Eddie's Tynna Valley converted by squipple - FINAL

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squipple
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Eddie's Tynna Valley converted by squipple - FINAL

Post by squipple »

Version: Final

Installation instructions:
1. Download and install the patch if you haven't already. http://support.lucasarts.com/patches/Battlefront2.htm
2. Unzip ED7Final.zip into your "C:\Program FilesLucasArts\Star Wars Battlefront II\GameData\addon" folder. If the addon folder doesn't exist in that location, create it.
3. Now the map will show up in the game in your list under Eddie's Tynna Valley

About the map:
This is a BF1 map designed by Eddie. It's been trimmed down quite a bit to keep within the constraints of Battlefront 2.
A beautiful valley setting with plenty of tanks, speeders, and flyers. Features new models and sounds!

Heroes:
GCW:Leia/Cloaked Anakin
CW:Aayla Secura/Darth Maul

Map features:
Conquest
1-Flag
2-Flag
Hero Assault
Classic Conquest (if the SWBF1 mappack is installed)

Thanks to:
Eddie
mysteray
DaWeess
Teancum
GT and beta testers.

FILEFRONT LINK FOR FINAL:
http://files.filefront.com/ED7Finalzip/;6889969;;/
RAPIDSHARE LINK FOR FINAL:
http://rapidshare.com/files/19960747/ED7Final.zip.html


More Screenies

Image

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Here's how the Empire washes their walkers:
Image

Found another great thing to do on this map. Set up a map with names off, no AI, and team damage on, then play hide n seek but where one guy hides and the rest seek. First person to kill the guy that's hiding wins. :)


---------------------
BETA BELOW
---------------------
I found a new way of playing this map that kinda spawned from being Chewy in Kastel. Get a buch of friends together and all spawn as chewy. Sit by an ammo bin and see how many kills you can get with remote rockets. Quite enjoyable :)

Anyway, here's the Beta
I used cloaked Anakin for the IMP side even though he's in the rep.lvl because when he donned the cloak I think is when he really converted to the dark side. Although that isn't the only time he donned it I guess.

Things to fix for final:
- There's a tall tower and a building with arches that need to be "rebuilt". The tower you can fall through the top and the arched building you can't get on the roof because of it's collision.
- The small temple's steps need collision geometry
- The large gate/bridge structure needs work with the trasparent textures
- The square fences are walk-through on one side
- Add a minimap
- Add loading screen
- Fix any floating CP's
- Add any missing vehicle sounds
- Adding of ambient sounds like birds and the water coming out of the dam

If you see anything NOT in that list while beta testing, please let me know. DON'T let it slide til final. I got some feedback of something in Dantooine I could've fixed for final but the person who reported it didn't bother to beta test. :x


---------------------
WIP BELOW
---------------------

I know some were looking forward to this one, so I did my best to clean it up and get it trimmed down. The map had over 1900 objects on it, and I had to get it <1042 for the game to be happy. So, the map will be quite a bit smaller, and have some modifications to it. I'll have to find more places for CP's since there were only 4 in the area I selected to keep.

Here's some screenies of the WIP

The sandbar lake
Image

One of the long stretches on one side of the lake to a CP
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The many bridges of Tynna Valley
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A hillside leading up to a CP
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One of the complexes of buildings around a CP
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The highlighted region is the area the map had to be trimmed down to
Image
Last edited by squipple on Thu Mar 08, 2007 8:42 pm, edited 9 times in total.
FOOLIS
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RE: Eddie

Post by FOOLIS »

Hey looks cool i like the buildings are they new??
SymbolS

RE: Eddie

Post by SymbolS »

Looks very good, Bridge looks very cool, Is it like team one territory, then cross bridge you in team 2's? Anyways keep up the good work.
Alpha

RE: Eddie

Post by Alpha »

This map was one of my favorites from BF1, great job!
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RE: Eddie

Post by Qdin »

aww - and let's hope it'll be asuccess :wink:

in theory, wouldn't it kinda be to 'cheat' the game if you merged the objects together into one .msh and placed that? :P This way it would just be considered one object, right..? :)
Razgriz

Post by Razgriz »

Wow this looks great im so thankfull that your converting all of eddies maps!
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Post by squipple »

@foolis - yes, many of them are new buildings

@Qdin - yes, that is a way of doing it, however, you have to export the msh from ZE, import to XSI, clean up the garbage geometry that ZE makes, retexture, and then export multiple things at once. Ideally 'objects' are to be no larger than 3000 polys, and merging multiple would probably cross that threshold pretty quick.
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Post by cloneknight »

looks awsome
Ateas

Post by Ateas »

Sweet!

But, um, that looks completely different from Eddies BF1 version.

Not that I'm complaining. It looks great.

Will eddie be making new maps after he converts all of his already existing ones?
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Post by Epena »

AHHHH!!! My favorite! (I say that about almost all of them, don't I?)

Ohhhh, I can't wait to play it! It really is a shame about the cut down, I wonder why BF1 could handle more objects?
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Post by Elmo »

Epena wrote:AHHHH!!! My favorite! (I say that about almost all of them, don't I?)

Ohhhh, I can't wait to play it! It really is a shame about the cut down, I wonder why BF1 could handle more objects?
yeah, that really is a shame. Anyway, this looks beautiful, and i can't wai till it's completed!
Razgriz

Post by Razgriz »

I love the detail of the bridges. But i have a question thats been bugging me...who made all of these Eddies maps?!?!?! was it a great mapper with the screename Eddie or a legendary mapper with the name Eddie or made by someone who just called it eddie
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Post by Karnage »

Razgriz wrote:was it a great mapper with the screename Eddie or a legendary mapper with the name Eddie...
Kind of repetitive what you said, but yes. That's exactly right. Used to come here a lot during the BF1 days.
Razgriz

Post by Razgriz »

Oh ok thanks
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Post by squipple »

@Ateas - Dunno what to tell ya, it's straight out of the source files. Like I said, I had to reduce the map size as well as remove some objects. They were mostly bushes and grass, but some buildings had to be switched as well (the 'shed' building that the speeders are in) because BF2 would crash when it attempted to munge them.
SymbolS

Post by SymbolS »

Oh well, this map is still going to pwn juts as your last to have ;)
-Yock-

Post by -Yock- »

off topic: How's the ship going, Squipple?

The map looks great (like all the maps you've touched on it :D) But I still want to know where is eddie... Did he leave? Did he grow up? What happened?
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Post by squipple »

Eddie's off playing BF2142.
Grow up? Heh. I know most of you GT'ers are kids, but some of us have already grown up and still like Star Wars and the battlefront series regardless.

BTW, there is no ship.
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Post by Koolaid7g »

Lol. I think he meant the map, not an actual craft.
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Post by minilogoguy18 »

about your post on a 3000 poly limit, there is no limit, thats just a guideline to follow so that the map will run well on an average machine, my b-wing model crosses that and runs just fine, actually has only 2000 vertices which is what the compiler actually counts and not polygons. so if you can get the source models and optimize them correctly then you can easily get the whole map goin.
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