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Re: Battle Arena 2.0

Posted: Thu Apr 09, 2009 8:45 pm
by Null_1138
RepSharpshooter wrote: Advertise your map/mod here!
How do we send you an ad? PM?

Re: Battle Arena 2.0

Posted: Thu Apr 09, 2009 10:25 pm
by Commander_Fett
Geez, this map keeps getting better and better. The final version is going to be unbelievably awesome. Anyway, can you save two ad slots for me? And, are there any beta slots open? :P

Re: Battle Arena 2.0

Posted: Fri Apr 10, 2009 12:17 am
by RepSharpshooter
Null_1138 wrote:
RepSharpshooter wrote: Advertise your map/mod here!
How do we send you an ad? PM?
PM is fine, or if you catch me on Xfire. :)
Commander_Fett wrote:Anyway, can you save two ad slots for me? And, are there any beta slots open?
There's plenty of slots open, I could line all the hallways with posters if I had to. Beta testing is sorta like "grab a couple of my friends who are online when I need to test something." So I can't really make reservations, if you're online I'll let you know though.

I've been working on things here and there, will post updates and pics once more is done. Thanks everyone for your comments!

Re: Battle Arena 2.0

Posted: Fri Apr 10, 2009 1:17 am
by (DDC)TheKingOfNerds
AQT wrote:
(DDC)TheKingOfNerds wrote:Also, the dancers um.....What kind will they be? I hope they arent too.....um well, you know.
They are going to be Twilek dancers like the ones at Jabba's Palace in ROTJ. It seems appropriate.
OK Thanks, thats what I guessed, but someone I sent this topic to was all weird about it.

Re: Battle Arena 2.0

Posted: Sat Apr 11, 2009 10:18 pm
by Fiodis
Ad blocks....I'll take one, of course, if you'll let me have one and there are any left open; but it's strange no one has thought of a good idea like that before....


Er, a question about those hamster tubes: did you merge them all into a single polymesh before exporting, then hex-edited for transparency? In any case, they look really good; but aren't a few of those too steep for BFII units to scramble up?

Re: Battle Arena 2.0

Posted: Sat Apr 11, 2009 11:13 pm
by RepSharpshooter
Fiodis wrote:Ad blocks....I'll take one, of course, if you'll let me have one and there are any left open; but it's strange no one has thought of a good idea like that before....


Er, a question about those hamster tubes: did you merge them all into a single polymesh before exporting, then hex-edited for transparency? In any case, they look really good; but aren't a few of those too steep for BFII units to scramble up?
I'll give you a spot if you give me a tga :)

@tubes:
Image
Totally redesigned, with 3 times more chambers and tubes. Tested, you can get up all the tubes. I'm leaving it opaque for that "surprise factor" and it is less of a rendering hog.

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 8:03 am
by theultimat
=Q____________________

That's...just....awesome! How do you do it? Great work! :thumbs:

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 8:14 am
by Null_1138
:eek: That's incredible! I don't know how you can fit anymore into this map!

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 8:20 am
by Broken_box
Nice work! the amount of single things put into this seem like something another modder/mapper would have spread out over like 5 separate works. It'll take me days just to do everything once.

One thing concerns me-how big would you say the estimated filesize will be? I have small bandwidth. (And I'm sorry if this has been covered a few pages back)

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 10:47 am
by Eggman
I'll give you a spot if you give me a tga :)
Whoops, I sent mine as .jpgs. Want me to send new ones as .tgas to save you the trouble?

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 1:35 pm
by Null_1138
Eggman wrote:
Rep wrote:I'll give you a spot if you give me a tga :)
Whoops, I sent mine as .jpgs. Want me to send new ones as .tgas to save you the trouble?
On that note, are there any image hosters that support tga's? I gave you a link to ImageShack as a png.

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 1:46 pm
by RepSharpshooter
Thanks for all the comments :)
Broken_box wrote: One thing concerns me-how big would you say the estimated filesize will be? I have small bandwidth. (And I'm sorry if this has been covered a few pages back)
It's about 30mb now. Custom sides add about another 100 mb so that's why Im tentative with them.
Null_1138 wrote:
Eggman wrote:
Rep wrote:I'll give you a spot if you give me a tga :)
Whoops, I sent mine as .jpgs. Want me to send new ones as .tgas to save you the trouble?
On that note, are there any image hosters that support tga's? I gave you a link to ImageShack as a png.
Any format is find, I just meant send me the pic and you'll get a spot. All I require is a 2:1 aspect ratio, like 1024x512. Thanks

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 1:49 pm
by Null_1138
RepSharpshooter wrote:Custom sides add about another 100 mb so that's why Im tentative with them.
Is that 100 MB by following this tut (letter B)? http://www.gametoast.com/forums/viewtop ... 14#p239614

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 1:49 pm
by Fiodis
I assume you'll scale them if they're too big/small?

And as for my little ad, can I send it to you on Monday? I need to add a few touches first.

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 3:46 pm
by RepSharpshooter
I may/may not be able to reduce the filesize. The reason being it's a completely new side, with all new unit classes.

Reluctantly I will scale ads if they are sent to me wrong, please design them for 1024x512

Deadline for Ads is when the map comes out sometime in summer, so you don't have to hurry. Like I said, there's also plenty of space. At the current rate of submissions, I doubt it'll fill up.


Official todo list:
  • Wave Mode - wampas crash online, or too many units crash. Respawn stable? low rez textures
  • Cits crash online - low rez textures
  • Tweak hud icons
  • Local side spawn in stands
  • Shooting Range
    • moving targets
    • skeet
  • Loadscreen
  • Ambient sounds, music in bar
  • Ads/clan posters
  • Gamer's Bar
    • TV + Channels
    • Dancers
    • Boats
    • Droid mini-duel arena
  • Command code input
  • Betting system
  • Sp assault arena
  • Switch nonRPG content to another layer
  • Add SP layer + objects
    • Modes con, 2ctf, eli
    • Integrate RvB modes
    • Remove sticky nades
  • Segway anims
  • More layouts
  • Extra room for cameras More segway spawns?

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 5:35 pm
by Broken_box
Good to see you're being organised and making lists instead of randomly doing stuff.

Re: Battle Arena 2.0

Posted: Sun Apr 12, 2009 6:50 pm
by Fluffy_the_ic
Do you want me to redo my ad? I gave you something 512x256, and it'll appear blurry when you resize it.

Re: Battle Arena 2.0

Posted: Mon Apr 13, 2009 2:57 pm
by destructo_bot
RepSharpshooter wrote: @tubes:
Image
Totally redesigned, with 3 times more chambers and tubes. Tested, you can get up all the tubes. I'm leaving it opaque for that "surprise factor" and it is less of a rendering hog.
:bowdown: cannot wait. I made a map like this for far cry 2 on the ps3... although i never got it finished/pulished.

Re: Battle Arena 2.0

Posted: Mon Apr 13, 2009 5:04 pm
by Nova Hawk
Wow dude, that is awesome!!

Re: Battle Arena 2.0

Posted: Mon Apr 13, 2009 8:06 pm
by Darth Revan
Wow man I thought u nearly were done those fixes will be great