Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.
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modmaster13
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by modmaster13 » Wed Mar 23, 2011 5:04 pm
Rhen Var: Church
Hey all! You may remember this map that I released on SWBF Files. It is the Rhen Var: Church map that I got alot of comments on. Well, version 2.0 will be released soon.
Added things:
-Hunt mode (GCW)
-Changed 1-Flag CTF
-Added torch flames
-editlocalize updated
-Improved sky and lighting
-Improved Barriers and Planning
-Finalized CP positions?
I will also figure out a way to remove shadows from objects so there will be better gameplay quality.
Screenshots:
Current Beta Testers:
This may be the final version. Idk...we'll see.
Last edited by
modmaster13 on Mon May 30, 2011 8:45 am, edited 14 times in total.
Ginev
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by Ginev » Wed Mar 23, 2011 5:05 pm
Lol.Really nice.I like the skydome.Cool!
sim-al2
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by sim-al2 » Wed Mar 23, 2011 5:22 pm
modmaster13 wrote:
I will also figure out a way to remove shadows from objects so there will be better gameplay quality.
If you just want to disable all shadows go to the Light tab, select the light set as the global light and set cast shadows to off.
In any case the lighting looks great!
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by Sky_216 » Wed Mar 23, 2011 5:55 pm
Looks good, bugs aside I really liked version 1 of this map, version 2 looks promising.
Keep it up!
ACEwithSPADES
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by ACEwithSPADES » Wed Mar 23, 2011 6:19 pm
Great work!
love the lighting!
THEWULFMAN
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by THEWULFMAN » Wed Mar 23, 2011 10:59 pm
This map was one of my favorites from BF1. Can those wampas go and rampage throughout the whole map? If so, I dont lie that, I dont think they fit
:plokoon:
Anyway, great conversion, map looks great.
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by AQT » Wed Mar 23, 2011 11:08 pm
THEWULFMAN wrote: Anyway, great conversion
This is an original map for SWBF2 made by modmaster13 himself, not a conversion of a SWBF1 map.
Looks like a really nice map, and good work with the lighting indeed.
THEWULFMAN
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by THEWULFMAN » Wed Mar 23, 2011 11:14 pm
I dont think I ever failed just as hard as I just did
Ok, rephrase.
This is an awesome original map. Still,I dont like the wampas
sim-al2
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by sim-al2 » Thu Mar 24, 2011 6:26 am
that's funny!
modmaster13
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by modmaster13 » Thu Mar 24, 2011 7:35 am
How about Starkiller/ Rahm Kota vs snowtroopers for hunt?
TK432
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by TK432 » Thu Mar 24, 2011 1:32 pm
I haven't played the first version, but this looks really promising. I can only agree with the others, that lightning is really nice.
The area around the complex seems a little empty to me on the last pic.
And starkiller/kota vs. snowtroopers sounds like a nice addition.
Lephenix
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by Lephenix » Thu Mar 24, 2011 1:40 pm
Nice. But i can already see buildings placements issues (the white lines/squares on the pics) , other than that looks really nice
.
modmaster13
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by modmaster13 » Thu Mar 24, 2011 3:23 pm
I will NOT add any more objects because it will freeze if I do.
P.s. does cover look like an issue? Let me know.
P.s.s. does any one have a TFU2 Rahm Kota and Starkiller that I could use?
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by [Padawan]Helkaan » Thu Mar 24, 2011 3:29 pm
There is a Starkiller skin in the BFX assets. About Rham Kota, there are many JK models you cen convert with permission, as far I know Delta-1035 made one a short time ago, but it was for WulfMan's TCW mod, so don't expect it to be released for now...
modmaster13
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by modmaster13 » Thu Mar 24, 2011 3:37 pm
In the BFX assets, are there Starkiller animations?
Lephenix
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by Lephenix » Thu Mar 24, 2011 3:42 pm
modmaster13
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by modmaster13 » Thu Mar 24, 2011 7:08 pm
What side folder is it in, cause I can't find it?
Update: I added more torches to make it less dark in the corridor, and I reskined an object, the other pic is just a random one.
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by Jendo7 » Fri Mar 25, 2011 8:24 am
Nice update, keep up the great work
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by FragMe! » Fri Mar 25, 2011 10:28 am
Looks very nice. Nice lighting, one thing though, and this is from experience of having nice lights only to go "Hey where are my lights"
Light effects (along with other types of effects) tend to not show up in multiplayer modes.
The degree of which does depend on how BFII feels that day and how many effects are in the area, so what am I trying to say?
Keep the torches because they are great but you may want to augment the light in the corridors with lights (omnis work) in ZE.
So if you have a friend to test online with have him tell you how much of the corridor lighting he can see and possibly compensate accordingly.
Single player they should all show up and as the pictures indicate they look great.
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by Anakin » Fri Mar 25, 2011 12:04 pm
TK432 wrote: I haven't played the first version, but this looks really promising. I can only agree with the others, that lightning is really nice.
The area around the complex seems a little empty to me on the last pic.
And starkiller/kota vs. snowtroopers sounds like a nice addition.
nothing to add