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Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:18 pm
by bobfinkl
Thrakia: Par'Vallia City
Hello there Gametoast, I have finally finished up nearly all the work on my latest map and believe it is finally ready to be unveiled.
Pics:
This map features the sides in my previous map Thrakia: Oceanic Pass, but it also includes the stock sides for the player to pick and choose whichever they prefer to play at the time.
I am not looking for beta testers (expect the beta within this week):
CressAlbane
Fusion
Nihillo
501st_Commander
Nova Hawk
Master_Ben
Comments and criticism are appreciated.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:20 pm
by CressAlbane
I'll beta.
Does it have a minimap?
If yes, a sceenshot of it would be nice.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:29 pm
by Fusion
I'll beta, looking for things to do this summer.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:45 pm
by Nihillo
That looks nice, even though the "Bespin city" look is getting a little old; well I can't imagine any other way to make those buildings look more fresh in that sort of setting - it seems to fit in with all the snow anyway.
I would be glad to be help.
(hopefully I will have something useful to say this time)
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:51 pm
by bobfinkl
CressAlbane wrote:Does it have a minimap?
If yes, a sceenshot of it would be nice.
Not yet, it's one of the few things I have left to do. And trust me you don't really need a minimap it's incredibly difficult to get lost in the city.
Nihillo wrote:even though the "Bespin city" look is getting a little old; well I can't imagine any other way to make those buildings look more fresh in that sort of setting - it seems to fit in with all the snow anyway.
Unfortunately it's all there is, I would be glad to make it with different buildings but being as there are none I have to make due with what I have and this is what I have.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:52 pm
by 501st_commander
I'll beta. Looks nice. I like the DS hanger in there.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 4:55 pm
by Nova Hawk
I would be happy to beta too! This map looks nice.

Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 5:14 pm
by AQT
Impressive work, bob. The seamlessness and sort-of-new environment as well as the nice use of stock assets give this map a great look from what I can see.

Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 5:22 pm
by Master_Ben
I'll beta. You may have run out of spots, I'm not quite sure and extremely tired, but from past experience you'll know you'll get plenty of feedback.

Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 6:49 pm
by bobfinkl
Thanks for the positive feedback everyone.
And I was feeling very generous so I let everyone so far who has asked to beta do beta testing, although I can't accept any more beta testers.
As for when to expect the beta, expect it this week I only have a few tiny things to fix like sounds, localization, and loadscreen/minimap.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 7:31 pm
by Null_1138
I

I lose, it seems. Anyway, it looks great so far Bob.
Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 10:58 pm
by SW_elite
Awww... After I saw the pics I thought... I HAVE TO BETA TEST!!!
But then I saw the other post and I went

Re: Thrakia: Par'Vallia City
Posted: Mon Jun 07, 2010 11:28 pm
by Nova Hawk
bobfinkl wrote:Thanks for the positive feedback everyone.
And I was feeling very generous so I let everyone so far who has asked to beta do beta testing, although I can't accept any more beta testers.
As for when to expect the beta, expect it this week I only have a few tiny things to fix like sounds, localization, and loadscreen/minimap.
Ok, great. But I do have to warn you cuz I am gone next week so if for some reason you don't get the beta out before then you can send to the next person in line.
Re: Thrakia: Par'Vallia City
Posted: Tue Jun 08, 2010 12:14 am
by bobfinkl
Nova Hawk wrote:bobfinkl wrote:Thanks for the positive feedback everyone.
And I was feeling very generous so I let everyone so far who has asked to beta do beta testing, although I can't accept any more beta testers.
As for when to expect the beta, expect it this week I only have a few tiny things to fix like sounds, localization, and loadscreen/minimap.
Ok, great. But I do have to warn you cuz I am gone next week so if for some reason you don't get the beta out before then you can send to the next person in line.
Thanks for warning me in advance, but I can assure you there is a 0.001% chance that I will not send out the beta before next week I have so little to do it'd really take me all of 5 minutes to finish up to send it out.
Re: Thrakia: Par'Vallia City
Posted: Tue Jun 08, 2010 7:40 am
by lucasfart
The one thing i think it needs is little piles of snow scattered throughout the map or even just slightly raised snow terrain in the layout of little lumps/patches scattered around the place. Apart from that, it's looking like a well made map.
Re: Thrakia: Par'Vallia City
Posted: Fri Jun 11, 2010 2:38 pm
by bobfinkl
lucasfart wrote:The one thing i think it needs is little piles of snow scattered throughout the map or even just slightly raised snow terrain in the layout of little lumps/patches scattered around the place. Apart from that, it's looking like a well made map.
I almost forgot to do that. Thanks for reminding me.
Beta testers, the beta has been sent please check your PM's.
Re: Thrakia: Par'Vallia City
Posted: Fri Jun 11, 2010 3:33 pm
by Fusion
Mod GCW:
Unlock Class for Imperials is above their sniper in the select screen
Concussion Grenades are not localized
The Imperial Officer's gun draws from his stamina instead of the overheat. Makes running/shooting to get places difficult.
The AI are a little too accurate in this game. Some of the weapons need to be powered down, or else it's very easy to be shot by everything at once and not get any of the captured CPs not in the street.
GCW:
The teleporter at CP 10 does not work in normal GCW. The only way to get up there is to Jedi jump. AI still try to go up there.
Other than that, very enjoyable experience in normal GCW.
Other:
There's something around CP 5 that bothers me. While this room
is not accessible, it still shows up on the minimap. As you enter CP 5, it looks like another hallway to exit from. However, it isn't, and someone playing the map for the first time might think it is until they are wandering around the room for a good minute trying to make all the doors open. Just get it out of the minimap at least

Re: Thrakia: Par'Vallia City
Posted: Fri Jun 11, 2010 4:19 pm
by bobfinkl
Fusion wrote:Mod GCW:
Unlock Class for Imperials is above their sniper in the select screen
--Will fix
Concussion Grenades are not localized
--I knew I forgot something in the localization, will fix
The Imperial Officer's gun draws from his stamina instead of the overheat. Makes running/shooting to get places difficult.
Done purposefully to balance the gun and restrict it's uses
The AI are a little too accurate in this game. Some of the weapons need to be powered down, or else it's very easy to be shot by everything at once and not get any of the captured CPs not in the street.
--The AI are actually less accurate than the stock game, but that's irrelevant there are more AI on the map allowing them to get off more shots at you (they also will not do the standard fire 3 shots stop wait fire another 3 shots, they fire until they can't fire anymore, you are behind cover, you die, or they die), I will cut down the amount of AI but the sides will remain the same as I personally find the stock sides to be underpowered
GCW:
The teleporter at CP 10 does not work in normal GCW. The only way to get up there is to Jedi jump. AI still try to go up there.
--Will fix
Other than that, very enjoyable experience in normal GCW.
Other:
There's something around CP 5 that bothers me. While this room
is not accessible, it still shows up on the minimap. As you enter CP 5, it looks like another hallway to exit from. However, it isn't, and someone playing the map for the first time might think it is until they are wandering around the room for a good minute trying to make all the doors open. Just get it out of the minimap at least
When I put the the minimap ingame I saw that and had no clue what it was until now, thanks for the find I would've had no clue
Thanks for the beta report, it is very useful.
Re: Thrakia: Par'Vallia City
Posted: Fri Jun 11, 2010 4:29 pm
by Fusion
I'll go through again later tonight to check some other things, such as the Mod GCW Rebel team and do my
favorite thing in the world- running into every wall in the playable area to see if the collision is actually there.

Re: Thrakia: Par'Vallia City
Posted: Fri Jun 11, 2010 7:14 pm
by CressAlbane
I just played the map. Really nice work!
A few issues were present.
-Some of they snow patches seemed a little blocky as they emerged from the ground.
-The all_inf_officer is localized as 'Bothan Spy' in English.
-The Vanguard's weapon, the 'Blaster Pistol', was not a pistol at all...?
-The map description could do with a period at the end. (English)
-Also, the stamina-draining guns were a bit taxing.
-A tiny bit more cover in the streets would be great.
All in all, the map was very fun, and I liked it. Exceptional job with the tanks! Really nice urban combat in my opinion.