Imperial Base - Beta version

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Delinquent

Post by Delinquent »

yankeefan05 wrote:Welcome back Deli, long time no see.

Looks really cool, but im at my addon map limit. I need to find some old maps I dont play and move them to a different place.
Thanks for the warm welcome.

I´m quite surprised people still know me. After all, I have always been more of a silent reader than an active poster here.

Food_Eater wrote:This map is amazing.

I'm not a big fan of modified sides, but these ones are awesome, especially the Rebel's Heavy Blaster. I was also quite amazed at the map itself, all of these various pieces from different maps were fused together almost perfectly. It looks as if it were the interior of a Star Destroyer (good idea, eh?).

Good job, its very detailed much like your Raxus Prime (which I personally think is the best Raxus Prime). This map now has a permanent spot in my addon folder, until the final version that is.
Thank you (and everyone else) for the positive feedback.
Unlike my former projects this map was supposed to be detailed and well playable with regard to the framerate. And although I felt that I had to fill the hangars with quite a few stuff, I think/hope I got it right this time.
authraw wrote: If you want to reduce the filesize a little bit, you could try having the various units descend from the game's units so that you can delete their .mshs and .tgas from your side folders. Like this: (in the odf)
Code:
[GameObjectClass]
ClassParent = "all_inf_rocketeer"

and then load the game's "all_inf_rocketeer" in your LUA before you load your own. If this doesn't make sense (I'm not that great at explaining things) you can PM me and I'll try to do a better job, lol. Wink
Cool! Thanks for that tip. I think I got what you mean and it´d definitely make sense to try it out. I´m gonna PM you if I run into any problems.

Darth_Z13 wrote:Wow nice. I made a video for your map. Watch it here.

Sorry I spelled your name wrong Delinquent. LOL
Cool. I liked that part when it looks like the AT-ST would start dancing to the music right before it falls over. Thanks for that!
Schizo

Post by Schizo »

This map is incredible. Easily one of my favorites. It not only made me realize how crappy my Imperial facility in my Kessel map is, but also on how to make it better. This map has given me a lot of awesome ideas. I'm probably going to completely redo the entire facility in my Kessel map. Thanks for the awesome map, man. Definitely a keeper.
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Post by Commander_Keller »

now this is what i payed those bucks for! maybe it´s a little too dark so my eyes hurt a bit after playing but whatever...
great job! this is one of those supermaps!
8)
Last edited by Commander_Keller on Sun Apr 01, 2007 4:58 pm, edited 1 time in total.
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Post by Redline »

Nice map , i like the dark skins ^^

PS:Can you help me by the effects =? :wink:
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Post by Ace_Azzameen_5 »

These maps always rock.

Something about the side stats kicks Diet Dr. Pepper (rebel jet pack?)

You have new Particle FX, light FX, new models, killer layout mood, new animated doors...

You could add a few region triggered animation events to complete it, something that falls over when you walk near it or something, but more importantly:

Its too dark. Lighten it up OR give all the units a 5th flashlight weapon.
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Post by ARC_Trooper_phi658 »

yeah, the lighting and the many dead ends were the only things that I had a problem with. maybe for the final, get lighting like the death star or something.

other than that, I thought this was a great map. it has lots of action. its not too big. the edited sides are well done. I like the smoke effects that come out when youre hit by a bullet. its more like the movies that way.

when youre done with this map, yould you consider a sides edited map like this one, but for the clone wars era?

in any case, this is very fun to play. Keep it up.
CamandoMichael

Post by CamandoMichael »

If you're having trouble with the lights, just turn the stats up. Worked for me.
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Post by Ace_Azzameen_5 »

I know! Place a whole [WNA]load of new lights everywhere, and script them to be switched on and off by destroying/repairing something.Hey, why not some auto turrtets with the same concept, it is a base, and I've already done the latter before.

Are you going to add some new modes, something to capitalize on all the neat little rooms and dead ends, like holocron or hero assault?
Guest

Post by Guest »

Great map. Great effects :D
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Post by FOOLIS »

Wow that looks like the real bases like in the the games
lieutenantcoda

Post by lieutenantcoda »

my review: why all units, except pilots, do not have full auto fire?
could there be a spawn point somewhere near the lambda
shuttles? jus asking.
why boba's jet does not hover?
awsome weapons



one very good map of an imp base on some unknown world....
SonofThunder

Post by SonofThunder »

Hey, when I open it with WinZip, it shows all the .lvl files and the addme.script file, but there's no DIB folder. How am I supposed to be installing this?
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Post by Darth_Z13 »

Make a DIB folder and put the data and addme.script files in then.
SonofThunder

Post by SonofThunder »

Haha, I feel stupid - when I extracted it, it automatically extracted correctly with the right folder. D'oh.
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Post by MercuryNoodles »

Yeah, the folder isn't displayed as an icon with the files. The directory is shown to the right of the files, and when you extract, it automatically creates the necessary folders.


I really love this map. Giving the Dark Trooper the Blast Cannon was an awesome idea. It brought back memories. :P Overall, I like how the weapons make the typical run-and-gun style of play suicidal. It feels good having to think about what's going on rather than just charging in and firing randomly until everything is dead. Very challenging.

How did you get the underhanded grenade toss? That's a very nice touch. Reminds of something I saw on the History channel series "Shootout!".

This is definately going to make me rethink what I'm doing with my modded sides.
Razgriz

Post by Razgriz »

This looks like a great one
SonofThunder

Post by SonofThunder »

Wow, mad props for this map! Played it last night and had a blast - really seemed to have a Jedi Knights kind of feel to it. Did you add extra SW music to it? It seemed like different music from the shipped game. And the way layout/design of the base...brilliant. And the modded weapons and sides - amazing. I loved firing the regular blaster so much. And the heavy repeater was awesome. Not sure if this is a bug, or I just can't aim, but whenever I scoped with the heavy repeater, I'd always miss. Just a brilliant map!! I had a great time sneaking around with a few of my buddies, flushing out Imps and taking 'em down...charging a base with a buddy to find 3 Imps, having to duck and cover, running out of ammo so I had to pull out my pistol and carefully move from cover to cover to take the base. I don't know what it is, but this map provided lots of memorable moments. And one other question - a lot of corridors seemed to dead-end - will you change that? Anyways, awesome job, man. I'm glad to find one of your maps playable(your last one lagged too much for me to play).
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Post by Epena »

Ahh, another delinquent masterpiece! LOVE it.

Three things. One, you gotta get yourself a loading screen. Two, I really wish there was better lighting on the side areas. Ahg. I can barely see. I would think that Imperial facilities would have good lights. Three, Um, we can all see the default terrain when you respawn. Could you fix the camera movements, or, if not, add like imperial buildings or just not stock terrain? Or something.

CTF would pwn here...
Protector_Pulch

Post by Protector_Pulch »

This imperial base map is as awesome as your Raxus map. So I won't go on with breathless doxologies - you could read them in the Raxus thread.

There's just a little thing I noticed: in the cooling/flooded room the sky is reflected by the water - although there's a solid roof above it^^
Delinquent

Post by Delinquent »

Schizo wrote:This map is incredible. Easily one of my favorites. It not only made me realize how crappy my Imperial facility in my Kessel map is, but also on how to make it better. This map has given me a lot of awesome ideas. I'm probably going to completely redo the entire facility in my Kessel map. Thanks for the awesome map, man. Definitely a keeper.
Thanks mate. Your Kessel map looks pretty cool from what I have seen. I´m happy that I could give you some inspiriation though. Good luck with your map.
ARC_Trooper_phi658 wrote:yeah, the lighting and the many dead ends were the only things that I had a problem with. maybe for the final, get lighting like the death star or something.
Yes, the map was supposed to be dark. I see the point that its hard to see something especially when the sun is shining outside. On the other hand I thought that the darkness would add to the gloomy atmosphere and that it would make the characters blend into the environment to make it a bit harder to figure out where someone is shooting/sniping you from.
However I lit the "indoor" area in different colours. But I don´t know if this can be seen with every graphics card on every graphics setting.

The many deadends were not supposed to confuse anyone. The idea was to have separated rooms around a CP where people spawn in, and where you don´t have to pass through in order to get a CP. So these deadends are actually meant to be spawn-rooms, which is sth. I wished they had done for the shipped maps, since I think there are two significant advantages to it: It gives the faction that owns a CP a more or less safe place to spawn in, and if you are taking an enemy CP you do not have enemy units surprisingly spawning around you.

I think a useful solution would be to mark the doorways that lead somewhere and those that lead nowhere differently. If I remember correctly there are red and green doorway lights somewhere in the assets. I think they might come in handy here.
Ace_Azzameen_5 wrote:These maps always rock.

Something about the side stats kicks [word not allowed] (rebel jet pack?)

You have new Particle FX, light FX, new models, killer layout mood, new animated doors...

You could add a few region triggered animation events to complete it, something that falls over when you walk near it or something, but more importantly:

Its too dark. Lighten it up OR give all the units a 5th flashlight weapon.
Thank you Ace. You must´ve been commenting on every map I made since my first Tatooine Canyons. So, thanks for your continuous support.

As a matter of fact, none of my FX, models or animated doors is all new.
They are, except for Rends´ containers, of course, all taken from the assets. All I did was changing colours, textures, values or combining different FX into one.

Your suggestions are really cool. I was thinking about this kind of stuff when I made the map, so you can say we have the same ideas about what would be cool.
The problem with flashlights and lights that can be switched on and off (apart from figuring out how to make them work) however would be that they would probably only work with omnidirectional lights which are only shown on high graphics settings.

My maxim when I made this map was "Keep it simple!" and "Do not go overboard with objects and environmental fx!"
But I could indeed think of a separate game mode where triggers and switches could be of importance.
lieutenantcoda wrote:my review: why all units, except pilots, do not have full auto fire?
could there be a spawn point somewhere near the lambda
shuttles? jus asking.
why boba's jet does not hover?
awsome weapons
The non- or semi-automatic weapons appeared more star warsy to me. I haven´t seen a storm trooper ever using rapid fire in the movies. The Rebel Heavy Blaster has auto fire aswell. All the other weapons (pistol, shotgun, sniper rifle, bowcaster etc.) aren´t automatic in the shipped game either.

Making a spawn point near the shuttles would not work with the idea of separated spawn rooms. However I placed some sort of recreation area near the shuttles with a health and ammo droid so that you can at least refill halfway to the central hangar CP.

Boba´s jetpack is a mixture of hover and jump jetpack. Don´t know, but somehow the jump packs appeared more realistic to me and closer to what I see in the movies. The hover effect however only allows you to jump further or higher. You do not have the same maneuverability as with a pure hover pack. The hover value is much less than on my former map btw.
MercuryNoodles wrote:How did you get the underhanded grenade toss? That's a very nice touch. Reminds of something I saw on the History channel series "Shootout!".
I created four different ordnances with different velocitys for each grenade, combined with different shot elevation values in the odf. The underhand toss was played automatically for the weak toss. Don´t know why but it fits. It´s just the mine drop animation.
Protector_Pulch wrote:This imperial base map is as awesome as your Raxus map. So I won't go on with breathless doxologies - you could read them in the Raxus thread.

There's just a little thing I noticed: in the cooling/flooded room the sky is reflected by the water - although there's a solid roof above it^^
Thank you. The water thing is indeed a bit odd, but it´s only visible with medium water quality setting. Don´t know how to change it though. Maybe I´ll have a look how they did it on the death star.
And the heavy repeater was awesome. Not sure if this is a bug, or I just can't aim, but whenever I scoped with the heavy repeater, I'd always miss.
No, I don´t think that this is a bug.
The thing is that I chose to make this weapon quite inaccurate considering its rate of fire its damage and push radius. Its primary purpose is to be an anti-tank cannon and I had to find a way not to make it an uber weapon; making it useful against vehicles aswell as against infantry, making it not superior to rocket launchers and all the other weapons but still plausible somehow.
However you can increase the accuracy by crouching, not moving and not keeping the fire button pressed.

The sniper scope does not seem to make much sense, but it does help hitting vehicles in the distance. Thought this was necessary since it does not have the rocket launcher´s target lock.
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