Eddie's Tynna Valley converted by squipple - FINAL

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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Qdin
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Post by Qdin »

Yep - thanks for clearing up for me before I had a chance to post it xD

As Squipple said, Eddie is off to play BF2142 :P With me and some of the other guys :wink:

I wanna see more screenshot as you progress :wink:
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Post by squipple »

@ minilogo (and qdin) - yes, that's true. As I said before 'ideally' under 3000. In theory I could merge all sorts of things and get it running. It would probably make about 1/3 of the objects on the map over the ideal limit. Would that start crashing the map? Who knows. Now, unless there's an easy way to merge things via an odf where it tricks the game into thinking multiple objects are one, the amount of time it would take to export a group of objects from ZE, import the obj's to XSI, clean them up, re-texture, and re-export is far more time than I'm willing to put into converting the map. It's time enough making sure it's not crashing, modes are working, objects aren't floating, etc. I may as well re-make the whole thing. :) Like I say, maybe there's a quick way of tricking the game I don't know about. If so, feel free to enlighten me.
When I brought the map into ZE originally it was unfinished, and already the size of the entire default terrain. Tunnels leading to nowhere, objects scattered around the perimeter unarranged, etc. Eddie told me he had never finished it. It's gorgeous as is, and there's a few parts that would've been nice to keep, but even at this size there's large 'walk times' on foot (the time it takes to walk to the next cp or enemy). You don't notice it much though because it's so rich with eye candy. But then again I kept the part that looked most finished and refined.
Anyway I'm starting to ramble.
-Yock-

Post by -Yock- »

lol, when I asked if he grew up I was kidding :lol:
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Post by Darth_Z13 »

Looks great but what is Tynna Valley?
-Yock-

Post by -Yock- »

Tynna Valley is the name of the map...

Can't you think?

lol I'm kidding :lol:
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Post by Epena »

Tynna is a planet in the Expanded Universe.

Squipple, I never had issues getting around because there were those great speedy BF1 rebel tanks, speeder bikes AND ship to fly around. If I were you, I'd add a few more speeders, because there's never enough....but I never had an issue in BF1 as-is and that's before sprint! :P
Ateas

Post by Ateas »

Squipple, I never had issues getting around because there were those great speedy BF1 rebel tanks, speeder bikes AND ship to fly around. If I were you, I'd add a few more speeders, because there's never enough....but I never had an issue in BF1 as-is and that's before sprint!
Well, sure. Advancing gradually towards the enemy base is half the thrill.

Of course, vehicles ALWAYS add to the action in a map.
(The only downside would be if you are playing the sides from a modded map, where vehicles will not work.)
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Post by squipple »

Check the first post for BETA. Please test and report back in this thread.
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Post by Caleb1117 »

Ok first off Great map! I didn't go throu all the modes just CW con and eli
and I found only one glaring problem.
Image
Image

BTW did you ever say If you were going to relese any of eddies objects?
Because there are some freakin sweet models and stuff in this map, I even envy the skin on the yavin objects. :o

Anyway didn't find anyother bugs but then again I just skimed. I'll check more completely later.

Edit: for clarifacation Thats the same hole in both pics.
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Post by squipple »

Thanks caleb. That must've been a mistaken click while in height mode the last time I had it open. I've fixed it now.

Yes, I'll be releasing these objects in the pack, along with all of eddies other objects and mine too. There's even some objects he never used in this map. Check this thread for info in it.
http://www.gametoast.com/index.php?name ... pic&t=8833
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Post by Xavious »

I played it through in Clone Wars and Galctic Civil War conquest. The only problems were the one mentioned above, and that when fighters take off, the smoke cloud is a really dark black-ish colour. Also, the amount of units on the map seemed a bit too small. I don't mean I want a full-scale hundreds of units war, I'm just saying up the unit count a bit.
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squipple
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Post by squipple »

@darth_maul - the blackish smoke is probably because your graphics are set low. I see a big dust cloud (brownish tan) when it happens.
I also never understood the "up the unit count" requests. You control the unit count and reinforcements when you set up the map to play.
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Post by Fusion »

They mean instead of having max 32 units, you could edit the files and have max 64 units to make the battle bigger.

I'm against massive unit ammounts because while some people have high-tec computers that can handle mass-battles, a few people out there use office computers that have less than 3 GB left and just happen to have an above average graphics card *coughcough*
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Post by squipple »

I've read a handful of threads about adding ambient sounds to your maps, but none of them I've found have a definitive answer. Has anyone been successful at adding ambiend streams to their maps? I've tried it the same way that you get vehicle sounds in game, but have failed in several attempts. I want to get an emitter for the dam in the map and ambient forest sounds, both pulled from the yavin sounds.
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Post by squipple »

I got some ambient sounds to work...I'm just unsure whay other's aren't working. Anyway this is the only thing holding up the final.
That, and the Y-wing chaingun. Anyone know the SFX lines for that? That's the only vehicle sound I can't find or get working.
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squipple
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Post by squipple »

All working now... see first post for final. Mods, move this topic to released mods/maps.

Sorry for triple post. Getting harder n harder not to double/triple post nowadays when giving updates on a map.
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Post by Epena »

It's okay, Squipple. There's a difference between triple posting and posting real updates three times in a row...and you've got substantial time between them, too.
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Post by Redline »

:shock: Good world :wink: :wink:
Falco

Post by Falco »

YAY! i like this map. good work man^^
i have now a new favorite map :)
-Yock-

Post by -Yock- »

My will says that you could release the objects from eddie's maps.

:D
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