Personally I disagree further; all a map needs is what it's designed for: if it's centered around CTF then all it really needs is CTF. If its main point is a campaign then all it needs is a campaign. Anything else is - what is the expression, "Just gravy"?THEWULFMAN wrote:I personally dont agree, Conquest is all a map needs in my opinion.
Ruuria: Jungle Ruins
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- Fiodis
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Re: Ruuria: Jungle Ruins
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THEWULFMAN
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Re: Ruuria: Jungle Ruins
Fiodis wrote:Personally I disagree further; all a map needs is what it's designed for: if it's centered around CTF then all it really needs is CTF. If its main point is a campaign then all it needs is a campaign. Anything else is - what is the expression, "Just gravy"?THEWULFMAN wrote:I personally dont agree, Conquest is all a map needs in my opinion.
I concur :plokoon: for the most part
I was trying to make a point that a map doesn't need extra modes for the sake of extra modes. Like you said, anything else is just gravy.
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Nova Hawk
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Re: Ruuria: Jungle Ruins
Wow, for a newbie you've sure created a fine looking map. The only thing is I won't be able to play the map when it comes out because SWBF2 isn't available for Mac users.
Anyway, good map so far! Can't wait to see the final stage...
Anyway, good map so far! Can't wait to see the final stage...
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modmaster13
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Re: Ruuria: Jungle Ruins
What are you talking about?!Nova Hawk wrote:SWBF2 isn't available for Mac users.
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I concur. :plokoon:Nova Hawk wrote:Wow, for a newbie you've sure created a fine looking map.
- commander501stappo
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Re: Ruuria: Jungle Ruins
No.modmaster13 wrote:What are you talking about?!Nova Hawk wrote:SWBF2 isn't available for Mac users.Yes it is!
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- sim-al2
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Re: Ruuria: Jungle Ruins
There was a port of the first game for Mac but there hasn't been for the second.modmaster13 wrote:What are you talking about?!Nova Hawk wrote:SWBF2 isn't available for Mac users.Yes it is!
@Nova: You could consider making a dual-boot setup so you can still run any Windows programs you might need.
@Locutus: Pretty nice looking map! I concur with the suggestions for smoothing the terrain but the buildings are wonderful!
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THEWULFMAN
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Re: Ruuria: Jungle Ruins
Thats like your third "I concur" Modmaster, whenmodmaster13 wrote:I concur. :plokoon:
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modmaster13
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Re: Ruuria: Jungle Ruins
Sorry its just a good saying! 
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Nova Hawk
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Re: Ruuria: Jungle Ruins
I concur :plokoon:modmaster13 wrote:Sorry its just a good saying!
lol, sorry... couldn't resist. Anyway, back on topic
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Marth8880
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Re: Ruuria: Jungle Ruins
Here is my invisible application for beta testing, sir.
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[Padawan]Helkaan
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Re: Ruuria: Jungle Ruins
Here's my report for the CW conquest, sir.
The screens say all.
Also I've taked some shots if you want to add a loadscreen (all are 800x600 but I can resize them if you like)
This is a beautiful map. The combanation of grassy terrain+Rhen Var ruins reminds me EraOfDesann's Methlyn map. I like the idea of connection with tunnels. Maybe some Yavin ruins should be added, but that's you who decides. 7/10 for the beta. 
The screens say all.
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- Locutus
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Re: Ruuria: Jungle Ruins
Thank you for your quick reviews modmaster13 and [Padawan]Helkaan!
I fixed most of the stuff you two found.
I fixed most of the stuff you two found.
*fixed*modmaster13 wrote:1. The planet description isn't very professional at all. To be more like BF2, it should be something like:
I smoothed most of the hard edges were it was possible.modmaster13 wrote:2. Try to use the "blend" brush in height mode in ZE.
I know, I said some textures are missing. Anyway, *fixed*modmaster13 wrote:3. I'm sure you have noticed that there are missing tree textures.
I have no clue honestly. All I did was copying the skydome from endor. Hope I can find out soon whats missing there.modmaster13 wrote:3. Umm...what is suppost to be there? A moon/planet?
I found what you mean. I believe (I don't know for sure) that thats caused by Rhn1_bldg_lighthouse_backwall.msh but unfortunately I can't fix it.modmaster13 wrote:4. Near CP5, there is a weird collision barrier.
For now I've only planned conquest and XL mode.modmaster13 wrote:5. There should be more game modes besides conquest, such as CTF, eli, hunt, etc.
*fixed*modmaster13 wrote:6. Floating tunnel entrance.
I enabled ubermode as test there. I want this to be a seperate XL mode as soon as I find out how to do this.modmaster13 wrote:7. Why does GCW have a massive amount of units/reinforcments?
Thx. Unfortunately I can't use any screenshots until my terrain textures show up ingame.[Padawan]Helkaan wrote:Also I've taked some shots if you want to add a loadscreen (all are 800x600 but I can resize them if you like)
Check your pm;)Marth8880 wrote:Here is my invisible application for beta testing, sir.
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modmaster13
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Re: Ruuria: Jungle Ruins
Ooo0ooOo XL sounds promising...keep up the good work! 
Another Bug Report:
Another Bug Report:
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Last edited by modmaster13 on Mon May 16, 2011 8:58 pm, edited 1 time in total.
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RevanSithLord
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Re: Ruuria: Jungle Ruins
This is looking like it'll be a great map. I know I'm not a beta tester, but other than what was reported (which you fixed, of course, which is awesome. And hey, what map/mod doesn't have bugs anyways, right?), this looks to be a def download for me in the future when a 1.0 is released. Or w/e number you're going with. 
Edit - floating CP (Edit within Edit- oh, oops, building too), modmaster?
It's levitating! It's in its place of Xen. Lol.
Edit - floating CP (Edit within Edit- oh, oops, building too), modmaster?
- agentsmith38
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Re: Ruuria: Jungle Ruins
To add to the weird collision barrier, there was AI Pathing Issues near it.4. Near CP5, there is a weird collision barrier.
Here's a picture -
Red indicates - AI Pathing Issue
Green indicates - Collision Barrier
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modmaster13
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Re: Ruuria: Jungle Ruins
Hmm, do the Terrain Cutters work on removing collision too? You could try that and see if it removes the collision barriers. 
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THEWULFMAN
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Re: Ruuria: Jungle Ruins
Uh... No... They are Terrain Cutters, and therefore remove terrain, They are not Model or Collision Cutters.modmaster13 wrote:Hmm, do the Terrain Cutters work on removing collision too? You could try that and see if it removes the collision barriers.
Try adding -donotmergercollision to the models .option file instead.
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Darth_Squoobus
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Re: Ruuria: Jungle Ruins
Hmm... You know those cliffs from the tatooine homestead map? You might put those in to disguise the terrain cliffs you made. It's also fairly easy to cobble some rock models together to hide gaps between models. Otherwise, it's pretty good for an early map. Just needs a wee bit more polish.
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Re: Ruuria: Jungle Ruins
This map has a great potential.
It still needs some work btw.
I agree what others said, maybe ruins should be more darker. A reskin would also add more originality to the look.
It still needs some work btw.
I agree what others said, maybe ruins should be more darker. A reskin would also add more originality to the look.
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THEWULFMAN
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Re: Ruuria: Jungle Ruins
I did get to finally beta test, and My thought are therein,
This map has a lot of potential, and already is pretty good, however, there are some very pressing matters that need addressing.
-The before mentioned terrain, it needs to be smoother to prevent terrain texture stretching.
-Extra unneeded clutter. Your map, the part that is fought in, is pretty good and fun, and so far the planning has held up, although it could use improving. By extra clutter, I mean the forest surrounding this map. There is a reason Pandemic has those forest walls that they use on Endor, Yavin, and Dagobah. Without them, they would need to do what you did, create a forest around the playable map, in places no one ever goes, and this causes Lag for me, and is unnecessary.
-You know about the ruins textures already.
-GCW Rebel Soldier, he is in his desert Camo, when he should be in his Forest camo, fix this by changing your lua from
to
That's all for now, I will play more and see if anything else needs mentioning, Keep up the good work.
This map has a lot of potential, and already is pretty good, however, there are some very pressing matters that need addressing.
-The before mentioned terrain, it needs to be smoother to prevent terrain texture stretching.
-Extra unneeded clutter. Your map, the part that is fought in, is pretty good and fun, and so far the planning has held up, although it could use improving. By extra clutter, I mean the forest surrounding this map. There is a reason Pandemic has those forest walls that they use on Endor, Yavin, and Dagobah. Without them, they would need to do what you did, create a forest around the playable map, in places no one ever goes, and this causes Lag for me, and is unnecessary.
-You know about the ruins textures already.
-GCW Rebel Soldier, he is in his desert Camo, when he should be in his Forest camo, fix this by changing your lua from
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That's all for now, I will play more and see if anything else needs mentioning, Keep up the good work.


