PS: Didn't see any STAPs during my gameplay
Forlis WIP
Moderator: Moderators
-
JadenWolf32
Re: Forlis WIP
Awesome Map terrier39 keep up the good work and post more pics
!!
PS: Didn't see any STAPs during my gameplay
.
PS: Didn't see any STAPs during my gameplay
- DarthHamster
- Rebel Warrant Officer

- Posts: 300
- Joined: Wed Nov 18, 2009 9:09 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Orlando, Florida
- Contact:
Re: Forlis WIP
This looks cool! Keep up the good work. And it's pretty impressive that you only have a few post and have already begun to produce a good map. Most people need alot of help and post alot in the modding forum before there first map. You obviously know what your doing.
Is that some kind of underground cave? It looks interesting.
Is that some kind of underground cave? It looks interesting.
terrier39 wrote:Hidden/Spoiler:
- Eggman
- Master Bounty Hunter

- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Forlis WIP
Most files have the problem where the site says they were created by jaspo - the problem has been around long enough that most people on this site will realize jaspo did not, in fact, create the file. As for being under the "contest" section, you might have just clicked on the wrong category when you were uploading.terrier39 wrote: The upload I did last night went strange: it seems to have uploaded to the "Contests" section under creator jaspo, but it is my file. You can download that. It's here:http://www.gametoast.com/index.php?opti ... &Itemid=72
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Forlis WIP
They spawn at the right-most island command post (the bland one by the bridge, not the one with the crates).Didn't see any STAPs during my gameplay
- sampip
- General

- Posts: 792
- Joined: Mon Mar 16, 2009 12:08 pm
- Projects :: Something big. And exciting.
- xbox live or psn: masowner66
- Location: Zebra
Re: Forlis WIP
Yep, I saw STAPS. I played it, and it's really good for a beginners map, much better than most I have played. Here are a few suggestions/points/bugs that I found:
- Playing as the Republic, I found we lost the battle quite dramatically. They still had 40-50 or so re-inforcements when we lost. I did start as the CIS - but I changed soon though and I'm not that good! I think it is a bit unbalanced towards the Republic.
- I think that the idea was that the battle takes place around the lake, but sometimes I could see the AI slowly drowing themselves near the bridges and near the island in the centre. Maybe check your barriers? The lake is a nice idea - but it would be cool if we could maybe see a little more battle happening across it? A few more bridges running to islands might make the battle slightly less linear. This is just a suggestion, though.
- I didn't think there was quite enough people on the battlefield, I had to run for quite a bit to find some troops to kill and when I did they generally came in groups of perhaps two or three. You could add just a few more units on the battlefield for better gameplay. You can find a tutorial on how to add more than 32 units at once on the battlefield in the FAQ.
- Perhaps find a higher resolution texture for the crystals? At the minute, close up, the texture gets rather pixelated.
Those were the main things that I found, apart from that it was a pretty good map! I paticularly liked the caves and tunnels running through the hills, and the way you set out the map. Nice work!
- Playing as the Republic, I found we lost the battle quite dramatically. They still had 40-50 or so re-inforcements when we lost. I did start as the CIS - but I changed soon though and I'm not that good! I think it is a bit unbalanced towards the Republic.
- I think that the idea was that the battle takes place around the lake, but sometimes I could see the AI slowly drowing themselves near the bridges and near the island in the centre. Maybe check your barriers? The lake is a nice idea - but it would be cool if we could maybe see a little more battle happening across it? A few more bridges running to islands might make the battle slightly less linear. This is just a suggestion, though.
- I didn't think there was quite enough people on the battlefield, I had to run for quite a bit to find some troops to kill and when I did they generally came in groups of perhaps two or three. You could add just a few more units on the battlefield for better gameplay. You can find a tutorial on how to add more than 32 units at once on the battlefield in the FAQ.
- Perhaps find a higher resolution texture for the crystals? At the minute, close up, the texture gets rather pixelated.
Those were the main things that I found, apart from that it was a pretty good map! I paticularly liked the caves and tunnels running through the hills, and the way you set out the map. Nice work!
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Forlis WIP
Does anybody have any opinions on the sides? I spent a fair bit of time on them, and I have never seen a repeater shotgun made before I did (the Commander Ponds unit has it if you haven't tried it out. It beats pretty much anything at close range, but has little ammo).
- sampip
- General

- Posts: 792
- Joined: Mon Mar 16, 2009 12:08 pm
- Projects :: Something big. And exciting.
- xbox live or psn: masowner66
- Location: Zebra
Re: Forlis WIP
I didn't see any Commander Ponds Unit... There was Commander Cody - and all he had was an extra powerful carbine (which has no icon).
The sides were pretty fun to play as although from what I saw they were mostly a recolection of other peoples work, aside from one or two droid skins. This is fine, just might be nice to see some more of your own work being put into these sides. There were also one or two Icons missing and in the wrong place (blaster carbine, vibrosword?, and the Rotary Underhand Blaster).
The sides were pretty fun to play as although from what I saw they were mostly a recolection of other peoples work, aside from one or two droid skins. This is fine, just might be nice to see some more of your own work being put into these sides. There were also one or two Icons missing and in the wrong place (blaster carbine, vibrosword?, and the Rotary Underhand Blaster).
- terrier39
- Recruit Womprat Killer
- Posts: 11
- Joined: Sun Jan 10, 2010 10:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: I don't know.
Re: Forlis WIP
He's in CW CTF mode.sampip wrote:I didn't see any Commander Ponds Unit...
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Forlis WIP
Same one as everyone else actually...all he had was an extra powerful carbine
I'm still having trouble with the icons. I've been tweaking the floating weapon fix for a while, and the Vibrosword doesn't have a custom icon. Why Pandemic made them float I have no idea...
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Forlis WIP
They did not. All their icons work as they should. Just like they couldn't add in localizations for every unnamed future addon unit (because they didn't exist yet), they couldn't add in HUD positions for models that didn't exist.Lagomorphia wrote:Why Pandemic made them float I have no idea...
-
JadenWolf32
Re: Forlis WIP
Thanks alot LagomorphiaLagomorphia wrote:They spawn at the right-most island command post (the bland one by the bridge, not the one with the crates).Didn't see any STAPs during my gameplay
Terrier, where is the Space map?
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Forlis WIP
But they made them default to float when unpositioned.They did not. All their icons work as they should. Just like they couldn't add in localizations for every unnamed future addon unit (because they didn't exist yet), they couldn't add in HUD positions for models that didn't exist.
- terrier39
- Recruit Womprat Killer
- Posts: 11
- Joined: Sun Jan 10, 2010 10:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: I don't know.
Re: Forlis WIP
I've changed the the textures on the spires to those from Sky's model pack, but what I really want to do is get the the spires to have "blended" textures (of the ground and the crystal textures), like the effect giving a texture "detail" in Zeroeditor does. Anyone know how to do this?
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Forlis WIP
You could detail the ground with the spire texture rather than the other way around I suppose.
