Now available: The Raxus Prime (Chocolate) Factory v. 1.0
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- Epena
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RE: Re: RE: Now available: The Raxus Prime (Chocolate) Facto
Um....yeah.
This is seriously the most amazing custom map I've eer seen or played. What it is is....complete. You don't go to some hard-to-reach spot and find it blank or not-fitting with the enviroment. It is honest-to-God my favorite map. You'd swear is was made by Pandemic!
But waht it really needs is a minimap...and more modes. Hero Assault....that would pwn.
This is seriously the most amazing custom map I've eer seen or played. What it is is....complete. You don't go to some hard-to-reach spot and find it blank or not-fitting with the enviroment. It is honest-to-God my favorite map. You'd swear is was made by Pandemic!
But waht it really needs is a minimap...and more modes. Hero Assault....that would pwn.
- Teancum
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RE: Re: RE: Now available: The Raxus Prime (Chocolate) Facto
But it's so huge for Hero Assault...
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EmperorDonkey
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Mikey_bizzle441
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SWShellhound
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Jeteye1
- EraOfDesann
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I think I might have been more amazed by the size and detail than I was by the map itself, but I think that's contradictory. Great design; I can see that a lot of time was put into this with all objects, layout, effects, sounds, and all that other icing on the cake. My only problem was the size and the lag. Otherwise great map! I'd just recommend making it smaller next time. 
- squipple
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Jessicka
The map is great but I think it's missing portals/zoning properly which is why it probably lags your pc a little. As far as the level design itself, it's awsome. I read the documentation on zoning stuff, so hopefully the author does it right, it's a standard for mapping these days and with all that he did so far, I'm sure he can optimize it effectively that way and have one of the best original maps released so far. This would also improve performance if he does add an XL gametype to this... and I really think he should.Jeteye1 wrote:This map is great no glitches found. So far its the best SWBF2 custum map. Although it lags a little but its proabably my PC.
- Epena
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If youre referring to the lack of bots that would be raoming around...in the lua documentary the dude confirmed my hypothesis that in the lau you can adjust the amount. He did say, however, that he would limit it to 64 per side. That'd be just fine...But it's so huge for Hero Assault...
And dang would I ever love hero assault. Or even XL.
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RevanSithLord
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yea and give it the blaster effects like General9 does his maps. Just saying, not a must have, but you know.
Also, shouldnt the clones be Ep2 ones? Sorry, just thinking of SW:TCW console game. Lol. But ya. Unless you wanted this to be with Ep3 clones. Plus, it'd be cool with new sides to it also.
I played this and it was freaking awesome man. I like how it's all facility like...this is good enough to be a shipped map....DANG!
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linkoftoaru
RE: Re: RE: Now available: The Raxus Prime (Chocolate) Facto
Please tell me it isn't the classic steriotype: If you shoot a red barrel, it will explode.
DLing anyway.
DLing anyway.
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Delinquent
Thanks for all your feedback.
Well, the size of the map is a bit of a compromise....
I wanted this to be a vehicle map, and I thought the problem with the original vehicle maps is, that they are a bit too small and that you usually have a few guys racking up kills while sitting in a tank, or like on Hoth, you sit in an ATAT shooting guys at the other end of the map while they spawn outside in the wide open.
The idea was, that you´d have the tanks more fighting each others, tank v tank rather than tank v infantry.
And of course i needed to make it that size to give the flyers some space.
I know that this map will not run well on every PC, but I was just experimenting, trying to find out what a Battlefront map can look like.
I just had the idea of a map which puts you into an environment full of steam, pipes, different lightings just like in DOOM3, and I admit that I gave the graphical aspect priority.
I will try to improve the performance with sectors and portals.
I did mess about with it a little when I created this but I did not fully understand what I was actually doing and how to place sectors and portals correctly... so I gave up on it.
Jango_Fett_A, the water is lacking a low quality texture and will just appear as a blue square if you have set water quality to low.
I just don´t know where there is a script or line which adds a low quality texture, a problem by the way that all SWBF1 custom maps, I have played with water on suffered from aswell.
Squipple, thanks for your offer, creating a minimap. I might take the offer.
I am pausing the work on this map for a while, but I think, I will contact you via pm, because I think I will really need your help with this.
linkoftoaru, yes the barrels do explode when you shoot them.
Strange thing about the barrels, they do respawn in multiplayer while they don´t, in singleplayer. I´d rather have them not respawning.
The story of the underground CP:
When I placed the CP in zeroeditor it was perfectly grounded, when I test played the map I saw it hovering quite a bit.
I went back to zeroeditor lowered it quite a bit, test played again, and the CP was still hovering.
Went back to zeroditor enabled snap to grid lowered it another bit, played again and the CP was underground.
You´ll notice that also the small mygeeto spirals are mostly halfly sunken in the terrain.
As a matter of fact, it seems like the objects height is not precisely shown in zeroeditor, meaning, you ground an object in zeroeditor but you´ll find it still hovering in the game.
Again, thanks for all your feedback, and I hope I can resolve all the issues.
Well, the size of the map is a bit of a compromise....
I wanted this to be a vehicle map, and I thought the problem with the original vehicle maps is, that they are a bit too small and that you usually have a few guys racking up kills while sitting in a tank, or like on Hoth, you sit in an ATAT shooting guys at the other end of the map while they spawn outside in the wide open.
The idea was, that you´d have the tanks more fighting each others, tank v tank rather than tank v infantry.
And of course i needed to make it that size to give the flyers some space.
I know that this map will not run well on every PC, but I was just experimenting, trying to find out what a Battlefront map can look like.
I just had the idea of a map which puts you into an environment full of steam, pipes, different lightings just like in DOOM3, and I admit that I gave the graphical aspect priority.
I will try to improve the performance with sectors and portals.
I did mess about with it a little when I created this but I did not fully understand what I was actually doing and how to place sectors and portals correctly... so I gave up on it.
Jango_Fett_A, the water is lacking a low quality texture and will just appear as a blue square if you have set water quality to low.
I just don´t know where there is a script or line which adds a low quality texture, a problem by the way that all SWBF1 custom maps, I have played with water on suffered from aswell.
Squipple, thanks for your offer, creating a minimap. I might take the offer.
I am pausing the work on this map for a while, but I think, I will contact you via pm, because I think I will really need your help with this.
linkoftoaru, yes the barrels do explode when you shoot them.
Strange thing about the barrels, they do respawn in multiplayer while they don´t, in singleplayer. I´d rather have them not respawning.
The story of the underground CP:
When I placed the CP in zeroeditor it was perfectly grounded, when I test played the map I saw it hovering quite a bit.
I went back to zeroeditor lowered it quite a bit, test played again, and the CP was still hovering.
Went back to zeroditor enabled snap to grid lowered it another bit, played again and the CP was underground.
You´ll notice that also the small mygeeto spirals are mostly halfly sunken in the terrain.
As a matter of fact, it seems like the objects height is not precisely shown in zeroeditor, meaning, you ground an object in zeroeditor but you´ll find it still hovering in the game.
Again, thanks for all your feedback, and I hope I can resolve all the issues.
- Epena
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After playing it again a few times, I was even more impressed. It'd not just a map where you can reach all the relevant parts ona map, like the CPs, it is pretty dang close to real life in the amount of dead ends and secondary ways to get places. Most impressive.
I'm having that same issue with the sunken, then floating cp...I feel your pain. >.<
You going to try adding other modes?
I'm having that same issue with the sunken, then floating cp...I feel your pain. >.<
You going to try adding other modes?
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jameswalwyn
I'm new to playing mod maps etc but ive successfully downloaded and played several levels from this site (coruscant city is my fave by rends).
I have a problem with this map though, ive put it into te addons folder as normal but it doesnt appear in the actual level select in instant acction, the same goes for bakura and under seige
hope some can help.
the other request is; does anyone know if its poss to edit the map names as they apear in the level select column, e.g. change DQ3 to Raxus Prime????
I have a problem with this map though, ive put it into te addons folder as normal but it doesnt appear in the actual level select in instant acction, the same goes for bakura and under seige
hope some can help.
the other request is; does anyone know if its poss to edit the map names as they apear in the level select column, e.g. change DQ3 to Raxus Prime????
- Epena
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Delta-038
Off Topic: Hey I got an idea...............This was BY FAR one of the best maps I've ever seen (completed that its;)) but I have to say that it reminded me of the Utapau map seen in the actual movie. Delinquint........do you think you can use this map as a template to recreate a REAL Utapau map.......one the scale and size (and accuracy) of the movie version????
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forresal
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Ace_Azzameen_5
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I think you should use a modified 'Hover' snail tank that doesn't sink in water. In ROTS they appear to be able to skip across water at high speed and they probably have auxiliary hoverlifts so that they don't sink at a stop. . .or at least you can say that in order to let em skip accros the water.
Also you might consider adding more endurane or stamina to the vehicles so it doesn't take for ever to get to places near end game. Increased stamina is more likely more movie accurate than thier current balance, which is set to suit thje gamplay of the smaller shipped maps.
Also, you could cut the terrain and add some indoor 'shortcuts' with some ai spawns. Then this map would have everything in the terms of gameplay styles.
I would like to see this map FULLY done, with multiple and maybe new modes, heck XL could mean anything, even a free for all kill fest. . .(messing with sides, it is doable, to make your own teammates enemies, at least it was in BF1, but don't ask I forget how)
I wonder if I type /bots 100 into my shortuct command line if that will help with the desert feeling of the map . . .
Also you might consider adding more endurane or stamina to the vehicles so it doesn't take for ever to get to places near end game. Increased stamina is more likely more movie accurate than thier current balance, which is set to suit thje gamplay of the smaller shipped maps.
Also, you could cut the terrain and add some indoor 'shortcuts' with some ai spawns. Then this map would have everything in the terms of gameplay styles.
I would like to see this map FULLY done, with multiple and maybe new modes, heck XL could mean anything, even a free for all kill fest. . .(messing with sides, it is doable, to make your own teammates enemies, at least it was in BF1, but don't ask I forget how)
I wonder if I type /bots 100 into my shortuct command line if that will help with the desert feeling of the map . . .
Last edited by Ace_Azzameen_5 on Thu Mar 23, 2006 5:47 pm, edited 3 times in total.
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Darkwedge
