MYGEETO: WAR TORN CITY wewtage!

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

Moderator: Moderators

On which Star Wars® Battlefront Series' Product this level is the most appreciable ?

Star Wars
5
83%
Star Wars
1
17%
 
Total votes: 6
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

Off-topic : Therefore, if I have properly understood the exact content of your precedent Request, you would want to transfer all Extrusion Coordinates and comparable Informations related to other Elements implemented onto the Terrain of the concerned Star Wars Battlefront II level towards a brand-new *.TER file which would probably be shipped with the "Modification Tools" having been conceived and primarily intended to this same LucasArts® Product's Prequel so as to make them easily and stably usable through a Project edited through the first ZeroEditor Version having been ever released. If that is indeed the case, then I assume working on this sort of Hexadecimal Modifications might appear as being somewhat time-consuming and requiring if you would be really determined to work out once for all the problems you have run into so far while altering the aimed Star Wars Battlefront map, unless I would have eventually missed something which could have been worth a consideration earlier ?...
AlexSecura
Sith
Sith
Posts: 1263
Joined: Tue Jun 06, 2006 5:24 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Germany
Contact:

Post by AlexSecura »

imp_strikeforce wrote:
so here's the ultimate question:
is this map better in swbf1 or 2?
That´s a Question for a Poll! :wink:
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

Off-topic : Alright, now this same Idea has been suggested and anticipated by several around GameToast members, I assume I can from now on proceed to this Task without awaiting any longer for additional Opinions and Advices. Furthermore, as this sort of Interrogations does not apparently present that many Common Points with the actual Subject tackled through this thread, I guess putting it into a local Poll could eventually make things way clearer and more organized than ever before, additionally to the fact Results associated to it might be so highlighted much more efficiently. On the other hand, according to what I may heard about concerning this Star Wars Battlefront level, I am unexpectedly wondering whether requesting the Overall Consideration related to it could be actually worth a try, since the least I can say about this map is that it is way far from being that disappointing and perfectible...
imp_strikeforce

Post by imp_strikeforce »

AlexSecura wrote:imp_strikeforce wrote:
so here's the ultimate question:
is this map better in swbf1 or 2?
That´s a Question for a Poll! :wink:
lol, is was just kinda a joking question, i didnt mean i wanted an actual poll! :D haha, its fine...


@ lev
dude, no offence or anything, but i read through your posts 3 times and i am still having trouble understanding what you are trying to say... im guessing english isnt your first language. which is fine, but its just really really hard to understand.

anyway, what i could gather was: you were saying something about my problem with the .TER files; yes, i want all the little hills and dips and everything in the battlefront 2 .TER file to be exactly the same when i make the conversion. as for the hex editing, like i said, i have tried that, but without sucess, but when it come to hex editing im a total noob. :P
so, im not sure if this is what you were saying, but if you would like to help me and try your hand at hex editing or whatever to sucessfully make a battlefront 2 .TER file fully functional in the battlefront 1 zeroeditor and game, i would greatly appreciate the help.


thanks
imp
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

Off-topic : I am from now on feeling somewhat sorry and even ashamed of the fact I may have not made my precedent replies that properly understandable, but be sure I will not cease endeavouring into writing and publishing upcoming messages which will probably appear as being way more accessible towards those looking at them. Also, so as to return to the Subject you seem to have nevertheless succeeded in decrypting, I was wondering whether you would actually mind submitting me the Star Wars Battlefront II's *.TER file you would wish to port towards this same LucasArts® Product's Prequel, so that I could check out if taking advantage out of Hexadecimal Modifications might eventually allow the Porting of the concerned Element. Incidentally, my chances to complete this Task at the very least satisfyingly won't be that enhanced, but I assume looking into this Process is possibly the only Means of achieving the purposes you have phrased earlier...
imp_strikeforce

Post by imp_strikeforce »

thanks lev! much easier to understand! just keep it simple dude, keep it up :)

ok. well i would be happy to send you one or more of the .ter files from the battlefront 2 assets. if you have the battlefront 2 mod tools installed on your computer i could save you the trouble and just tell you which one(s) they are, but if not just shoot me a pm and we can figure it out. id be happy to have some help with this, especially from a much more competent hex editor than myself. ;)
as you said, this might be the only way of porting the .TER files, since i have tried teancums suggestions and several variations of that, i assume hex editing is the only way to fix this.

much appreciated

-strike
PlayerX

Post by PlayerX »

Hey imp_strikeforce,

Will vehicles eventually be added to this map e.g. AT-TE? Just started playing this great map the other night and thought it'd be fun to drive the AT-TE or fly a gunship through it...
darthtrogsasea

Post by darthtrogsasea »

welcome to the froums playerX and you do rlize that this is for BF not BF2
and it is a BF2 to a BF map unless of coruse if you had BF2 (i assume you dont) you would not be looking here
but i think some one should make these BF2 to BF maps
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

Okay..... none of that made any sense at all.
imp_strikeforce

Post by imp_strikeforce »

um ya i dont get it either. you could delete the post if you want tean, its got nothing to do with my topic.

@playerx
the only vehicles that were in this map were tanks, like the ITFX and the rebel hovertank. personally i think its way too small a map for vehicles, and that having a couple tanks or gunships in here would really throw off the feel of the battle- i like the intense ground battle i think its what makes the lvl kewl. just simple, ferocious, fighting. there were also some huge turret things too, but they didnt work, and i didnt bother with them either, cuz that would be kida unfair if you had 32 guys slugging it out on foot and 1 or 2 in some massive turret slaughtering everyone.
PlayerX

Post by PlayerX »

Hmmm, that's a good point... small maps make it a bit too easy for a slaughterfest to occur if a few people get control of the more powerful weaponary. I guess I'm still interested in maintaining the diversity of the gameplay (similar to what we're discussing about with the Jedi Temple map in the other thread; the replay value is the key thing for me -- I just the play against the computer in IA so the lack of human opponents lends itself to repetitiveness of gameplay).

What about this: for the Clone Wars era, have one gunship and one CIS gunship (or whatever that hovering thing is). I noticed in the skies there is at least one CIS gunship flying around and I guess I like the idea of my clones attempting to engage the droids but getting pinned down by both enemy ground and air fire (gives the arc trooper something to use his heavy weapons against, the bazooka is wasted against enemy infantry). It keeps the action from turning into a direct "let's just run to meet the enemy the moment we spawn" reaction every time. Meanwhile the gunships can either engage each other or try to strafe the battlefield (if there's only one flier on each side, you know they'll end up fighting one another eventually -- it becomes a race to see who gets in the air first, perhaps to attack the other ground forces or to destroy the other side's gunship before they can get into the air also.)

For the Galactic Civil War, you could instead use a Tie Bomber and Y-Wing; this would allow players to conduct bombing runs against the enemy's fortified positions... I don't think I've really seen a map so far where bombing ground positions plays an important role.... the smallness of the map would work well here since it would intensify the bombing to a smaller confined area and increase the tension of the battle.

I agree with the idea of not introducing the too-powerful ground vehicles to the map (AT-TE, AAT and Scout Walker are very powerful) but they do give a reason for the pilot and heavy weapons class characters to be chosen by the gamer (otherwise, people will only play as infantry or jet trooper / droideka, maybe the sniper) every time they play the map. How about this: give each side one heavy vehicle (AT-TE, AAT or Spider Droid, Scout Walker, Rebel Speeder) but let it spawn only once or twice. Once each side loses their heavy vehicle, it's gone for good. That really makes the preservation of that vehicle important and that makes it important to have pilots in the game since they are the only ones that can repair them. It also gives the heavy weapons guy something to attack.... Do the same thing for the air vehicles I mentioned above too. Eventually, both sides will hopefully lose any vehicles they have permanently and it boils down to a ground fight only, mano-a-mano. I don't know if you can limit the number of respawns on a vehicle, but I hope so.

Just ideas, I'm full of them (or full of it :) )
Walrus

Post by Walrus »

I agree with imp_strikeforce.

This map is perfectly fine without viehcles.

I don't know why PlayerX only plays against AI as this map is pretty fun against other players.

Mygeeto: War Torn City isn't so big like some other maps where viehcles are almost a necessity.
PlayerX

Post by PlayerX »

Well in my specific case, the family computer is the one with the larger HD and used for playing games. It lacks internet access though, due to some problem with the OS even though it is connected to a router and can see other locally connected PCs. I'm using a less powerful PC for work to access the net for correspondence and web browsing.

I also just prefer the immediacy of hopping quickly into IA and playing for a half hour before running out for errands and such. Normally I don't have a lot of free time to play games at all, so when I can find a slice of time, I want to spend all of it playing instead of waiting. Trying to connect to an existing match and finding a server just seems a bit of a hassle, especially if I'm running Karnage's 501st sides mod (I'm assuming then that it won't connect to other SWBF1 players who are just running the normal SWBF).

At any rate, I'm hoping imp_strikeforce will take the suggestions into consideration for those who play just the IA. Wouldn't be a bad thing to have two versions of the map to cater to both tastes since I'm assuming/hoping that you could strip out the vehicles pretty easily and have just an infantry map for the multiplayer gamers. Like I said, having the vehicles on a map gives me more of an incentive to try playing as a pilot or heavy weapons guy rather than just the regular trooper. I think a good map should always try to encourage the player to try out different things each time they play.... it's not as if there's a massive library of good BF1 maps out there so that you can just load up another newly released one if you get bored with the existing ones. That makes replayability of the few good maps we do have really, really important to me. And for sure these BF2 ported maps are going to be the cream of the crop as far as I'm concerned.
imp_strikeforce

Post by imp_strikeforce »

yeah, your right walrus/weili, thats the fun of this map is the infantry only combat thats realistic to a real battle. playerx, your ideas are very good, and detailed i might add, i like the idea of only having 1 or 2 veicles spawn per side, so it doesnt turn in a map where any infantry on the ground get wiped out by endlessly spawning vehicles, making it pointless and incredibly frustrating to be on the ground; then the teams would be forced to do everything to keep their one [or two] vehicle(s) alive. its a great idea and we could make it really good, just not for this particular map.

i was going through the odfs while trying to see if my collision idea would work, and i found a building called enerygy_collector or something, and it was like an objective destructable building. but im guessing its one without collison, making it impossible to destroy. but if i could get that working, whatever it is, it would add a new factor to the map.


edit- just noticed i missed your latest post playerx mine was supposed to be before yours ;) ill check it later i gota eat now
Post Reply