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Alzoc 3 Canyon: Resent Beta
Posted: Sat Jan 29, 2011 9:25 pm
by ACEwithSPADES
Hello GT community, i am new here and this is my first map and i have been working on it for about 2 weeks. It has both eras and so far is about 65% done. I have got planning, barriering, and object placing done. I am still working on the sides, i have customized the Alliance, Empire and Republic. Please comment on this and give suggestions and i would appreciate if someone would like to beta later to help me out scince it is my first map.
Screens
I am not done with any of the sides because i will be adding custom units. Also i was wondering if anyone would think it a good idea to give a command vehicle to each side, like atte,Mtt,Hovernaught,and atat? Also, i am trying to add a diff wep for each award wep, because i think ur gun should also change just not the ordanace or laser it fires.
Credits so far:
Please comment!
EDIT: Need some help with this problem also if you have time thanks!
forums/viewtopic.php?f=27&t=25389 <------solved
EDIT2:
BETA LIST SO FAR:
1.naru1305
2.[Padawan]Helkaan
3.Lephenix_dor
4.Ventor96
5.THEWULFMAN
6.bamdur123 agentsmith38
7.agentsmith38
8.anakinvovo2
9. Acryptozoo
10.
may add more spots
Re: Alzoc 3 Canyon
Posted: Sat Jan 29, 2011 9:56 pm
by Jendo7
Very good for your first map. I really like the snowtrooper skins, and I think giving one command vehicle for each side is a good idea. The Darktrooper skin looks just a little saturated though imo.
Re: Alzoc 3 Canyon
Posted: Sat Jan 29, 2011 10:28 pm
by Grev
Looks great! I would make the eyes and black pieces more pronounced on the darktrooper.
Re: Alzoc 3 Canyon
Posted: Sat Jan 29, 2011 11:49 pm
by Eggman
The terrain should be smoothed out in some places to give the map a more professional look, but I agree that you're off to a great start.

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 1:05 am
by THEWULFMAN
Looks really good for a first map, I would have recomened that you do not do custom units for your first map, but since I did for mkine I cant talk. Keep up the good work

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 4:10 am
by commander501stappo
Yeah, looks like a great start
Can we get an overview picture of the map too?
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 5:19 am
by [Padawan]Helkaan
Wow! This is your first map? It doesn't looks like a first map. It's great!
btw; The AT-XT was made by Pandemic and Psych0fred, and the pauldron on troopers is RepSharpshooter's one, I think.
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 6:45 am
by Anakin
the map looks great
there are a few things you should change:
empire trooper: the logo on their helmet isn't good
rep trooper: The Kama looks paint brush
That was it the others looks

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 7:55 am
by naru1305
great work
and this is really your first map?
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 11:50 am
by modmaster13
Fantastic! A command walker wouldn't be a bad idea! Just blend your terrain.

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:25 pm
by ACEwithSPADES
Here is an overview of my map currently
I will blend the terrain more and i will have to move some of the foliage so command vehicles can move about, right now there is not a problem with normal vehicles going through the paths and barriers.
@naru1305
yup first map ever, cus i have to mod back and forth on two cpus cus my laptop with windows7 can't run munging and the fix doesn't work for it...so i put my files on a flashdrive and take it to another cpu that is suuuuppperr slow.....but can munge and use the Bf2_modtools.exe file and make bf2 logs

so it takes a little longer for me to work cus i do as they advise and make a few changes and munge. So please tell me what u think about the map overview in zeroedit.

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:33 pm
by Darth-Erik
Looks really nice!
and welcome to the forum

Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:34 pm
by acryptozoo
looks good but the team 1 vehicle spawn looks pretty close to the edge of the map
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:39 pm
by Fiodis
acryptozoo wrote:looks good but the team 1 vehicle spawn looks pretty close to the edge of the map
Shouldn't be an issue if your view of the map boundary is blocked by that row of hills, but then you have to make sure that the hills look realistic, and not just I-put-a-slope-here-to-avoid-learning-how-to-make-map-boundaries. Overall, imo, the "hills" around the borders of your map seem a touch too uniform and artificial.
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:40 pm
by ACEwithSPADES
looks good but the team 1 vehicle spawn looks pretty close to the edge of the map
Thats why i have an unscaleable wall, a death region and trees to make it look like a canyon surrounded by a forrest. Also i made the canyon wall just high enough that you can't see over it from anywhere in the areas of the map the ai will use lol

EDIT: there is a boundary woo hoo and ill try and blend it more
Re: Alzoc 3 Canyon
Posted: Sun Jan 30, 2011 12:50 pm
by Jendo7
Looks good but for future reference, I would have the main map design more in the center of the terrain, and not near the edges. It's just easier to hide the map edges.
Re: Alzoc 3 Canyon
Posted: Mon Jan 31, 2011 10:04 am
by Anakin
your map looks a bit angled but the idea is great
Re: Alzoc 3 Canyon
Posted: Tue Feb 01, 2011 11:36 am
by CressAlbane
I think the ground texture should be darker, it looks too white and it doesn't match with the grey spires.
Re: Alzoc 3 Canyon
Posted: Tue Feb 01, 2011 11:40 am
by Anakin
i think the floor texture is great but if you change it you may can add bloody red where many die
Re: Alzoc 3 Canyon
Posted: Tue Feb 01, 2011 3:34 pm
by ACEwithSPADES
the red would be interesting scince there is three main obvious choke points. i can add dead troopers but if someone could tell me how to make objects era only in zeroedit cus then i could add it to the script.