[WIP] Mandalore Aerial Strike

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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Null_Clone_Assasin
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[WIP] Mandalore Aerial Strike

Post by Null_Clone_Assasin »

my first map :P --Mandalore Aerial Strike
this map takes place in the icy mountains of the planet of Mandalore. You can play as the Clones, in which you drop from an acclamator, down to the battlefield. At the drop site, a small camp has been set up. Sveral cannons are in place, providing some defense. Defend the camp at all costs.

Or play as the CIS, and just exterminate everyone, and take the Republic camp.

I hope to have a local side of Mandos that will be against everyone.

here are some pics
Hidden/Spoiler:
Image
Image
Image
Image
Image
Map--99%
Sides--10%
Vehicle spawns--80%

Comments?
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Fluffy_the_ic
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Re: [WIP] Mandalore Aerial Strike

Post by Fluffy_the_ic »

Looks pretty good; but use a different landscape in the background. It goes from snow to lush jungle right away.
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Null_Clone_Assasin
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Re: [WIP] Mandalore Aerial Strike

Post by Null_Clone_Assasin »

thanks Fluffy

ya i was thinking about that, thanks though

i also plan to get better rez
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Re: [WIP] Mandalore Aerial Strike

Post by fiddler_on_the_roof »

looks pretty cool.
Fluffy_the_ic wrote:Looks pretty good; but use a different landscape in the background. It goes from snow to lush jungle right away.
definately :yes:
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Re: [WIP] Mandalore Aerial Strike

Post by AQT »

Fluffy_the_ic wrote:It goes from snow to lush jungle right away.
Just like the movie 10,000 BC! :wink: (bad movie)

Anyway, the map looks very nice so far. You may want to fix the opening satelite shot as shown in the second screenshot later on.
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Delta-1035
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Re: [WIP] Mandalore Aerial Strike

Post by Delta-1035 »

Null_Clone_Assasin wrote:
Hidden/Spoiler:
Image
that's my clone trooper! :thumbs:
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Re: [WIP] Mandalore Aerial Strike

Post by (RAPTOR)BENSTWO{SGT} »

Looks good man. Just one big concern though. First off how many bridges/paths cross that big valley? If there are only a few, most of the battle will take place on those, making gameplay get really old really fast. Otherwise this map looks awsome, and looking forward to seeing what else it has in store. :thumbs:
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totallytoenails
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Re: [WIP] Mandalore Aerial Strike

Post by totallytoenails »

Yes, at least three ways across would be best, and having at least one that isn't able to be attacked by the other bridges will make it perfect :thumbs: and adding small details like small, retextured rocks (like the geonosis rocks that are pretty flat on the ground) and other such things will make your map a great one. You will rarely see land that is without any rocks. You might also consider ading at least one toppled over tree for more realism. Good luck!
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MachaNerd
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Re: [WIP] Mandalore Aerial Strike

Post by MachaNerd »

pretty cool but make a little more buildings or whatever to make it good for urban fights but it's still awesome though :thumbs:
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Re: [WIP] Mandalore Aerial Strike

Post by Fiodis »

Could be the altitude, but the ground looks a bit too white. If it's mountains, why is it so flat? And if there's cannons and only a few bridges across that giant and random chasm, won't it be relativley easy to just grab a cannon and start shooting? But then you'd get sniped, I suppose....

Overall, a pretty good concept. If it were me, I wouldn't place the map part as 99% done, but that's my opinion; it's your project.
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Null_Clone_Assasin
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Re: [WIP] Mandalore Aerial Strike

Post by Null_Clone_Assasin »

sorry guys

the map is 80-90% done


ill have some new pics soon

edit1: my brother messed up my data folder so i need a new one
can someone post theirs?

thanks

(il have pics as soon as my map works again)
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Re: [WIP] Mandalore Aerial Strike

Post by jedimaster745 »

looks good :thumbs:

sort of offtopic: Null_Clone_Assassin, what skydome did you use for this map? the hills in the background look very nice. they contrast with the terrain, but in a way that makes it more unique looking.
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Re: [WIP] Mandalore Aerial Strike

Post by EraOfDesann »

I'd recommend darkening the terrain by coloring it with a shade of gray. It looks a little neon at the moment.
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Re: [WIP] Mandalore Aerial Strike

Post by JawaTrooper »

Love the skinning on the sharpshooter :D
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Null_Clone_Assasin
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Re: [WIP] Mandalore Aerial Strike

Post by Null_Clone_Assasin »

thanks guys
thanks for the advise EraOfDesann ill darken it :wink:

im using the RhenVar sky and back ground but i havent seen it yet because my map isnt working. i wonder why? it might have to do with the lua so here is the lua

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()	   
    
    
    --This defines the CPs.  These need to happen first
    cp0 = CommandPost:New{name = "cp0"}
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
    
    
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 
                                     textATT = "game.modes.con", 
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
    
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp0)
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)    
    
    conquest:Start()

    SetUberMode(1);

    EnableSPHeroRules()
    
 end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
    
    ReadDataFile("ingame.lvl")
    
   
    SetMaxFlyHeight(300)
    SetMaxPlayerFlyHeight (300)
    
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo  
    
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rocketeer")
                                                  
	SetupTeams{
		rep = {
			team = REP,
			units = 100,
			reinforcements = 900,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",1, 4},
			engineer = { "rep_inf_ep3_engineer",1, 4},
			sniper   = { "rep_inf_ep3_sniper",1, 4},
			officer = {"rep_inf_ep3_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},

		},
		cis = {
			team = CIS,
			units = 200,
			reinforcements = 1000,
			assault  = { "cis_inf_rocketeer",1,100},
		}
        }

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    AddWalkerType(1, 3) -- ATSTs
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 32)
	SetMemoryPoolSize("EntityFlyer", 32)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
	SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
	SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
	SetMemoryPoolSize("UnitAgent", 128)
	SetMemoryPoolSize("UnitController", 128)
	SetMemoryPoolSize("Weapon", weaponCnt)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:MAS\\MAS.lvl", "MAS_conquest")
    ReadDataFile("dc:MAS\\MAS.lvl", "MAS_conquest")
    SetDenseEnvironment("false")




    --  Sound
    
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --SetSoundEffect("WeaponUnableSelect",      "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

what do i need to change (if anything)

thanks :wink:
Commander_Fett
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Re: [WIP] Mandalore Aerial Strike

Post by Commander_Fett »

It crashes? Can we see a BF2 error log?

Nice map you got there, btw.
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Null_Clone_Assasin
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Re: [WIP] Mandalore Aerial Strike

Post by Null_Clone_Assasin »

ok thanks

i think this is my error log so here it is
Hidden/Spoiler:
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04086F50
The key is mapluafile, the formated value is: MAS<A>_<B>
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 03CC66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: MASc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Reading in custom strings
ifs_sideselect_fnBuildScreen()
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rocketeer

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 3
.\Graphics\Pc\pcRedTexture.cpp(227)
TEXTURE FORMAT NOT SUPPORTED WITH THIS CARD!

Message Severity: 2
.\Memory\RedMemory.cpp(634)
Allocating 35999964 bytes attempt failed - no free blocks left in Heap 5 (Runtime)

Message Severity: 3
.\Memory\RedMemory.cpp(538)
Allocating 35999964 bytes failed - no free blocks left in Heap 5 (Runtime)
andrija
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Re: [WIP] Mandalore Aerial Strike

Post by andrija »

hey good map but can u make it a little bit darker and better textured
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Re: [WIP] Mandalore Aerial Strike

Post by G_M_StYlEr_M »

Null_Clone_Assasin wrote:my first map :P --Mandalore Aerial Strike
this map takes place in the icy mountains of the planet of Mandalore. You can play as the Clones, in which you drop from an acclamator, down to the battlefield. At the drop site, a small camp has been set up. Sveral cannons are in place, providing some defense. Defend the camp at all costs.

Or play as the CIS, and just exterminate everyone, and take the Republic camp.

I hope to have a local side of Mandos that will be against everyone.

here are some pics
Hidden/Spoiler:
Image
Image
Image
Image
Image
Map--99%
Sides--10%
Vehicle spawns--80%

Comments?
you must only change the background then its perfeckt :thumbs:
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