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SWBF2 Gall map v8 -- little help would be handy =)

Posted: Tue Apr 25, 2006 3:59 pm
by jano31coa
Hi,

this map is my map inspired from Shadows Of the Empire

pictures of the moon Gall :
http://perso.wanadoo.fr/swbattlefront2c ... 6900_2.jpg
http://perso.wanadoo.fr/swbattlefront2c ... /GALL2.JPG
http://perso.wanadoo.fr/swbattlefront2c ... p/GALL.JPG




Screenshots :
http://perso.orange.fr/swbattlefront2cl ... nshots.zip

v8 :
- level rebuilt completely because my HD broke up (lost source files)
- map is now a little bigger
- added better surrounding environment
- added millenium faulcon
- it's now sunset (maybe I'll change that later)
- all game modes work
- didn't change the heroes (so they are the default ones)
- added minimap
- added loading screen (will be a better one in next version, you can send me loading screens for my map, if it's the best I have, I'll put it, and mention your name in the credits of course)
- expect v9 release during the christmas hollidays

Download links :
http://starwarsbattlefront.filefront.co ... ains;72414
http://files.moddb.com/4953/
http://perso.orange.fr/swbattlefront2cl ... all_v8.zip





Currently thinking about for v9: (in random order)
- hunt mode (with wampas against the empire, have to see how it works first)
- XL mode (have to see how it works first)
- adding the slave one (if I find the model done : I don't know how to model) or an imperial transport like the faulcon (not fliable)
- adding healing and munitions droids
- adding some objects (rocks, ...)
- changing heroes
- improving AI (with nodes and better paths)
- making a Dash Rendar model (I didn't manage to do that, if you know how to make a skin and wish to do it, do not hesitate to do it and send it to me ; of course your name will be on credits)


please tell me what you like, wanna change, hate, ...
so I can improve the map =)

jano31coa



______________________________________________________________
What's following is about v7 and earlier, but since I lost the source files, v8 (and any higher version) is completely new
Thought about for v7 and earlier :
-ctf modes
-hunt mode with wampas
-rancors around the main battle
-adding water falls
-adding a bridge
-adding a tunnel
-more reinforcements
screenshot of v7 and older :
http://perso.wanadoo.fr/swbattlefront2c ... creen1.JPG
http://img197.imageshack.us/img197/5511/10qz1.jpg
http://img197.imageshack.us/img197/9521/25oe.jpg
http://img197.imageshack.us/img197/8404/38jt.jpg
http://img197.imageshack.us/img197/8070/44yl.jpg
http://img197.imageshack.us/img197/4016/51qj.jpg
http://img197.imageshack.us/img197/6164/68gc.jpg
http://img197.imageshack.us/img197/3632/75ym1.jpg
v7 :
added 2 new CPs again (I won't add anymore CPs, I find the map well balanced now)
v6 :
added 2 CPs in conquest mode
assault is now playable
v5 :
quilan vos is now the republic's hero (he has force push
added a secret path =)
v4 :
changed map name and description
death region now works with droids
changed sky
v3a :
added screenshot
v3 :
replaced galactic era heroes
added death region
v1 :
first version

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Tue Apr 25, 2006 5:51 pm
by Chii
nice looking download ing

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Tue Apr 25, 2006 6:14 pm
by DeathRow
Nice, dling now

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Tue Apr 25, 2006 6:27 pm
by RevanSithLord
It's very good indeed....might wanna make the sandy texture a little darker (only a few hints). Sorry, looks kind if pale. Good, but pale. And if you know how, would you mind upping the reinforcement counts? Sorry, it's just I like huge battles. Really, I'm just suggesting, but it's what you want. :)

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Tue Apr 25, 2006 6:33 pm
by jameswalwyn
I liked thid level on Shadows, its the one where u fight Boba at the end isn't it. D/loading now baby

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Wed Apr 26, 2006 12:36 pm
by jano31coa
Hi !

Chii, DarthDeathRow, jameswalwyn :arrow: thanks for your messages =)
I haven't done this map only for me
please tell me what you like, dislike, .. about my map so I can improve it

RevanSithLord :arrow: thanks for your comments
1) did you know Gall before ? I think the color is very similar to Gall
2) I'll probably make the reinforcement count higher
3) if you have other comments, do not hesitate to tell them to me
I won't feel offensed at all (even if you say bad things :lol: )


everyone else :arrow: do not hesitate to try my map and tell me what you think so I can make it better

John

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Wed Apr 26, 2006 1:13 pm
by Rpe7
The map is cool, especially when using a flechette, It's nice to finally have Quinlan as Conquest hero !!!
The only think I'd like to say is put some more objects on the map. On the ascending ramps you could put some things to take cover behind. Raising reinforcements count :arrow: good idea :D

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Wed Apr 26, 2006 3:30 pm
by jano31coa
Rpe7 :arrow: Hi ! and thanks for your comments =)
1) what is a flechette ? (I'm french)
2) I'll try to put more objects, but I'll add them on the released map only if I find it good
3) since you're the second person to talk about this, I'll increase the reinforcements

so here's my new question to all of you :
What number would be good for reinforcements ?

RE: SWBF2 Gall map v7 (beta) by jano31coa

Posted: Wed Apr 26, 2006 4:01 pm
by RevanSithLord
Won't feel offended huh...well you su...lol just kidding dude. :lol: Well, I do remember playing and beating SotE, but still on the sand it still looks sort of bland. :? Just might be me though.

Oh and even if you put 15000 for reinforcement count, the max bots on the field would be 300, or so I hear. But I really do love huge battles, so. Ya.... lol bout 10000. Lol!! Sorry, I just love chaos.

Posted: Wed Apr 26, 2006 4:04 pm
by MasterSkywalker
dude, this map is awesome!!! I'm playing it since v1 and it keeps getting better :D

Posted: Wed Apr 26, 2006 5:02 pm
by jano31coa
RevanSithLord :arrow: I can do a special version for you with these numbers,
but they seem a bit high for me
I think that the reinforcements points shouldn't be too high,
so people won't get bored playing my map =)

MasterSkywalker :arrow: thank you very much for your comment =))))))
anyway, if you see something to improve, please tell me


The first thing I'm gonna do for the next version is to fix the ctf modes.
I'll probably add rankors at the outcome of the secret path.
And I'm thinking about adding tunnels and bridges.

Posted: Wed Apr 26, 2006 5:10 pm
by Rpe7
jano31coa wrote: what is a flechette ?
=> Flechette = Shotgun (engineer's weapon) (good to walk on a ramp and kill a soldier close to you in one shot ... That's why I like this class on your map)
I'll try to put more objects, but I'll add them on the released map only if I find it good
=> That's cool
What number would be good for reinforcements ?
=>Well I too, like Revan, love big battles, but I think for this map about 350-450 might do fine. Otherwise the ramps will become to crowded.

Posted: Wed Apr 26, 2006 7:57 pm
by Zeos
Add hunt with wampas, they were there too! Great map! Are you gonna put in the canyon with the tower at the top?

Posted: Wed Apr 26, 2006 8:01 pm
by Penguin
just remember that normal units per side is 32, normal units on XL is 64, and the most units on one side at a time is 300

Posted: Thu Apr 27, 2006 6:33 am
by jano31coa
Hi everyone !

Penguin :arrow: thanks, that brings me to ask this question :

RevanSithLord, Rpe7 :arrow: could you precise what you asked :
do you want more units at the same time on the map
or more reinforcement count ?

Zeos :arrow:
1) ow thanks man, adding wampas and hunt mode could be cool
that's a nice idea =))
but I don't know if I remember well :
didn't the wampas on Gall have brown hairs ?
2) er, could you explain me the canyon and the tower thing ?

Posted: Thu Apr 27, 2006 6:57 am
by Zeos
Near the endo of the level, it was a large canyon and one side had a huge tower where you got a jetpack ( You could just put a ship) and a hangar on the other cliff wall had these weird tunnels and then you took a flying skiff thing to a hangar with an at-st.

I'll get back to you about the wampa thing, I've gotta go find my game.

Oh yeah if you ever get a good Dash Rendar skin he would have guided rockets as the seeker missile :)

Posted: Thu Apr 27, 2006 7:18 am
by jano31coa
Zeos :arrow: thanks again for your comments :wink:

1) yup I remember having a jetpack in the SOTE game
but I don't remember that part very well
could you please make me like a map of the area ?

2) waiting for your infos about the wampas
anyway, I'll first set the hunt mode with the white wampas
(like in the hoth hunt map)

3) about Dash Rendar, I thought it would be possible to create a skin for Han Solo
guided rockets are very difficult to make I think
but if I can, I'll give him a rocket launcher =)

Posted: Thu Apr 27, 2006 7:26 am
by Rpe7
jano31coa wrote: RevanSithLord, Rpe7 could you precise what you asked :
do you want more units at the same time on the map
or more reinforcement count ?
Well both actually, hehe, it works together. I think there should be more units at the same time, because you have to walk quite a bit to find enemies. Not too much either because then bots will start falling of the edges. But if you increase the count of units at the same time, units die faster (more action) and reinforcements go down faster too. That's why the reinforcements should be raised. Both can be raised by players themselves (in single or in creating game) but then the settings apply all maps. So it would be cool if you could make the default unit and reinforcement counts higher. The geonosis offensive simulator is a good example of this. http://www.gametoast.com/index.php?name ... pic&t=4233

Posted: Thu Apr 27, 2006 6:04 pm
by Zeos
Brown Wampas, and a map of the place I was talking bout.
http://img132.imageshack.us/img132/3818/s9ab.jpg

Posted: Wed May 10, 2006 10:01 am
by linkoftoaruvillage
I loved this level on Shadows of the Empire. Nice.