¤ W.I.P. - Muunilinst Rooftops ¤
Moderator: Moderators
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
- Dohnutt
- Hoth Battle Chief

- Posts: 3248
- Joined: Sun Aug 20, 2006 9:25 am
- Contact:
Hm, I've never had to waitmcdestroyer wrote:One problem. I dont pay for "FastPass" on filefront and it hasnt been letting me go to the download page. I get to the page that says MUU or whatever and i click download then i get to a page that says i need to wait 3 HOURS. Whats up with that. The most on Filefront ive ever need to wait was less then a minute b4 it started the download. Is something going on or what?
Lol, I actually haven't played yet, but once I do, I'll give it a "review".
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Bac-Talan
- Captain

- Posts: 487
- Joined: Wed Nov 30, 2005 8:14 pm
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pinioncorp
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Everyone: thanks for your comments. Yes, there are completely new sides on the way, courtesy of Schizo. I know they are practically ready, but the weapons are being a pain to get them ingame... I have made them im XSI but they just don't translate across to the game very well. More trial and error I suppose.
Are there any bugs? This is a beta test...
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Everyone: thanks for your comments. Yes, there are completely new sides on the way, courtesy of Schizo. I know they are practically ready, but the weapons are being a pain to get them ingame... I have made them im XSI but they just don't translate across to the game very well. More trial and error I suppose.
Are there any bugs? This is a beta test...
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YT-1300
well this might be a bug, you can go under the walkway that is in front of the waterfall building.
also on the second floor of the library, the open door to the cp in the roundish room, wont let you walk through it. (the one that leads to the balcony in the roundish cp room. hope you understand what i am talking about...
i dont know if you are still changing the map layout or not, but i think it would be cool. it you could make a cp that it directly on the roof of a building and have the roof made like a garder area with flowers boxes and trees, kinda like a little park are central area. i think that would be cool. then you could blast people off the edge.
or
make an elevator for the map that goes down to ground level. that would be cool
or
make the tram thing take you to other buidlings, so you can fight all over the area you have now.
so guess i am saying expand on the overall fighting area. dont get me wrong i love the map, i just think it is just a tiny bit too small.
also on the second floor of the library, the open door to the cp in the roundish room, wont let you walk through it. (the one that leads to the balcony in the roundish cp room. hope you understand what i am talking about...
i dont know if you are still changing the map layout or not, but i think it would be cool. it you could make a cp that it directly on the roof of a building and have the roof made like a garder area with flowers boxes and trees, kinda like a little park are central area. i think that would be cool. then you could blast people off the edge.
or
make an elevator for the map that goes down to ground level. that would be cool
or
make the tram thing take you to other buidlings, so you can fight all over the area you have now.
so guess i am saying expand on the overall fighting area. dont get me wrong i love the map, i just think it is just a tiny bit too small.
- Teancum
- Jedi Admin

- Posts: 11080
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- Dohnutt
- Hoth Battle Chief

- Posts: 3248
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Tuskenjedi
- Teancum
- Jedi Admin

- Posts: 11080
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- jangoisbaddest
- Lieutenant General

- Posts: 661
- Joined: Mon Feb 27, 2006 12:10 am
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- Location: All Along The Watchtower
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Protector_Pulch
Good Map. Somehow strongly reminds me of counterstrike: Real-life buildings, textures covering a big area, several ways to your enemy.
The only "bug" I've found is that you're pushed against the backside of the subway train. Never mind, this map simulates an urban combat very well, although it's not the Muunilist show in the Cartoon.
The only "bug" I've found is that you're pushed against the backside of the subway train. Never mind, this map simulates an urban combat very well, although it's not the Muunilist show in the Cartoon.
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Alpha
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Penguin
- Jedi Admin

- Posts: 2541
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The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
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Rekubot
- Jedi

- Posts: 1080
- Joined: Wed Apr 05, 2006 12:34 pm
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- xbox live or psn: Rekubot
- Location: UK
Very nice map pinioncorp, really feels like a city map, although I was kinda expecting it to be on the floor, LoL. Anyway, unless you were intending it to be this way, I think that the map's buildings could really do with some shadows to make the overall feel realistic. I also found that it's quite easy to go from building-to-building to the end of the level, so you might be better off with some map boundaries.
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ML_916
Really good map...just got a list of things you´ve gotta do to make it perfect:
1.The AIs are just standing at their command posts most of the time...they should be out fighting...
2.I think the clone commander should be the red ARC-trooper of the original commander...
3.Maybe have Obi-Wan with clone armor like in the cartoon..and maybe Durge for the CIS?
looking forward to the final version...
1.The AIs are just standing at their command posts most of the time...they should be out fighting...
2.I think the clone commander should be the red ARC-trooper of the original commander...
3.Maybe have Obi-Wan with clone armor like in the cartoon..and maybe Durge for the CIS?
looking forward to the final version...
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NastyMcFilth
- Dohnutt
- Hoth Battle Chief

- Posts: 3248
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- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
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My only issue with how it look is that it needs lighting. The textures aren't amazing, but good lighting will take care of that.
Oh, and when BF1 pack 1.7.5 comes out Monday morning, feel free to use Durge by adding this to your LUA
ReadDataFile("SIDE\\heroes.lvl",
"cis_hero_durge")
And then you just gotta tell people they need 1.7.5 of the BF1 pack to play as Durge. That way your map keeps a small download size, and the pack gets more publicity.
Oh, and when BF1 pack 1.7.5 comes out Monday morning, feel free to use Durge by adding this to your LUA
ReadDataFile("SIDE\\heroes.lvl",
"cis_hero_durge")
And then you just gotta tell people they need 1.7.5 of the BF1 pack to play as Durge. That way your map keeps a small download size, and the pack gets more publicity.
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pinioncorp
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Lighting isn't done. Though I know how its going to be done now, I'll put the green tinge in the global lighting and use shadow regions for the indoor areas. Though I'm not going to do shadows. Shadows would be really hard to make, as the whole thing is split up into pieces, none of which are self contained (shadow regions need to be completely closed). Plus, the framerate would take quite a hit. There is a bit of shadow in the vaultroom, but for the whole map its just not worth it.
Textures are horrible, I admit. Most of them I made myself, and you can see them slowly get better as I worked on the map. For example, the ground texture for the central area is one of the first I made, and never got to replacing it. Likewise with the glass. They make my eyes bleed but I just don't have the time or the skill to do much about it, but both of those mentioned will be fixed for version 1.0.
As for the AI in this map, they seem to work fine for me. There is both planning hubs and connections as well as barriers for every wall, so why they don't move is beyond me. The CIS seems to be allergic to the vaults, as they never seem to take the station CP. And the droidekas never leave the dome. WTF. Probably won't change much for the next version, as I don't know what I can do about it. I'll chuck in more hintnodes, but other than that there's nothing I can do.
The train is a difficult relationship. Everyone loves the idea, and its awesome to play with in hero assault, but it just doesn't work. I've made some topics about it asking for assistance to get it to work, or at least kill those who get in its way, but it just doesn't work. I'll have to take it out of conquest, and depending on the further multiplayer testing, probably out of the whole map. Its really unfortunate, becuase I liked the idea of opportunistic battles in the automated vehicle, but if I can't get to work with some sort of success its got to go. Heck, its still just the testing model with the horrible recycled texture.
Library Balcony: whoops. The collision problem happened again. Its happened before, but I got it working and forgot about it. Changed something and forgot to test. Whoops. As for the bit under the gardens, I was aware of it, and didn't particually care, as its not in the playing area. Obviously you can reach it, but when I designed the map (Check post one, loooooong time ago) I had that whole side walled off, so no big gun, no pretty waterfall. It will be resolved for V.1.0.
YT-1300: I really wanted it to be a multileveled warzone, but the AI system simply does not allow overlapping. Which is really unfortunate, because I would have used the ground. I sure hope Battlefield 2142 works better...
Teancum: Thanks, been waiting for him, its not Muunilinst without him
. And I'm pretty sure everyone will have the pack anyway, as if its not in the pack, no-one but those on GameToast is going to bother anyway.
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Lighting isn't done. Though I know how its going to be done now, I'll put the green tinge in the global lighting and use shadow regions for the indoor areas. Though I'm not going to do shadows. Shadows would be really hard to make, as the whole thing is split up into pieces, none of which are self contained (shadow regions need to be completely closed). Plus, the framerate would take quite a hit. There is a bit of shadow in the vaultroom, but for the whole map its just not worth it.
Textures are horrible, I admit. Most of them I made myself, and you can see them slowly get better as I worked on the map. For example, the ground texture for the central area is one of the first I made, and never got to replacing it. Likewise with the glass. They make my eyes bleed but I just don't have the time or the skill to do much about it, but both of those mentioned will be fixed for version 1.0.
As for the AI in this map, they seem to work fine for me. There is both planning hubs and connections as well as barriers for every wall, so why they don't move is beyond me. The CIS seems to be allergic to the vaults, as they never seem to take the station CP. And the droidekas never leave the dome. WTF. Probably won't change much for the next version, as I don't know what I can do about it. I'll chuck in more hintnodes, but other than that there's nothing I can do.
The train is a difficult relationship. Everyone loves the idea, and its awesome to play with in hero assault, but it just doesn't work. I've made some topics about it asking for assistance to get it to work, or at least kill those who get in its way, but it just doesn't work. I'll have to take it out of conquest, and depending on the further multiplayer testing, probably out of the whole map. Its really unfortunate, becuase I liked the idea of opportunistic battles in the automated vehicle, but if I can't get to work with some sort of success its got to go. Heck, its still just the testing model with the horrible recycled texture.
Library Balcony: whoops. The collision problem happened again. Its happened before, but I got it working and forgot about it. Changed something and forgot to test. Whoops. As for the bit under the gardens, I was aware of it, and didn't particually care, as its not in the playing area. Obviously you can reach it, but when I designed the map (Check post one, loooooong time ago) I had that whole side walled off, so no big gun, no pretty waterfall. It will be resolved for V.1.0.
YT-1300: I really wanted it to be a multileveled warzone, but the AI system simply does not allow overlapping. Which is really unfortunate, because I would have used the ground. I sure hope Battlefield 2142 works better...
Teancum: Thanks, been waiting for him, its not Muunilinst without him
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