:: WIP 62% :: Verena: Narcisuss Valley |56k Warning|

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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SymbolS

Post by SymbolS »

Yeah, I read that post over and over and :?:
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Post by TheRocket »

ok ill explain it it words ull understand
MAP IS GOOD!
the picture on the 1st post wouldnt load so
i couldnot see hod cool it was
do u understand?
Ateas

Post by Ateas »

Your'e right, it does look good. But how do you know it is good? It hasn't been released yet.

I understand, but theres no excuse for typing/ grammar that bad. (Unless your first language is not English)
Fusion
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Post by Fusion »

It looks very Halo-ish, which means that I'll be downloading it.
FOOLIS
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Post by FOOLIS »

I think there are too many objects of different maps!!! :?
Ateas

Post by Ateas »

I think there are too many objects of different maps!!!
Is variety bad?

Personally, I think maps with only one maps assets are boring.
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RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Post by Rekubot »

I love the detail that's been put into this map. The idea of E-11 blaster rifles stacked up against the wall like that reminds me of Jedi Outcast. It's also why Schizo's Saleucami: Valley was so great, because of all the little details. I hope you have lots of them!

Nice terrain blending/placement by the way.
Protector_Pulch

Post by Protector_Pulch »

FOOLIS wrote:I think there are too many objects of different maps!!! :?
Don't worry, I had objections to this as well, but Penguin promised she'd concentrate the different themes, so you will hardly see the two themes of kashyyyk and Deathstar together.

@Rekubot: the stacked rifles ain't Penguin's idea: They're included in the Deathstar control room she's using.

@ Even if English isn't your first language, you should always strive for an acceptable level of comprehensibility. Nobody will request perfect English here in the forums, but that's no reason not to show some ambition.
Penguin
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Post by Penguin »

Yup, Deathstar Hanger Control room.

Don't know why your complaing about the "difference in map objects" It all blends in nicely :P
Protector_Pulch

Post by Protector_Pulch »

It's a matter of taste, and there's no accounting for taste...
Kane13

Post by Kane13 »

wow, penguin, you're awesome. your last map was one of my favorite mod maps ever, good ol' verena:Immortal Defence, good stuff
Protector_Pulch

Post by Protector_Pulch »

Kane13 wrote:wow, penguin, you're awesome. your last map was one of my favorite mod maps ever, good ol' verena:Immortal Defence, good stuff
If you loved Verena: Immortal Defence, what will you do when you get your hands on Tatooine Valley, which was even better IMHO. But that's a matter of taste, and there's no accounting for taste...

I guess that the concept of having multiple Verena map (Immortal Defense, Skyline, Narcissus) would perfectly fit a campaign...the story for the campaign could go like that:

Republic Recon Commandoes have discovered a CIS plot to invade the vital world of Verena. On Tattooine, a large republic strikeforce tries to intercept the CIS troops decamping form their temporary base. This operation includes a minor force, led by Nina Keij)trying to take the Spaceport and the city in a Valleywhere the CIS commanders have settled down. (this is played on Tatooine: Valley.

After being not able to intercept the CIS forces taking off, the republic fiercely defends the orbit of Verena itself. During the battle, the "Immortal" is heavily damaged and crashes down. (this would require a new space map will all your cool figher reskins or a remake of your Coruscant space map (without Coruscantian elements, for sure!))

The crashed "Immortal" must be defended against the victorious CIS forces trying to finish up the last survivors of the vicious space battle (this is played on Verena: Immortal Defence)

having completed their landing operations, CIS forces invade both the narcissus valley and the city of Verena (this means playing Narcissus Valley and Verena Skyline)

I think it would be foolish to waste the homogenity given in your maps.
Penguin
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Post by Penguin »

Mmm, 50/50.

PS: Theres no skyline, This is it. Skyline was being made but The Design was changed into this, Reread the first post :P
Last edited by Penguin on Wed Feb 07, 2007 3:19 am, edited 1 time in total.
car_gussy!

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Post by car_gussy! »

Penguin this map looks awesome! Keep it up!
CamandoMichael

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Post by CamandoMichael »

This thing mentions "citizens". What are they and what weapons do you plan for them to have? BTW, what is the smallest amount of time for the release?
Protector_Pulch

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Post by Protector_Pulch »

@Penguin: I didn't mean that that litterally. I used "Verena: Skyline" as an abstract term for anything related to Verena that might come in the future, since the "Skyline" map has had many different appearances in the past that might contain one which could make it to a real map project.
Aon

Post by Aon »

Awsome><

Now, here's Hopin my rig can handle it^^
Penguin
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Post by Penguin »

*Hugs Aon* At last! lol.

PS: Adding grass and more trees and enviromental type things to the map, Then I'm going to do some research into Portal Sectors
CamandoMichael

Post by CamandoMichael »

Good, Penguin, but what are the "citizens"?
Penguin
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Post by Penguin »

Citizens xD
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