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
*takes a deep breath* I don't really know what to say here other than try not to yell at me over the bugs. Read the readme for installation instructions. It is necessary.
I played, and here are the bugs I found: When you're in the imperial command center, you cant get back out, and you can jump out the windows and there's no roof.
Sweet, finally a map for all the noobs to download who say ZOMG! WHY DON'T U ADD IND00RZ to SP@CE?????
I'll be trying it out
[EDIT]
Why is it necessary to put the CBM folder in the DATA\LVL_PC\FPM folder?
[EDIT2]
Ok, not gonna lie dude, this needs a lot more work. It looks like you're tackling the rebel interior first. Well the hallways are way to extensive and they lead to not enough rooms. You have the central room (the shipped turret room), the life support room, the engine room, the shield room, the bridge, and just a random room from Tantive. You definitely need to add more rooms and cut down on the hallway. It makes it boring to run down long hallways to deadends. Also, try to avoid dummy doors as much as possible. Either make additional connections there or, preferably, add more rooms at those locations.
Yeah, it is very unfinished, but I got tired of it sitting around on my HD and teasing everyone. I'm also not planning on calling this the beta and never updating it, so don't worry about that. I plan on fixing it up and expanding on it. This is just the initial setup. I hope you weren't expecting a finished map with all of the polish.
The CMB folder contains my custom FPM stuff, because I never got the FPM to work from the addon map's folder. I made that to fix the Rebel trooper, the black uniformed Imperial officer, and I think the grey Imperial officer as well, though the latter is not currently in use. There may be some other alterations but I don't remember now. The Rebel before had the Imperial officer FPM and the Imperial officer had the TIE pilot FPM. You don't have to have it, but the arms for some units will be missing when you play in first person.
As for the hallway stuff, it was the best way I could think of arranging everything. It's really a very difficult thing to work with these halls because they don't always connect how you expect them to. If I could've cut the halls down earlier on with new models, I would've done it. Really, they are meant to be halls, and not just short connectors to the rooms because I was going for SWBF1 scale, which is why SWBF2 ended up with sprinting in the first place. The doors have to stay, though I might add some rooms. I just can't give them all rooms, and some doors are part of the hall's msh.
As for the ISD bridge, I know about those. I expect the have the exit teleport by the next release. The windows and roof may or may not be an issue, depending on whether I can get that other model exported and skinned.
FINALLY!!!!!!!!!!! :runningaround: :cantbreatheanymore:
nice i was waiting for this for eternity, shame on me i cant test it right now but im sure its very good despite all bugs
Wow. I played last night, and it's AWESOME!
A couple bugs, but hey, it's only a beta!
Both bridges need work.
Rebels need side defenders so you don't fall.
Empire needs roof, teleport, roof, windowpanes, and more.
Door in room that looks over IMP hangar is glitchy.
Might move teleport to rebel bridge back farther in room.
you should also add more fighters in space and fix AI, cause they spawn in the rooms and stay there so that there are only few rebels to blast out of space , and too much rebels blocking the passes so that you dont have enough ammo, oh... and you could also increase the ammo count
as for the bridges, you could add some props, for example officer props for both sides or vader starring out of the window
Which door exactly is glitchy, Fingerfood? Also, what is glitchy about it? I'll go look myself, and probably slap myself when I see what it is, but if you could tell more about it I think I could get to it faster.
Bridge improvement, AI fixes, and prop placement are all on the to-do list. Ammo might or might not change, but that depends on further tests after the addition of the ammo droids, because they'll change everything. The flyer count I think is related more to the AI standing around than to any limits I set. The landing craft are limited to two at once, and the others are at a collective maximum of 40 at one time, according my lua.
Yeah, I'm planning to cut the filesize down by a lot, now that I have a sense of what I'm doing. I started out very disorganized, and I've only begun to clean up the mess. Mostly, I need to remove the unused files in both my world and side folders.
Btw, thanks for the input everyone, even if I seem to argue with it. It gives me focus. Heh.
I found two glitchy doors in the game. In the ISD, on the room overlooking the hangar, there's a fake door in the room. If you approach it, you fall through the floor.
On the rebel cruiser, somewhere near one of the back hallways, there's a door that leads to the shield generator. If you try to go through it, you get stuck in a little invisible ditch in the doorway.
Of course most of the problems have already been said - fix your 2-way teleports, add some collision in places that need it.
Consider a minimap. Add some more props in the hallways - be creative. You lose a lot of the effect by the fact that you can't do planning (and I wouldn't recommend trying) for the AI inside the ships. Consider taking away some of the AI inside the actual interiors and adding in some more antipersonnel turrets - maybe even animate some to patrol around.