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Posted: Thu Jan 18, 2007 11:38 pm
by Rikino
Protector_Pulch wrote: See my idea:

R-((-H-((-D

R = Rebel fleet
H = hyperspace (blue)
D= Death Star (with DS and some rebel ships), green for Endor

The brackets are the spheres.
I think that's kinda overly complicated and would be pretty hard to pull off with it looking good.


I join the hordes as I give my unsolicited advice/two cents worth:
Please don't do the hyperspace thing. That wouldn't fit. At all. Aside from the starfighters hypering in by themselves, Home One would be nowhere near the battle. You could turn around, slow down, dogfight, all in the 'hyperspace' place.

You need something simple that looks decent. I liked the way you handled it in the first DS map, with the sphere you fly through. It's only downside was that it was a bit of a shock to fly through it. Having it disappear prior to you hitting it sounds like it might work.

Here's a way to keep the 'edge' from being imminently visible: have the 'surface' stuff of the Death Star on terrain, and have rebels fly down at it.

Like-a so:
Image

A way to get the 'shell' to disappear that I think would work would be portals. Somebody who knows what they're talking about stop me, but say you had a sector thinly containing the 'shell', and a portal about halfway inbetween Home One and the 'shell'. Wouldn't that make it so you could see the shell until you passed though the portal, at which point, since you are no longer looking through the portal, you couldn't see the shell?

Posted: Fri Jan 19, 2007 12:18 am
by General_Grievous_4
That looks like a good idea. Nice diagram by the way.

Posted: Fri Jan 19, 2007 1:17 am
by Protector_Pulch
I guess portals would do the work, since they're mangaged seperately for each player, so no strange effects for the slowers ones...but afaik, portals are just working automatically, and the sector of the portal is only displayed when you're actually lóoking at the portal (so your concept would really work)

I'm just have some little annoying questions:
With the Home One being outside of the shell, it can't participate in the battle above the deathstar, giving an firepower advantage to the imps, since they have their ISD/DS II turrets nearby. This means imbalance, doesn't it?

When you're through the shell, and turn around, what will you see? The DS II shell texture again?

Imagine somebody is just flying above the "DeathStar-y" texture...eventually he'll
a) notice that the unfinished parts of the DS II are missing (since that "deathStar-y" texture is a plain)
b) come to the point where the "DeathStar-y" texture ends (and once again, he'll see the edge (like in DDS I))
c) wonder why that "DeathStar-Y" texture is so plain, and not as curved as it should be (hey, it's a part of a big sphere.)

PS: I'm still sceptic when it comes to disappearing things...they seem so unreal to me. But that's probably just me.

PPS: Maybe I could improve my concept with the Home One being close the Death Star, as a neutral CP to be taken by the rebels.

PPPS: If somebody knows a good free hosting site, I'll post a schematic of my idea soon.

Posted: Fri Jan 19, 2007 1:22 am
by minilogoguy18
well for images use imageshack.us but for files just get a filefront.com account, youll upload your files at amazing speeds and people will get awesome download speeds from them, its what i and alot of others do.

Posted: Fri Jan 19, 2007 1:27 am
by Protector_Pulch
yeah, maybe I should have said it's about an image. Anyway, thx.

Posted: Fri Jan 19, 2007 2:34 am
by Rikino
@Protector_Pulch-
I can't speak for 11of3, of course, but concerning your "DeathStar-y" texture questions/points:
They'd just be there for looks, to make the 'surface stuff' not look like a big floating cube. If the 'surface stuff' is similar to the first map scale-wise, people wandering off it shouldn't be worried about (and, in any case, prevented with a 'leaving the battlefield' thingie).
In other words, the surface stuff is the map, so people shouldn't be going near the texture anyway.

Posted: Fri Jan 19, 2007 11:38 am
by Protector_Pulch
Don't fear the Reaper, fear me and my schematics.
[img=http://img154.imageshack.us/img154/8886/dsplan2jk6.th.jpg]

The "InsertNameHere" Alliance Cruiser could actually be replaced with anything: A rebel airbase, another kind of capital, a simple hangar in a box, literally anything.

Posted: Fri Jan 19, 2007 6:14 pm
by 11of3
not figured out how to work portals and still going with the sphere idea which once inside/flying over the Death Star surface gives a good view of the other ships in the fleets.some new screen shots for you enjoyment.
Image
Image
Image
Image
Image

Posted: Fri Jan 19, 2007 6:34 pm
by FOOLIS
WOW thats AWESOME!!!!
i like the 2nd scrrenie. its like the real death star in the movie!!!!

Posted: Fri Jan 19, 2007 6:34 pm
by DeathRow
Awesome!

Posted: Fri Jan 19, 2007 6:49 pm
by Razgriz
I think you need to put the communications ray in the middle of the core and rename it

Posted: Fri Jan 19, 2007 6:57 pm
by Food_Eater
Wow, I think that looks really cool and it will be a wonderful map regardless of its layout.

And I don't think Rikino's idea is possible since you can't make AI paths that go downwards. I haven't tried that myself but I'm sure its true. That's why the ISD has a side hangar instead of a bottom one (the tie fighters wouldn't be able to fly downwards in order to get out).

Posted: Fri Jan 19, 2007 6:57 pm
by DeathRow
Unless you make the middle a destroyable, I agree with Razgriz.

Posted: Fri Jan 19, 2007 10:37 pm
by trainmaster611
Wow its looking really good! :mrgreen: I have no idea how these shells and portals work etc. but they are sounding pretty good :D

Posted: Fri Jan 19, 2007 11:26 pm
by Penguin
:o that pwns!

Posted: Sat Jan 20, 2007 1:41 am
by DarkLuke14
Include construction stuff too pls !!! look here Under URL!!!





http://img108.imageshack.us/my.php?imag ... to22fi.jpg[/url]

Posted: Sat Jan 20, 2007 2:06 am
by trainmaster611
That's already in there :wink: But I think it can be spiffed up a bit 8)

Posted: Sat Jan 20, 2007 2:19 am
by Protector_Pulch
Oh my. Looks incredible. Yet there's one maior question: with all these ISDs around, doesn't the framerate go down like [unfitting expression]?

PS: No, I think that comm array is right there. In the movie, Wedge took it out, in order to allow Lando to destroy the main core. For us, this must mean that there needs to be a main core (a rather weak object), protected by a strong shield (which is destroyed upon destruction of the array).

Posted: Sat Jan 20, 2007 3:08 am
by Schizo
Nice use of the droid control ship to make the walls of the Death Star reactor room. :wink:

Looking good so far. Of course it's still in the early stages, so I'm sure it can only get better from here. The only suggestions I can make at this stage is to reskin that coms array to fit in better with the core (by the way, don't move it; it's perfect where it is... looks just like the movie... it just needs a reskin is all), and, of course, work on the actual surface of the Death Star. Though, I think your main focus should be to get the tunnel run all good before moving on to the rest of the map layout. Keep up the good work though. I'm really looking forward to this map. Probably moreso than any others in production right now.

Posted: Sat Jan 20, 2007 11:25 am
by minilogoguy18
in the movie he says...
Lando: "Wedge head for the power regulator on the north tower."
Wedge: "Copy gold leader, I'm already on my way out."
so its the cores power regulator, not a comm tower or shield generator.