMAN
I don't have the full version of XSI either, but all you need to make a tree like Pandemic's trees is the ability to create a static model and add hardpoints. The leaves are clumps of 2-D textures arranged entirely by .odf, not .msh.
I understand that much, but I dont have any working version of XSI. In a slightly unrelated topic... when I try to change the leaves color, they turn into big squares, dont know why, actually all the foliiage works like that, even non-moving static bushes. I use blender for modeling, so i cant add hard points, but I may be able to attach leaves to the "dummyroot", then offset them, but i wish i knew how to customize the leaves.
back to topic- What things did you like? sides, weapons, effects, anything...I can keep working on this for awhile because im sick

.
yay...not really
Re: Ryloth: Nabat 0.9 (beta)
Posted: Mon Sep 06, 2010 8:04 am
by Anakin
downloading cannot wait for the enviroment
Re: Ryloth: Nabat 0.9 (beta)
Posted: Tue Sep 07, 2010 8:29 am
by THEWULFMAN
WARNING! bug discovered, if you try to use the clone combat engineer's haywire dets, it will crash, dont do it, trust me, but feel free to you his deployable manned turrets.

Re: Ryloth: Nabat 0.9 (beta)
Posted: Tue Sep 07, 2010 10:56 am
by Anakin
there are three things:
1) If you become legend for the wepons you have not the side's original wepons anymore
2)
3)
Re: Ryloth: Nabat 0.9 (beta)
Posted: Tue Sep 07, 2010 2:12 pm
by THEWULFMAN
Anakin wrote:there are three things:
1) If you become legend for the wepons you have not the side's original wepons anymore
2)
3)
Okay, thanks for the feedback,
1. I realize that i took away the AWARD weapons, I can fix that. I can even have some fun with this...." evil laugh"
2. I have no idea what caused the sniper Rifle to do that, it never happened to me..., wait is that the AWARD sniper Rifle? If it is it might be on the wrong wep channel...I just checked and yeah the AWARD snipo is in the second weap channel, causing the floating icon, i got it fixed now I think.
3. Ahh yes, this is a well known problem, I will incorporate the LinkFrigate/LinkDestoroyables script in the 1.0 Version, as soon as I figure out how to do it, Xwingguy didnt describe very well what to do, so im going to open a new topic on that soon, in the meantime, just blow them up, how tragic(jokeing)
See part of my problem is I dont care about the Award weapons enough to bother saving all my awards, thus I dont see them ingame much, but as you obviously have Legendaries some of your weps( Marksman, Frenzy/ Regulater, etc) you saw their absense or glicthyness, so thank you for poinnting that out as I never would have remembered on my own.
Re: Ryloth: Nabat 0.9 (beta)
Posted: Wed Sep 08, 2010 6:00 am
by fasty
Just thought I'd add that it crashed on CTF when I tried the last droid. It didn't appear to have a point limit. Good map though.

Re: Ryloth: Nabat 0.9 (beta)
Posted: Wed Sep 08, 2010 11:48 am
by Anakin
yes it's the AWARD weapon but on the seconderay atack and after i scrolled down for the primeraray weapon i've get the pistol
Re: Ryloth: Nabat 0.9 (beta)
Posted: Wed Sep 08, 2010 5:06 pm
by skelltor
ok so a bug i noticed in addation to the ones the others have mentioned is that localzation is way off like the flame droid is called pilot droid and the bx commandos is also wrong.
Re: Ryloth: Nabat 0.9 (beta)
Posted: Wed Sep 08, 2010 5:28 pm
by THEWULFMAN
skelltor wrote:ok so a bug i noticed in addation to the ones the others have mentioned is that localzation is way off like the flame droid is called pilot droid and the bx commandos is also wrong.
Ah, yes, which language are you using(uk eng, etc).
I used prexisting units to make most of my new units( ep3marine-ep2cody/ cis pilot- fire droid and so on) the only one i had to creat a new setup for was the clone light rifleman, thanks for reminding me, will fix

Re: Ryloth: Nabat 0.9 (beta)
Posted: Thu Sep 09, 2010 9:19 am
by skelltor
i have the uk_english which really sucks because like all but 1 word is the same from english and lots of mods and maps just don't bother to localize it btw an easy way to localize it is copy and rename the english version to uk_english.
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 12, 2010 1:38 pm
by THEWULFMAN
skelltor wrote:i have the uk_english which really sucks because like all but 1 word is the same from english and lots of mods and maps just don't bother to localize it btw an easy way to localize it is copy and rename the english version to uk_english.
Yeah, well i will make sure all of the localizations are fixed for you no prob

Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 12, 2010 2:15 pm
by skelltor
alright thx

Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 12, 2010 8:44 pm
by ShadowWing
Is Cody supposed to have a jetpack? Just wondering.
And what does Obi-Wan's mind trick do?
Re: Ryloth: Nabat 0.9 (beta)
Posted: Sun Sep 12, 2010 11:10 pm
by THEWULFMAN
ShadowWing wrote:Is Cody supposed to have a jetpack? Just wondering.
No, watch "Innocents of Ryloth to see the cody i made, it the episode of the clone wars i based this map off of.
ShadowWing wrote:And what does Obi-Wan's mind trick do?
Its supposed to make him invisible to the droids, but it never worked right so i scrapped it.