Page 1 of 3

WIP *Porting* Rhen Var: Battlefield - I'm Back!!

Posted: Mon Nov 13, 2006 10:36 pm
by Karnage
Many of you might have seen this before if you were around Gametoast back in the day.

Image
Image
Image

This is a very old map of mine originally called Rhen Var Battle.

I am now porting it over to Star Wars Battlefront II and making it way better than the original.

Now just because i'm making this map, does not in any way mean I am giving up on Dubrillion: Reconnoissance. I just thought this would be a trouble-free 10 minute map porting.

Little do I know. No map is trouble-free.

So the whole map is set up and everything. The only problem is....no units spawn. I can spawn just fine.

Does anyone know what's up?

-EDIT-

The teaser trailer is up! Rhen Var Battlefield Teaser

RE: WIP *Porting* Rhen Var: Battlefield

Posted: Mon Nov 13, 2006 11:13 pm
by Teancum
Yeah, you gotta set up your CP's in the PostScriptLoad() section of your lua

RE: WIP *Porting* Rhen Var: Battlefield

Posted: Mon Nov 13, 2006 11:15 pm
by Karnage
This is what I have in my lua.
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
I have three command posts, "cp1", "cp2", "cp3."

But i'm guessing these command posts have to be in the ***_conquest.lyr. Right?

RE: WIP *Porting* Rhen Var: Battlefield

Posted: Mon Nov 13, 2006 11:16 pm
by JackSkratch
You have WAY to much empty space for my liking. Unless your gonna fill it with vehicles, then mabey you should fill it in with buildings, ETC

RE: WIP *Porting* Rhen Var: Battlefield

Posted: Mon Nov 13, 2006 11:18 pm
by Karnage
There will be numerous amounts of vehicles for the fortress attackers. And a small amount of vehicles for the defenders.

Besides the fact that there will also be a large war taking place in your "empty space."


-EDIT-
There that's much better. Got the units working (forgot to munge common after editing scripts) and the terrain isn't so blinding anymore.

I'm going to add uber in the script so we can get more units spawning and I will also add the vehicles.

Image

-EDIT-EDIT-
Man i'm on a roll! :P

Got a couple of AT-ST's in the map. Added uber but it's not completely working right now. I think I know the problem. Gave the rebels a Combat Speeder. I'll give them more.

Also thinking of giving the Imperial side an AT-AT. Tell me what you guys think of that.

That's all for now (until I edit my edited edit :? ).

RE: WIP *Porting* Rhen Var: Battlefield

Posted: Tue Nov 14, 2006 12:52 am
by Protector_Pulch
Yes, I remember seeing screenies of this map somewhere in the past.
I just have two little ideas:
First: the crates in the middle of the latest screen should be gray, so they fit the dominant colors of grey & white.
Second: It's ok when the battlefield itself is flat, for the sake of gameplay. But outside the fighting area, there's no "excuse" for having great plains. I'd put some hills, even mountains around the fortress, with the attackers starting cp being the only "entrance" to this area.

Posted: Tue Nov 14, 2006 12:57 am
by Karnage
Good idea with the boxes and mountains.

I'm however going to leave a little space right here...
Image

...open a little. This is where the Rebel sides vehicles spawn. There are also small stairs that lead from the back there.

Posted: Tue Nov 14, 2006 1:25 am
by Protector_Pulch
that's okay with me, I just see that the ground textures, well, look like textures instand of looking like real ground, because the darker spot is always on the same position of the tile. Maybe a bit of texture variety would help out.

Posted: Tue Nov 14, 2006 2:06 am
by Karnage
Here's the new crates...
Image

...and the new terrain.
Image

Posted: Tue Nov 14, 2006 4:20 pm
by valiant
Wow. Looks great man.

Posted: Tue Nov 14, 2006 5:04 pm
by Hebes24
Looks like there will be oppertunities for some nice snipage from the buildings. :P

Looking good!!

Posted: Tue Nov 14, 2006 8:06 pm
by Razgriz
Looks awsome karnage!

Posted: Wed Nov 15, 2006 5:11 pm
by =AOX=Durge
Amazing Karnage! This map will be really good! Any side changes?

Posted: Wed Nov 15, 2006 5:16 pm
by Pereza0
Id like to see big battle over there. Asking the same as Durge too

Posted: Wed Nov 15, 2006 5:20 pm
by =AOX=Durge
If your looking for beta testers, I will be one.

Posted: Wed Nov 15, 2006 5:23 pm
by valiant
Not if I get there 1st lol. I'll help too. I have nothing to do now.

Posted: Wed Nov 15, 2006 5:25 pm
by LordGrievous13
=AOX=Durge wrote:If your looking for beta testers, I will be one.
Yeah, me to!

Posted: Wed Nov 15, 2006 5:29 pm
by Pereza0
I know somebody who would be interested..... Gues who!

Posted: Wed Nov 15, 2006 5:33 pm
by valiant
Oh gee, you?

Posted: Wed Nov 15, 2006 8:09 pm
by RevanSithLord
lol. Im in if you want.