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Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Sat Feb 13, 2010 4:58 pm
by Lagomorphia
Hopefully not megaupload though.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Sun Feb 14, 2010 3:24 pm
by TK432
I'll be uploading it on filefront. I will send you the PM tomorrow.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Sun Feb 14, 2010 4:34 pm
by sampip
I'm looking forward to it :)

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Sun Feb 14, 2010 7:32 pm
by Nova Hawk
sampip wrote:I'm looking forward to it :)
Same.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 4:34 am
by Lagomorphia
Nova Hawk wrote:
sampip wrote:I'm looking forward to it :)
Same.
Same also.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 8:32 am
by Blade117
Is it possible not to look foreward to it? I am definately excited. (Of course, I might not even be a beta tester, so...)

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 4:51 pm
by Lagomorphia
The map design is beautiful, but the gameplay has a fair few problems.


Actual Problems
1. The maximum fly height needs to be raised alot. When I played as Fett I couldn't activate the jetpack and often I would die randomly when I jumped.
2. There is no boundary. While the edges of the map look okay from the battlefield it isn't so good when you get too close. A tight boundary on the map would be for the best.
3. Rail ARC troopers have the Award Weapons CTD Bug. I still maintain my offer to make custom sides (even minor ones like a Phase I Clone Commander).
4. Occasionally dome objects disappear when looked at directly.
There was also a partially untextured fallen tree on the map.


Things which aren't problems but could be changed
1. Was the map name meant to be 'Corellia: Mountain Top' rather than Corellia Mountain Top?' The map description could do with a fix as well.
2. The map could do with some more vehicles. I saw two when I played it, an AT-RT and a Snail Tank. I didn't see any GCW vehicles.
3. A fair few cover hint nodes would do the map alot of good. At the moment the AI just charge down the hill, but with cover nodes they could hide behind rocks, trees and generally act more intelligently.
4. The rebel sides could be changed to forest camo rather than Urban Camo.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 5:02 pm
by sampip
My Report:
Just played Corellia, and it was a very, very nice map. I loved the map design and layout and the battle in the Clone Wars played very well. It was very neat the way you did the spiral up the mountain and it all looked very nice so very nice job on creating a realistic and scenic map! Here are some bugs/points for improval I found:

1. There was nothing to hide behind when shooting against enemy units and it would have have been nice to have some cover, maybe some rocks in the ground to hide behind or possible some crates or barriers from BF1 Kashyyyk Islands would be nice to give you some protection from enemy blasts.

2. On the subject of rocks, the AT-RT's seem to be attracted to walking into them repetetively, I think you need to work on the planning and barriers for them since they didn't be able to make it very far with out walking into the side of the mountain.

3. Some of smaller rocks were floating on the edge of the mountain where the slope started. Not very much but it's a small improvement:
Hidden/Spoiler:
Image
4. Can I suggest you change the sky to something a little more mountainy? Something like BF2 Hoth or BF1 Kashyyyk (Docks). These are cloudy skies that I think would fit well with the map.

5. I don't think you edited the GCW but it would have been nice (since I prefer this as a default error). The height limit was unchanged (meaning I couldn't jump) and the reinforcement count hadn't been changed so the gameplay was slightly boring as the units were too spread out. I don't think you edited this though, but it would be nice for the proper release.

6. Two possible things to add: Loadscreen, and minimap. The minimap would be pretty simple as it could just be a large spiral to symbolise the map's layout.

Apart from these small bugs, it was a fantastic map and felt really unique, like nothing I'd ever played before. It was great fun and you did a really good job, Great Work! :thumbs:

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 5:13 pm
by Eggman
Hidden/Spoiler:
4. Occasionally dome objects disappear when looked at directly.
That's a problem in shipped maps as well. If you play any maps that have a Star Destroyer or Acclamator in the sky, it will disappear at certain angles.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 5:35 pm
by Lagomorphia
If it can't be fixed then it can't be fixed. If it can be fixed it would be a good idea and make an already good map better.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 6:04 pm
by TK432
First of all thanks you 2 for the nice reviews. Now to the bugs/problems.

Lagomorphia:

1. I'm sorry about that, I used cw era to test so i totally left out gcw yet, it will be fixed later on.

2. I totally forgot about that thank you!

3. I actually used the stock one, he won't be in the final version anyways.

4. Eggman is right about that, if i knew how to fix it i would do it.

1. I wasn't sure about the name, but now that I'll stick with it I'll better fix that, thanks.

2. see 1.

3. I agree with sampip here on the missing cover, so I will make those when i add cover. (+ yet there is no real cover)

4. see 1.

sampip:

1. I'm not sure if the kashyyyk fit on here and crates overall would ruin the natural feeling IMO, unless you guys want me to add them. But I'll add more rocks and fallen trees (textured, thanks)

2. I'll look over it again, thanks.

3. Fixed, thank you for the find.

4. The problems of those skys were that they were stretched near the bottom, so I decided to take the tatooine one, but I'll see if i can find a better one or fix it.

5. Yup, it will of course work fine in the final version.

6. I'll see if i can get them to work, thanks for the suggestion. Does anyone have a neat shot for the loadscreen? That would be great!

I'm glad you guys liked it and all of your mentioned bugs will (hopefully) be fixed.
Thanks!

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 6:07 pm
by sampip
It's your map, do what you want :) I didn't know you were going for the natural feeling although I get the feeling I should have guessed *facepalm* :lol: Yeah, fallen trees and rocks and stuff will look nice on the ground. tat1_bldg_rock_boulder is a nice rock that can be lowered into the ground for different heights, btw (just an idea).

EDIT:
Some Screenshots you could use for loadscreens. Number 3's my favourite, but in saying that, your own are nice, you could always use them :D.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
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If you use them you needn't bother crediting.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Mon Feb 15, 2010 8:58 pm
by Null_1138
Sorry, but I'll have to test this tomorrow. My computer's CPU is being eaten up by 3DS rendering, I'll be able to get a report tomorrow.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Tue Feb 16, 2010 2:58 am
by Darth_Spiderpig
Wow sampip, those are some really epic screens. Number 2 is my favourite, though

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Tue Feb 16, 2010 10:05 am
by Null_1138
Here's my report. Some of the things I found were already mentioned, so I'll post whatever I alone saw.

- Snail Tank's primary and secondary weapons are missing sound.

- AT-RT's primary and secondary weapons are missing sound.

- CP0 is floating.

- The two rocks in this picture are floating.
Hidden/Spoiler:
Image
- The tree in the middle of this picture is floating.
Hidden/Spoiler:
Image
I also had a few " it would be nice to have..." thoughts.

- ...A small shack or house, make it look like a hermit lives up here or something.

- ...the Rebels could have forest camo.

I like the map though, its nicely put together, well thought out. Good job, TK, and I can't wait for the next map. :D

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Tue Feb 16, 2010 10:51 am
by impspy
Your maps look really interesting :thumbs:

Would you like to use any of the sides I made for Urban map pack? I could make you a rebel side too if you want.

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Wed Feb 17, 2010 1:30 pm
by Nova Hawk
Alright, here is my review.

A lot of floating objects such as rocks and grass as shown below:
Hidden/Spoiler:
ImageImageImageImageImageImage
Just an idea, I think it would be cool if you added a waterfall. Here would be a good spot:
Hidden/Spoiler:
Image
Some more bugs:
The vehicles don't have any sound.
No heroes in the CW era.
In the GCW era, you can't jump or fire your jetpack since you'll get hit by an invisible wall.
It seems as though you forgot to localize (or whatever you call it) two CPs, cuz when I was playing in the GCW, I still had 2 CPs to capture but the 30sec timer had already started counting.

I think that's about it. Overall, fun map to play! :thumbs:

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Thu Feb 18, 2010 4:27 pm
by TK432
Thank you for the good finds guys! I'll make sure to fix them.

Same of course goes for GCW

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Fri Feb 19, 2010 1:05 pm
by acryptozoo
looks nice :shock:

Re: Takera; Corellia; Dathomir (Update 2/11/10)

Posted: Thu Mar 04, 2010 12:44 pm
by TK432
I'm sorry for not showing any progress lately. I've been ill and at the moment I'm upgrading my system a bit. Once I can work again I'll show up some pics and maybe more.