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Kothlis: Commando Raid [update as of 7/26/2010 :P]
Posted: Thu Jun 03, 2010 6:04 pm
by acryptozoo
hello GT
a short time ago i fixed my munging problem so now i can release maps
heres my project
Kothlis:Commando Raid
- this is based on the GC map from rouge leader but im not following it to a tee
for all of you who havent played rebel strike the map layout is an tropical island in which in the space battle above a Star Destroyer crashed and rebel commandos stormed the beach to take information from the downed destroyer with the help of Rouge Squadron (who destroyed all of the tanks ).
so for the map
it follows the layout of the area where the SD crashed with a main island with a bay-like area where the SD crashed the main Imp base, then the rebel transport where the rebels attack the Imps. also on the other side of the big island there is another rebel and imperial base and on the top part of the island is going to be a small bothan village. also some small islands can be seen from the coast
overall Progress: 95%
Lua stuff: 97%
Map: 99%
pathing (yay

): 95%
Things to do:
add vechiles: x-wing TIE, AAc-1 AT-ST
Bothan locals:
Blend-out terrian some more

will need beta testers soon sign up while you can no beta's left

:
1. 501st_commander
2. Eggman
3. Eaol
4. Avenger
5. Skelltor
6. Commander_Fett
7. general_mitch
also i have a request i gotta crashed SD model but i cant get it to a msh (and or ingame)
i got it as a collada model. PM if you would like to help me with that
okay its pic time
Questions,comments,concerns,flames,jawas :jawa:
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 6:17 pm
by 501st_commander
I like it
I'll like to beta.
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 6:25 pm
by Nova Hawk
Looks like a cool map, I like the idea of X-wings and TIE fighters on the ground... we don't have many of those. Any custom sides??
Oh and I would like to beta.

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 6:28 pm
by acryptozoo
Nova Hawk wrote:Looks like a cool map, I like the idea of X-wings and TIE fighters on the ground... we don't have many of those. Any custom sides??
Oh and I would like to beta.

thx i was gonna remake the rebel commandos a bit and the bothans will be diffrent than the rebel ones.

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 6:38 pm
by 501st_commander
One thing i just thought of, some islands look a bit open. Maybe add SD chunks around sinse one crashed, and maybe some damaged fighters?
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 6:41 pm
by acryptozoo
501st_commander wrote:One thing i just thought of, some islands look a bit open. Maybe add SD chunks around sinse one crashed, and maybe some damaged fighters?
i have a destroyed SD model trying to get it to msh/ingame.
and i did add destroyed fighters but they didnt show up

thatS What that knocked down palm tree was for there was a TIE next to it

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:07 pm
by Eggman
I considered making a map based off of this exact same mission from
Rogue Leader (not Rebel Strike

); actually, I wanted to make most of the missions from that game for Battlefront, but decided it wouldn't work well at all because of the terrain sizes that would be needed and some other limitations. Anyway, it looks like you've got the basic environment down, so I look forward to seeing how it looks when the Star Destroyer is added. I'd be happy to beta test for you (I'm having some computer issues now, but they should be resolved within a few days).
For crashed starfighters, the easiest method is to turn the vehicle chunks into props. Just place the necessary .msh files in you world's msh folder, then create the corresponding .odfs in your world's odf folder. Some vehicle chunks have inaccurate or missing collision, but I know the TIE fighter chunks are fine.
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:10 pm
by acryptozoo
Eggman wrote:I considered making a map based off of this exact same mission from
Rogue Leader (not Rebel Strike

); actually, I wanted to make most of the missions from that game for Battlefront, but decided it wouldn't work well at all because of the terrain sizes that would be needed and some other limitations. Anyway, it looks like you've got the basic environment down, so I look forward to seeing how it looks when the Star Destroyer is added. I'd be happy to beta test for you (I'm having some computer issues now, but they should be resolved within a few days).
For crashed starfighters, the easiest method is to turn the vehicle chunks into props. Just place the necessary .msh files in you world's msh folder, then create the corresponding .odfs in your world's odf folder. Some vehicle chunks have inaccurate or missing collision, but I know the TIE fighter chunks are fine.
so just make the odfs based on props

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:12 pm
by Eaol
Note that the Star Destroyer will look a lot more like the ones from the movies, not Bf2's deformed one.
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:39 pm
by skelltor
oh cool this is map you were thinking of letting me use in BFSM right?
one thing a bit more cover would be nice ie chunks of sd or the imp base bits
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:44 pm
by acryptozoo
skelltor wrote:oh cool this is map you were thinking of letting me use in BFSM right?
one thing a bit more cover would be nice ie chunks of sd or the imp base bits
well near the bases thiers boxes going from the reb bases to the imp bases which is some good cover i might add some chunks here and there
and yes it is
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 7:46 pm
by Avenger
Yo! Beta please!

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 8:01 pm
by skelltor
ok cool sign me up for beta please

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 8:32 pm
by sim-al2
Sorry to be critical but it looks a tad empty. Some cover would be nice to avoid snipe-fests.
Other than that it's a nice looking map!
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 9:48 pm
by acryptozoo
sim-al2 wrote:Sorry to be critical but it looks a tad empty. Some cover would be nice to avoid snipe-fests.
Other than that it's a nice looking map!
to be honest i did take pictures of areas with little to no objects like the islands there in the background and arent really accessable from the mainalnd w/o a speeder so i didnt put a-lot of objects on them ill add some pics with objects in them now though

Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 9:50 pm
by Commander_Fett
I'll beta if you're not full.
Re: Kothlis: Commando Raid
Posted: Thu Jun 03, 2010 9:53 pm
by acryptozoo
Commander_Fett wrote:I'll beta if you're not full.
your lucky got the last spot

Re: Kothlis: Commando Raid
Posted: Fri Jun 04, 2010 11:51 am
by ecko_66
Kinda looks like wave island from the Battlefield series... (that's a good thing in my book

)
Re: Kothlis: Commando Raid
Posted: Fri Jun 04, 2010 12:22 pm
by StarkillerMarek
Just from looking at the pics, I would say it needs some serious blending the height work on the hills, and around the water.
Re: Kothlis: Commando Raid
Posted: Fri Jun 04, 2010 2:42 pm
by acryptozoo
StarkillerMarek wrote:Just from looking at the pics, I would say it needs some serious blending the height work on the hills, and around the water.
yeah thats on my to-do list im blending some more today i might post pic soon