Thrakia: Oceanic Pass

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Ping
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Re: Thrakia: Oceanic Pass

Post by Ping »

Wow, that looks nice! I'll admit that I haven't been playing Battlefront lately, though I might fire the game up just to play this map. :wink:
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Re: Thrakia: Oceanic Pass

Post by skelltor »

In what way is the gameplay different?
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Re: Thrakia: Oceanic Pass

Post by Null_1138 »

It feels more like Speck o' Dust's and Yankfan's maps.
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

Null_1138 wrote:It feels more like Speck o' Dust's and Yankfan's maps.
It is? I've never had the chance to play a_speck_of_dust's maps, but I have played YaNkFaN's and have found that the gameplay I make for my maps to be the polar opposite of his, he lowers the damage for his weapons and demands more singular one-on-one combat at closer quarters while I increase damage demand more seperated combat where you don't focus on one individual enemy as much and at longer distances.

And to more thoroughly answer his question, what I said in my PM's to the beta testers:
Hidden/Spoiler:
firstly and most importantly don't play rambo style weapons overheat fast and/or become innacurate if neither of those they also drain energy, and also most combat takes place at far ranges from your opponents one well placed shot can do better than 15 missed shots. Also standing still gives you the best accuracy possible.

The classes:
Assault Rifleman: This unit is the all-around basic unit and can be used in almost any situation, this unit carries a assault rifle (automatic rifle) and one thermal detonator (thermal detonators have much larger blast radius now and only droidekas can survive the blast with the shield on)

Semi-Automatic Rifleman: Best used in prolonged firefights at long distances this unit can also counter enemy snipers, carries a semi-automatic blaster rifle (high powered semi-automatic gun that can fire fast when clicked quickly but overheats fast) and one thermal detonator

Support Gunner: Intended to provide suppressing fire on entrenched enemies or mow down mobs of attacking enemies, carries a repeater blaster rifle (powerful rapid fire weapon with ok accuracy, often slow to overheat but firing drains energy if the unit is moving, exception to this is the Droideka and Rebel Support Gunner) one thermal detonator (Droideka of course does not though)

Commando: Intended for special missions the most common of these units is the sniper, the sniper can spot important targets and eliminate them and also it can thin enemy forces engaged in a firefight, this unit carries a sniper rifle a thermal detonator 2 detonators, the other type of unit in this is the Jet Trooper, this unit moves very fast and has a jet pack making it excellent for sneaking behind enemy lines and capturing or destroying key targets, the jet trooper carries a carbine rifle (a light weapon which exchanges its small weight for firepower fire rate and heat resistance, this weapon combines the bad points of both the assault rifle and semi-automatic rifle) a thermal detonator and 2 detonators.
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Re: Thrakia: Oceanic Pass

Post by Nova Hawk »

I've played through the map a couple of times and couldn't find much in the way of bugs so I think your good to go. 8) :thumbs:
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Re: Thrakia: Oceanic Pass

Post by RED51 »

Yeah, same here. What I found has already been reported, so other then that, I think some tanks are needed for the attackers to counter the placed turrets the defenders have.
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

RED51 wrote:Yeah, same here. What I found has already been reported, so other then that, I think some tanks are needed for the attackers to counter the placed turrets the defenders have.
There's a way to disable the AA guns by destroying a console in the hangar.
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Re: Thrakia: Oceanic Pass

Post by Nova Hawk »

bobfinkl wrote:
RED51 wrote:Yeah, same here. What I found has already been reported, so other then that, I think some tanks are needed for the attackers to counter the placed turrets the defenders have.
There's a way to disable the AA guns by destroying a console in the hangar.
Or by having a handy grenade and throwing it at them.
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Re: Thrakia: Oceanic Pass

Post by acryptozoo »

[quote="bobfinkl\"]There's a way to disable the AA guns by destroying a console in the hangar.[/quote]
so that's what that does :funny2:
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Re: Thrakia: Oceanic Pass

Post by Null_1138 »

acryptozoo wrote:
bobfinkl wrote:There's a way to disable the AA guns by destroying a console in the hangar.
so that's what that does :funny2:
lol, QFT.

EDIT:
bobfinkl wrote:
Null_1138 wrote:It feels more like Speck o' Dust's and Yankfan's maps.
It is? I've never had the chance to play a_speck_of_dust's maps, but I have played YaNkFaN's and have found that the gameplay I make for my maps to be the polar opposite of his, he lowers the damage for his weapons and demands more singular one-on-one combat at closer quarters while I increase damage demand more separated combat where you don't focus on one individual enemy as much and at longer distances.
Well, what reminded me of Speck's maps was that you couldn't "run n' gun" through the map, capturing command posts all the while. Your weapons would overheat quickly, or burn through your ammo, your shots would be inaccurate while running, and you'd be gunned down in a heartbeat. You had to get behind some cover, take good aim, shoot, and then advance to the next line of cover. Pharosis and Pestox were good examples. Your right though, Yankfan's maps tend to be more close-quarter-combat.

One last thing: while this map is large, it isn't empty by any means. If your not directly fighting someone, you can see a battle taking place nearby. And you shouldn't be sightseeing, because odds are your going to run into some enemies any minute. :wink:
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Re: Thrakia: Oceanic Pass

Post by Blade117 »

Thus sounds like quite the map. Can't wait for a release!
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Re: Thrakia: Oceanic Pass

Post by IndianaJoe »

Blade117 wrote:Thus sounds like quite the map. Can't wait for a release!
QFT
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Re: Thrakia: Oceanic Pass

Post by RED51 »

bobfinkl wrote:
RED51 wrote:Yeah, same here. What I found has already been reported, so other then that, I think some tanks are needed for the attackers to counter the placed turrets the defenders have.
There's a way to disable the AA guns by destroying a console in the hangar.
You mean one must go through never ending waves of killer AI?
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Re: Thrakia: Oceanic Pass

Post by Blade117 »

Of course, there would be no challenge otherwise. :funny2:
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Re: Thrakia: Oceanic Pass

Post by Battlefiler »

wow that is a paradise :thumbs:
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Re: Thrakia: Oceanic Pass

Post by RED51 »

Yes, charging into a wave of killer AI is a paradise, you nutcase. :P
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Re: Thrakia: Oceanic Pass

Post by bobfinkl »

RED51 wrote:You mean one must go through never ending waves of killer AI?
Or sneak in with the commando unit, there is a reason for that unit you know, or simply throw a grenade at the mob.

Update time:
The release has been delayed due to some weapons models I am using having been found to been converted, released, and used without permission, so I am now looking for replacements for those weapons which could take some time. But on a better note I have updated a few things:
Hidden/Spoiler:
Image
Image
Image
Image
A few side notes on what was done, the water it looks worse in a picture the model is transparent now and it doesn't show up in that picture because you can only really see it when the water is moving (there is a model underneath that moves at a different rate, although if anyone has a better texture for the water please say so I really could use a better texture). And the background hills, on a second look I found they weren't using the ground texture I was using it was using an outdated ground texture I had (and besides that it has been made far more high-rez).

Comments and criticism appreciated.
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Re: Thrakia: Oceanic Pass

Post by Nihillo »

New textures look much better, specially on the mountains in the background. Nice job.

Oh, and I would recommend removing the icicles hanging from the ceiling of the hangar, if possible.
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Re: Thrakia: Oceanic Pass

Post by RED51 »

I would suggest replacing the current chain gun with a more reasonable model, like one of the under hand ones. Also, did you put in some tanks for the attackers? I wouldn't suggest putting in some of the command walkers since they move very slowly, and would be easy targets for the turrets. Other then that nice update!
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Re: Thrakia: Oceanic Pass

Post by acryptozoo »

nice update Bobfinkl the new water looks good
oh and did you fox the area under the map?
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