Hohkbahm: Jungle V1.0 released!

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

Moderator: Moderators

Post Reply

After PLAYING the map, how would you rate it out of 10?

1 - this map is the WORST map I have EVER played
0
No votes
2
0
No votes
3
0
No votes
4
0
No votes
5 Not bad at all! A few things need some work though.
1
25%
6
2
50%
7
1
25%
8
0
No votes
9
0
No votes
10 - This is BY FAR the best map I have EVER played!
0
No votes
 
Total votes: 4
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

I have releaed a beta of my map, you can download HERE The file name is .zip.zip, thats my fault. Nothing is wrong with the link/beta.

KNOWN ISSUES:
-Balance/mapping needs work ( always need to work on this ) but for now its ok
- Localizing of the map name/description needs done.
-A mini map needs added.
-Camera shots need added.
- The rebel Officer is shiny, simple fix.
-Flamethrower needs hud tag
-First person needs added
Anyone is welcome to beta and give feedback!

THINGS THAT I DID FOR THIS RELEASE:
-The sides are completely custom, they have been re-skinned.
- The engineer has the bothan spy buff, and no fusion cutter for both teams. This makes him more of a medic class.
-The sniper has more spread ( pandemic made it have 0...) so it is harder to no scope. This might change.
-Custom grenade effect ( thanks to AQT for helping me with it )
- The rebel riflemans sound is the CIS blaster sound, the Rebel pistol sound is the CIS's, and the wookie bowcaster is the Tri shot sound. This is because the stock sounds where missing.
- All other sounds are normal and working. This is the entire CIS side with sound, and the rebel commander. Thank you to Marth/Marco for help with this.
-Beware of the rebel officers falmethrower if your playing as the CIS. It is super-effective!

The vinal version, V1.1, will have these fixes, in addition to anything else you guys think is nessecary. It will also include a README, and be posted on filefront, with a description.

LINK TO WIP
User avatar
ShadowWing
Command Sergeant Major
Command Sergeant Major
Posts: 279
Joined: Fri Jul 30, 2010 2:00 pm
Projects :: I will start modding when I get time.
Games I'm Playing :: SWBFII
Location: at home, reading Avengers vs. X-Men

Re: Hohkbahm: Jungle V1.0 released!

Post by ShadowWing »

This map was great! I liked the placement of your objects, although it was difficult to see enemy units without locking onto them.

I also liked the custom sides that you had for the Rebels. Good job! :thumbs:
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

Thank you :D
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Hohkbahm: Jungle V1.0 released!

Post by Noobasaurus »

Just played it and I think it was very fun. :)

Things I noticed:
Rebel skins are AWESOME.
Renegeneration effect missing.
EMP Launcher missing explosion effect.

Perhaps some paths on the sides? I don't know. I just thought the sides were a bit empty.
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

By paths what do you mean? The regeneration effect (the blue buff/ovals around the person) should be there and working, I will double check that. The EMP launcher seems to be bugged, not sure why though :?
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Hohkbahm: Jungle V1.0 released!

Post by Noobasaurus »

Tears2Roses wrote:By paths what do you mean?
Well, there's the usual line of cps that all the AI go on, and then there's the unused sides of the whole map that the AI do not go...
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

I'm not good at planning. I simply put one big hub in the center of the map and 2 in each spawn :lol: :funny2: I'm not sure how you would plan it otherwise, maybe multiple large hubs or billions of smaller ones...who knows.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Hohkbahm: Jungle V1.0 released!

Post by Noobasaurus »

Tears2Roses wrote:I'm not good at planning. I simply put one big hub in the center of the map and 2 in each spawn :lol: :funny2: I'm not sure how you would plan it otherwise, maybe multiple large hubs or billions of smaller ones...who knows.
Multiple smaller ones...that go around objects...with barriers...
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

I could do that. XD

btw, I got my first person working! ty SO much to Darth duck for helping me with this. Image
Last edited by Tears2Roses on Thu Nov 03, 2011 9:16 am, edited 1 time in total.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Hohkbahm: Jungle V1.0 released!

Post by AQT »

What was the point of rewriting the tutorial in your post? It's the same principle as the original one you linked to...
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Hohkbahm: Jungle V1.0 released!

Post by Noobasaurus »

Heh heh...want to know how lazy I am? I force the person into 3rd Person view so that I don't have to deal with that stuff...
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

AQT wrote:What was the point of rewriting the tutorial in your post? It's the same principle as the original one you linked to...
The point was incase some people did not understand the original (like me) and wanted help with it. I removed it now though.
Last edited by Tears2Roses on Thu Nov 03, 2011 9:17 am, edited 1 time in total.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Hohkbahm: Jungle V1.0 released!

Post by AceMastermind »

@Tears2Roses
Your version of the tutorial is not accurate, you're actually combining 2 different ways. Everything you need to know to getting a custom FPM working is in THIS post. If you don't understand something about a certain tutorial or set of instructions then please ask in that thread. It's best to link to a tutorial rather than trying to recreate(from memory or not) a new and possibly inaccurate version of it which will usually lead to confusion.
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Hohkbahm: Jungle V1.0 released!

Post by Tears2Roses »

Ok, I will edit my post and remove that then. That way no one will be confused.
Post Reply