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Iego: Cliffhold City

Posted: Tue Aug 17, 2010 8:50 pm
by fiddler_on_the_roof
Hey GT
I'm releasing my first map, Iego: Cliffhold City.
Screenshots can be found HERE
WIP
**I apoligize in advance for getting any hopes up of units from those pictures. not all units were included that are in those pictures.

FILEFRONT LINK
MEGAUPLOAD LINK

Sides are custom.
Most (90%) of the models are my own.
Compressed Size-21MB
Expanded Size-130MB

Credits:
-Deviss--Exporting Models, NeoMarz exported Airborne trooper, Mando Sniper, Cmdr Cody, Skin Pack for first 212th trooper
-DarthDUCK--Improved Airborne, Double Handed Pistol Anims,
-Kinetosimpetus--BX Commando Droid
-CodaRez--DC-15s Pistol
-Pandemic--tools, Tat props, crates
-RogueKnight (Deviss too)--DC-15 Rifle (NeoMarz too), Carbine(OOM-9 too)
-icemember--Field Marshall, Neimoidian

Special Thanks to Beta Testers:
-CodaRez
-RC-1192
-Lagomorphia
-Skelltor
-Lephenix Dor

Special Thanks to GT community for support and modding help! :D

NOTE: This map is not made or distributed by Pandemic and I am in no way responsible for any damage to you or your computer, any damage resulting from this map is your responsibility.

How to play:
-Download ICC.exe
-Run ICC.exe
-Extract to ...StarWarsBattlefront2\Gamedata\Addon
-Run SWBF2

Please report any bugs or inconsistencies.

GCW era was left on for people who like GCW, and since _eli is in GCW, so ICCg_con does work

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 8:55 pm
by RogueKnight
Neomarz made the DC-15, and Deviss just changed the one area of the gun. All I did was slap it in my releases.

And depending on what carbine you used it may have been made by OOM-9.

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 8:55 pm
by RC-1192
Hey it's out :D

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 10:00 pm
by Maveritchell
About three seconds in, the first unit I tried (Nemoidian unit) had an awards weapons bug. I didn't go back to look for more since I'm not altogether too fond of having to restart my computer each time. Hero assault uses the conquest layer and has no load screen. It also has a jump height under the height of the map. Looks nice, could still use a bit more detail to the textures. Your big cliff model needs a lowrez model or it needs to be broken into pieces, because right now it's invisible at a distance, and that kills the appearance of the map at those distances. Don't think you had any ammo or health droids; they'd be nice on occasion.

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 10:16 pm
by RogueKnight
Maveritchell wrote:About three seconds in, the first unit I tried (Nemoidian unit) had an awards weapons bug. I didn't go back to look for more since I'm not altogether too fond of having to restart my computer each time.
Not sure if you know, or if it doesn't work for you, but usually you can ctrl+alt+delete out of the awards weapon glitch, happens to me all the time when testing.

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 10:42 pm
by Maveritchell
RogueKnight wrote:
Maveritchell wrote:About three seconds in, the first unit I tried (Nemoidian unit) had an awards weapons bug. I didn't go back to look for more since I'm not altogether too fond of having to restart my computer each time.
Not sure if you know, or if it doesn't work for you, but usually you can ctrl+alt+delete out of the awards weapon glitch, happens to me all the time when testing.
I'm not unfamiliar with Windows operations; once Battlefront hangs on my computer I can't simply switch out with things like CAD or alt-tab. It's not a common problem, but it is an irritant for me and it's one reason why I'll always point out awards weapons bugs.

Re: Iego: Cliffhold City

Posted: Tue Aug 17, 2010 10:47 pm
by ShadowWing
Yay it's out!

Re: Iego: Cliffhold City

Posted: Wed Aug 18, 2010 10:01 am
by fiddler_on_the_roof
RogueKnight wrote:Neomarz made the DC-15, and Deviss just changed the one area of the gun. All I did was slap it in my releases.

And depending on what carbine you used it may have been made by OOM-9.
ok, i'll update the credits
Maveritchell wrote:About three seconds in, the first unit I tried (Nemoidian unit) had an awards weapons bug. I didn't go back to look for more since I'm not altogether too fond of having to restart my computer each time. Hero assault uses the conquest layer and has no load screen. It also has a jump height under the height of the map. Looks nice, could still use a bit more detail to the textures. Your big cliff model needs a lowrez model or it needs to be broken into pieces, because right now it's invisible at a distance, and that kills the appearance of the map at those distances. Don't think you had any ammo or health droids; they'd be nice on occasion.
ok, thanks. I thought i had gotten rid of all the award weapons, i guess not.

Re: Iego: Cliffhold City

Posted: Wed Aug 18, 2010 11:10 am
by RC-1192
Maveritchell wrote:About three seconds in, the first unit I tried (Nemoidian unit) had an awards weapons bug.
this also happened to me with the pilot's award pistol

Re: Iego: Cliffhold City

Posted: Fri Aug 20, 2010 11:05 am
by MrCrayon
awww...too bad. Looks cool though. Where did you get the idea for the map from anyway? Lego makes blocks last time I checked...


I think a v1.2 is in order! Good job! At least you made your own models! Most people don't even bother!

Re: Iego: Cliffhold City

Posted: Fri Aug 20, 2010 11:24 am
by skelltor
yah thats what i thought to at first i was like i played the beta what does this have to do with Legos? than i ran into this article on wookiepedia http://starwars.wikia.com/wiki/Iego and i was like oh duh :oops:

Re: Iego: Cliffhold City

Posted: Fri Aug 20, 2010 1:57 pm
by MrCrayon
wait. Is this some sort of star wars wiki? Cool. Anyway, I was wondering. Maybe in the next potential version, a duel mode could be in it (no force, just saber). That would be fun. Just sayin!

Re: Iego: Cliffhold City

Posted: Fri Aug 20, 2010 2:11 pm
by skelltor
offtopic yes it is i use it a lot for names and wepon info its great :thumbs:

Re: Iego: Cliffhold City

Posted: Fri Aug 20, 2010 10:28 pm
by Marvel4
skelltor wrote:yah thats what i thought to at first i was like i played the beta what does this have to do with Legos? than i ran into this article on wookiepedia http://starwars.wikia.com/wiki/Iego and i was like oh duh :oops:
LOL Thanks for clearing that up! :funny2:

The map looks really nice, but a different sky would probably look better (just a suggestion). :thumbs:

Re: Iego: Cliffhold City

Posted: Mon Aug 23, 2010 9:52 am
by CodaRez
-Thought u showed me a picture of a different sky?

-No localization for both Englishes (i believe it is UK-english)

-I assume u really want to use the lowrez model of the republic sniper. Just pointing it out, if u are I won't stop u.

All I got for now. I see not much was changed besides the base republic trooper and the neimodian being able to drop more turrets at once. Like I said before, its good, but needs polishing. :wink:

Re: Iego: Cliffhold City

Posted: Mon Aug 23, 2010 3:00 pm
by agentsmith38
Cool map dude

Re: Iego: Cliffhold City

Posted: Wed Aug 25, 2010 10:08 am
by DarthD.U.C.K.
alright heres my report:
first of all you forgot to credit the creator of the sniperrifle and the DC-15s was made by SoM3
second: the commando droid is overpowered, hes invisible for quite some time, one shot drains about 2/3 of your life and he shots very precise
and why did you put neomarz's clonesniper in the map? the style doesnt fit the other clonemodels
but now to the map itself:
in heroassault you cant jump, is that intended?
most of the buildings have collisionproblems especially on the top:
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on the outer platforms half of the spawning unist runs straight off them motsly in the direction opisite to the bridges
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there's no real sky
the shadows are very big, thats not bad but in connection with the platforms overlapping etc. shadowvolumes it can look really weird:
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the canyonwalls disappear very often which results in strange transitions (on the right in this image), did you put "-lodgroup hugemodel" in the msh.option:
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and the colors of the spireprops is a bit too diverse in my opinion
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some spires are floating in the distance:
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i think its a good start but the textures and the environment (especially around the playable area) need improvement and maybe a more elaborated layout, maybe bigger mainplatforms with one or two enterable buildings

i hope this helps you making the map better :)

Re: Iego: Cliffhold City

Posted: Thu Aug 26, 2010 3:05 am
by lucasfart
Sorry to take this slightly offtopic, but does that "-lodgroup hugemodel" in the msh.option file stop the model from ever dissapearing? If so, thats solved a big issue for me.

Re: Iego: Cliffhold City

Posted: Thu Aug 26, 2010 8:21 am
by DarthD.U.C.K.
it tells battlefront to display the model still in big distance but it wont stop it from disappearing
i think you need a lowrezmodel to see an effect, but you always need a lowrez for such huge objects anyway

Re: Iego: Cliffhold City

Posted: Fri Aug 27, 2010 8:05 pm
by lucasfart
In my case i have a large object which the player is inside (indoors map), and the opposite corner of the prop fades out and you can see the sky in the very corner. Would i still need a lowrez model?