Death Star II: Throne Room

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Lephenix

Re: Death Star II: Throne Room

Post by Lephenix »

AgentSmith_#27 wrote:Awesome. I had an idea you'd have already included it. :mrgreen: I'd love it if this map would start a trend of other modders trying their hand at more movie-accurate maps. I would myself but I fear I don't possess the modeling prowess it would require in most cases.
Shhht...
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Re: Death Star II: Throne Room

Post by Anakin »

Maveritchell wrote: Maps like this are difficult simply because it requires not only a lot of modeling work, but because it also requires a lot of looking at and sorting through source material. There are really only about three maps I know of that I would consider "movie-accurate," or at least close to it:
RepSharpshooter's Palpatine's Office
Rends's Mos Eisley Spaceport
Koolaid7g's Naboo: Theed Hangar
:yes: i love movie near maps too. but there are really less and every time i try to make a plan of such a map it's so big that it's too big for a single map
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Re: Death Star II: Throne Room

Post by Maveritchell »

Here is a short video of the map:
Lephenix

Re: Death Star II: Throne Room

Post by Lephenix »

That's awesome :thumbs:, and it looks much better ingame. The map isn't so little :P .
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Re: Death Star II: Throne Room

Post by acryptozoo »

awesome trailer :D
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Re: Death Star II: Throne Room

Post by naru1305 »

wow, this is awesome and i must agree lephenix, the map is not so small as i think before.
go on for it :thumbs:
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Re: Death Star II: Throne Room

Post by Cerfon Rournes »

Great modeling Mav, the map looks fantastic!
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Re: Death Star II: Throne Room

Post by Nova Hawk »

Cool trailer, Mav! As always... I don't think its possible for you to create a fail map.
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Re: Death Star II: Throne Room

Post by DarthEste01 »

Great map,and it's much more big than i thought.
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Re: Death Star II: Throne Room

Post by sim-al2 »

Looks great! I was a bit worried when you wrote that there wouldn't be a conquest mode, as I don't think I've ever seen anyone claim a map was too small for conquest. The dueling mode looks to be a really great addition too! It reminds me of Lego Star Wars 2's Throne Room which has a very similar layout and was fun to play. :D
Last edited by sim-al2 on Sun Mar 06, 2011 3:15 pm, edited 1 time in total.
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Re: Death Star II: Throne Room

Post by commander501stappo »

I saw it earler on youtube, and it was great. :thumbs:
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Re: Death Star II: Throne Room

Post by Nihillo »

Lephenix_dor wrote:The map isn't so little :P .
sim-al2 wrote:I was a bit worried when you wrote that there wouldn't be a conquest mode, as I don't think I've ever seen anyone claim a map was too small for conquest.
Actually the map is quite small, I believe it's slightly smaller than the center area of Coruscant: Jedi Temple, but it's a lot of fun to play in any game mode. :)
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Re: Death Star II: Throne Room

Post by Anakin »

that's great keep on!

are parts of the gangways destroyable?? like vader did in EP VI??

would be great
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Re: Death Star II: Throne Room

Post by Nihillo »

Anakin wrote:are parts of the gangways destroyable?? like vader did in EP VI??

would be great
I don't think that's possible on this engine.

Then again, you don't see me making amazing maps such as this for SWBFII, I am not exactly an expert on this matter; there might be a workaround, I guess I can think of one.
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Re: Death Star II: Throne Room

Post by THEWULFMAN »

sim-al2 wrote: It reminds me of Lego Star Wars 2's Throne Room which has a very similar layout and was fun to play. :D
I Concur :plokoon:
Nihillo wrote:
Anakin wrote:are parts of the gangways destroyable?? like vader did in EP VI??

would be great
I don't think that's possible on this engine.

Then again, you don't see me making amazing maps such as this for SWBFII, I am not exactly an expert on this matter; there might be a workaround, I guess I can think of one.

Its not only possible but I have done stuff like that. I experimented AlOT on my Ryloth: Nabat map, in which nearly everything was destrucable.
There are a couple ways to do it, the best, and hardest way would be to create a dummy walkway, in the same place as the real one, completely transparent, then when its destroyed an animation takes the real walkway for a trip :P
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Re: Death Star II: Throne Room

Post by Fiodis »

THEWULFMAN wrote:
sim-al2 wrote:There are a couple ways to do it, the best, and hardest way would be to create a dummy walkway, in the same place as the real one, completely transparent, then when its destroyed an animation takes the real walkway for a trip
That seems unnecessarily hard. What's the point of the invisible walkway? Why not simply script alternate AI paths to take over when the visible (and only) walkway is destroyed?

That said, I really don't think this map would need a destroyable walkway, imo.
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Re: Death Star II: Throne Room

Post by DarthEste01 »

hey mav, will you put the millenium falcon in the dark times version of space endor?
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Re: Death Star II: Throne Room

Post by sim-al2 »

Fiodis wrote:
THEWULFMAN wrote:
sim-al2 wrote:There are a couple ways to do it, the best, and hardest way would be to create a dummy walkway, in the same place as the real one, completely transparent, then when its destroyed an animation takes the real walkway for a trip
Uhhh Fiodis you quoted the wrong person... :funny2:

But I agree with you, having a destroyable walkway would be cool but not really a major addition.
DarthEste01 wrote:hey mav, will you put the millenium falcon in the dark times version of space endor?
It's also in the current version, but having the newer version in the map would be great.
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Re: Death Star II: Throne Room

Post by DarthEste01 »

I know it's on the current version,i've got the map,i was asking about the dark times millenium falcom.
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Re: Death Star II: Throne Room

Post by THEWULFMAN »

Fiodis wrote:
THEWULFMAN wrote:
sim-al2 wrote:There are a couple ways to do it, the best, and hardest way would be to create a dummy walkway, in the same place as the real one, completely transparent, then when its destroyed an animation takes the real walkway for a trip
That seems unnecessarily hard. What's the point of the invisible walkway? Why not simply script alternate AI paths to take over when the visible (and only) walkway is destroyed?

That said, I really don't think this map would need a destroyable walkway, imo.
The point is, use the invisible walkway to trigger an animation, it would look the most relistic, rather than just blowing up a visible walkway, and having bits fly everywhere.
Do i think this map needs them, noooooooooooooooooooo just saying it could be done.
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