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Rhen Var: Temple 2.0 RELEASED!

Posted: Sat Nov 10, 2007 7:21 pm
by SBF_Dann_Boeing
In addition to my new version of Boras II: Stunt Course, I've also been working on a new one of Rhen Var: Temple. Mainly what I've been doing is fixing balance issues, and as many glitches as I can. I've changed some of the layout of the map, giving cis/imps a farther off base with fighters/ties. I've also given a Zoran Exodrive Airspeeder for the CIS and a Tie Defender for the Imps. I've also made some improved AWARD weapons.

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Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 7:23 pm
by Taivyx
Mind if I ask where you got that speeder?

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 7:29 pm
by SBF_Dann_Boeing
its a reskin of psych0fred's ZAM Wessel's Speeder

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 8:13 pm
by lt prudii
sounds good, kinda fed up with cis only getting the outside bases (in the previous versions)

but hey i was just playing it so... its fun to have a cis kill fest :mrgreen:

one thing i noticed on the edge of the map near where the cis hanger is, its likea vast pit, maybe add a few cps there? i like huge epic maps and this is very much one of them

ps i love the cave thats are kinda hidden (found um cus i feel through the map as a jet trooper :roll: )

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 8:26 pm
by RepSharpshooter
Ha ha, you're making a Rhen Var map as well. From what I see, our's are pretty much different, which is good.

Looks very interesting, hope to see more. :)

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 8:56 pm
by SBF_Dann_Boeing
lt prudii wrote:sounds good, kinda fed up with cis only getting the outside bases (in the previous versions)

but hey i was just playing it so... its fun to have a cis kill fest :mrgreen:

one thing i noticed on the edge of the map near where the cis hanger is, its likea vast pit, maybe add a few cps there? i like huge epic maps and this is very much one of them
Rep/all had a base with fighters on the moutain as well as a smaller base with tanks off to the west side of the temple. Cis/imp only had a base with tanks on the east side. And I've already maxed out cps.

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 10:32 pm
by lt prudii
i know where the cps are, i have v1.3, and i never knew you had a cap on cps... well i do now

i was saying once the battle starts, atleast when i play it, cis tends to be pushed out of the temple and only have the counts that circle it. it could just be me when im playing (and yes ive tried it with elite and its tends to do that faster

Re: Rhen Var: Temple 2.0

Posted: Sat Nov 10, 2007 11:28 pm
by Jigsaw
Very impressive Dann... I enjoy the insanity of your maps. I played the older version of this map and had alot of fun on it.




Those who do not appreciate life, do not deserve life...

-Jigsaw

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 1:43 am
by trainmaster611
Hmm, a few suggestions. You definitely need a minimap. I kept getting lost. Also, since there was no lowrez for the terrain, it was almost impossible to fly without hitting something. And there was a lot of invisible collision in that map with all the building and terrain clutter. You need to either make it more flyer friendly or make the vehicles fly a lot slower so you can see where you are going.

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 11:08 am
by {501st}Commander_Appo
lol,two maps in a row,thats sounds even better Dann,nice job.

- :clone:

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 11:33 am
by Hebes24
Looks Great Dann!

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 1:09 pm
by The_Architect
Dann is this like ure first map that isnt....lets see....colorful? or pimped out? lol

wel anyway cant w8 for it hope tis a blast :duel:

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 1:28 pm
by timusafa
Hey, this looks great! Is it a remake of the old Rhen Var or a totally new map?, sry I haven't played v1.3.

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 3:12 pm
by SBF_Dann_Boeing
trainmaster611 wrote:Hmm, a few suggestions. You definitely need a minimap. I kept getting lost. Also, since there was no lowrez for the terrain, it was almost impossible to fly without hitting something. And there was a lot of invisible collision in that map with all the building and terrain clutter. You need to either make it more flyer friendly or make the vehicles fly a lot slower so you can see where you are going.
they don't go that fast actually. I mean they do if you press forward and sprint....but that's what the point of forward and sprint is. And there wasnt any invisible collision at all. Also, one of the reasons that this map is so stable is because of its poor visibility (as opposed to Realm of Chaos' perfect clarity). Also the snowy fog and mist give rhen var it's real feel. Otherwise it looks like hoth or something. I have however put in a minimap in the style of normal BF2 minimaps (not just a zeroeditor screen).
timusafa wrote:Hey, this looks great! Is it a remake of the old Rhen Var or a totally new map?, sry I haven't played v1.3.
For those of you who haven't gotten my previous versions of this map, this is a large of the BF1 Rhen Var: Citadel map. The basic part of the map is roughly the same, with a few additions to the temple like a sniper's tower. However, I've expanded the map down the cliffside for tank battle and even further to an Imp/CIS Base. I have also designed a Back part of the temple (including a "back door," an outdoor walkway on the side, and trail from the cliffbottom), followed by a steeply ascending mountain with a small trail going up to the All/Rep base and a couple "secret" areas. Imp/CIS has one big base with both tanks and flyers, All/Rep has a smaller base with tanks, and a harder-to-get-to base on the mountain with flyers. And of course, in addition to the normal conquest mode, i've also put in a Chaos Assault and XL mode with my classic Ubered-units. I am also considering put a Mega-Wampa Hunt mode (with ginormous wampas), since i replaced the wampa in CW with the gungan for balance issues.

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 3:19 pm
by EGG_GUTS
Sweet! :runaway:

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 3:34 pm
by SBF_Dann_Boeing
The_Architect wrote:Dann is this like ure first map that isnt....lets see....colorful? or pimped out? lol

wel anyway cant w8 for it hope tis a blast :duel:
Oh it is pimped out, but i mean my first hit map, Hypori wasn't colorful or pimped out.

Here are all my maps chronologically:

Arena of Doom v0.5 - My first attempt at a map. This was only released as a beta for BF1, pretty much sucked.

My first real maps were basic hero assault maps:
[SBF] Hero Map 1 v1.0 + v2.0
[SBF] Hero Map 2 v1.0 + v2.0


Cage Match v1.0 - For 1.0, Cage didn't have chaos units or outside stuff, but it the seriously tight battle area made the battle close to "chaotic"

Hypori: Grievous Attacks v1.0 - No chaos units, just the coruscant jedi in a little crash debris surrounded by Hundreds of droids. This was my first major hit, and is my most DLed map on SWBFFiles.

Boras II: Stunt Course v1.0 - Originally for BF1, no improved units or speeders, but basic bikes.

Hypori: Grievous Attacks v2.0 - No chaos units yet, tho some of the jedi and grievous were improved. I also did a major improvement on the crash site and and surrounding areas.

Cage Match v2.0 (aka Ultimate Cage Match) - This is where i first experimented with modifying weapons, and my first chaos units were born, I also included a couple things outside, like the "tiki tower."

Boras II: Stunt Course v1.5 - I converted it to BF2, and put in some improved bikes and tanks.

Realm of Chaos v1.0 - One of my most classic and chaotic maps, this really is what made me a hit modder. I unleashed all my awesomeness in 1 map. I debut'ed the Mine Chucka, Boeing Bomb, and my Crazy Jawa and Super Wampa.

Boras II: Stunt Course v2.0 - I updated the map with improved units and added the classic Stunt Pod.

Rhen Var: Temple v1.0 - This map was originally unplayable online, and wasn't a big a hit at first as Boras.

Acklay Bridge v1.0 - Just something I made for fun that had rebs/reps fighting acklays on a bridge. No Chaos Units.

Rhen Var: Temple v1.3 - I made a quick update with a couple bug fixes, and made playable online, making it one of my funnest maps to play online.

The Cage Match v3.0 - My third update, making new skins, and improved chaos weapons, as well as adding my famous Droids Vs Mutants mode.

Pepperland: Psychedelia v1.0 - One of my most crazy maps, but one of my least "chaotic." I experimented with making new effects in this level, as well as included my new Yellow Submarine vehicle.

Sniper Arena v1.0 + v1.5 - Just a map I made for fun for snipers. No chaos units, but improved snipers as Heroes.

Battle of the Titans v1.0 - My "Best Of" map, pitting all my uber units like super jawa etc. against each other in the Realm of Chaos (a completely different map layout from my ROC map). I also made a Gnomes vs Acklays mode which was originally gonna be put in Pepperland, but had to be taken out because of crashing issues.

WIP's:
Boras II: Stunt Course v3.0 - Started, Near Completion

Rhen Var: Temple v2.0 - Started

The Cage Match v3.5 [Final] - Confirmed but not Started

Pepperland: Psychedelia v2.0 - Likely but not Started

Battle of the Titans v2.0 - Not Started

Re: Rhen Var: Temple 2.0

Posted: Sun Nov 11, 2007 3:43 pm
by trainmaster611
SBF_Dann_Boeing wrote:
trainmaster611 wrote:Hmm, a few suggestions. You definitely need a minimap. I kept getting lost. Also, since there was no lowrez for the terrain, it was almost impossible to fly without hitting something. And there was a lot of invisible collision in that map with all the building and terrain clutter. You need to either make it more flyer friendly or make the vehicles fly a lot slower so you can see where you are going.
they don't go that fast actually. I mean they do if you press forward and sprint....but that's what the point of forward and sprint is. And there wasnt any invisible collision at all. Also, one of the reasons that this map is so stable is because of its poor visibility (as opposed to Realm of Chaos' perfect clarity). Also the snowy fog and mist give rhen var it's real feel. Otherwise it looks like hoth or something. I have however put in a minimap in the style of normal BF2 minimaps (not just a zeroeditor screen).
Yeah, but my point was that it was almost impossible to fly because you can't see where you are going.

Re: Rhen Var: Temple 2.0

Posted: Mon Nov 12, 2007 8:03 am
by CaptainOrdo
will the imp base still have that polis massa style hanger or the hoth one?

Re: Rhen Var: Temple 2.0

Posted: Mon Nov 12, 2007 6:18 pm
by SBF_Dann_Boeing
a hoth one

Re: Rhen Var: Temple 2.0

Posted: Thu Nov 15, 2007 7:42 pm
by AlexSecura
SBF_Dann_Boeing wrote:Acklay Bridge v1.0 - Just something I made for fun that had rebs/reps fighting acklays on a bridge. No Chaos Units.
You never realesed it.