No Man's Land
Moderator: Moderators
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: No Man's Land
It just looks like a missing texture to me. Maybe you skinned it incorrectly?
- Mithrandir
- Private Recruit
- Posts: 25
- Joined: Fri Feb 12, 2010 6:05 pm
Re: No Man's Land
I don't see how that is possible when all I've done is copied the texture of the terrain and renamed it as the texture of the prop...
- Snork
- Lieutenant General

- Posts: 669
- Joined: Thu Jun 07, 2007 3:34 pm
- xbox live or psn: No gamertag set
- Contact:
Re: No Man's Land
I recommend (this is especially easy to get away with on snow maps) using very simple textures for the ground and any natural looking props because that makes the atmosphere seem more convincing. When the background objects and scenery stand out too much the map gets a "thrown together assets" feel. When you've got consistent texturing it really goes a long way. I like the look of this map greatly. :)
- Mithrandir
- Private Recruit
- Posts: 25
- Joined: Fri Feb 12, 2010 6:05 pm
Re: No Man's Land
Video time!
Heres a 2nd video of the map: http://www.xfire.com/video/474d18/
The video is an entire round, so you can skip through some of the beginning and such. I enjoy playing it even in its current, buggy state so I decided I would film it in case you guys would like another video. I'm sorry but still no sound, and I don't think I will be able to have sound in the future.
The map is very close to alpha, although unfortunately some things on the "To do before Alpha" list won't get done. In the video, you will see some bugs that I'm going to fix and then put the premature map in your hands by the weekend! 
I don't know how well the video translates the feel of the map to you, but its pretty fast paced and intense. My internet is very slow and laggy, so I don't think I will be able to test online very much, but I encourage those who are interested to do so. It would be very fun to play co-op, maybe one person taking each side of the map or working together as a team in the trenches. When the Alpha is released, please test online for me along with single player and give me some feedback!
Possible Idea:
The trenches mass of trenches to move between and fight through were my original idea for the map, and I really don't want to take away from this, so I was wondering if you guys think that by adding a mining base that doubles as a military outpost for the Republic, behind the trenches and bunkers already in place, it would take away from the trenches and bunker assault? My first thought is no, because the droids would still have to make their way through the trenches to get to the base, but then why fight and risk in the trenches when you could set up and prepare in the fort and then sit and wait? What would you guys prefer??
Also! Does anyone have good ways of "encouraging" AI to use custom drop weapons, like ammo and health drops? And is there a way to force AI players within a certain range or that you have your crosshairs over to drop health or ammo? Possibly some long, error filled hours of editing the "Follow me!" command??
Heres a 2nd video of the map: http://www.xfire.com/video/474d18/
The video is an entire round, so you can skip through some of the beginning and such. I enjoy playing it even in its current, buggy state so I decided I would film it in case you guys would like another video. I'm sorry but still no sound, and I don't think I will be able to have sound in the future.
I don't know how well the video translates the feel of the map to you, but its pretty fast paced and intense. My internet is very slow and laggy, so I don't think I will be able to test online very much, but I encourage those who are interested to do so. It would be very fun to play co-op, maybe one person taking each side of the map or working together as a team in the trenches. When the Alpha is released, please test online for me along with single player and give me some feedback!
Possible Idea:
The trenches mass of trenches to move between and fight through were my original idea for the map, and I really don't want to take away from this, so I was wondering if you guys think that by adding a mining base that doubles as a military outpost for the Republic, behind the trenches and bunkers already in place, it would take away from the trenches and bunker assault? My first thought is no, because the droids would still have to make their way through the trenches to get to the base, but then why fight and risk in the trenches when you could set up and prepare in the fort and then sit and wait? What would you guys prefer??
Also! Does anyone have good ways of "encouraging" AI to use custom drop weapons, like ammo and health drops? And is there a way to force AI players within a certain range or that you have your crosshairs over to drop health or ammo? Possibly some long, error filled hours of editing the "Follow me!" command??
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THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: No Man's Land
Mithrandir wrote:Also! Does anyone have good ways of "encouraging" AI to use custom drop weapons, like ammo and health drops? And is there a way to force AI players within a certain range or that you have your crosshairs over to drop health or ammo? Possibly some long, error filled hours of editing the "Follow me!" command??
I am pretty sure the unit has to be set to a "support" type, to get it to drop dispenser weapons. I could be wrong. And there is no way to edit the "Follow me!" command, at all.
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Eaol
- Major

- Posts: 510
- Joined: Fri Jul 31, 2009 5:49 pm
- Location: Everywhere.
Re: No Man's Land
It looks like the droidekas are having issues getting into the shield. I'd lower it a bit. Or I just wouldn't have droidekas altogether, as, realistically, they wouldn't do well going through snow (they would tend to slip around a lot).
EDIT: Not too sure what the dude with the weird sword is, or what half of these weapons are. Not a problem, but it's interesting.
EDIT: Not too sure what the dude with the weird sword is, or what half of these weapons are. Not a problem, but it's interesting.
- Mithrandir
- Private Recruit
- Posts: 25
- Joined: Fri Feb 12, 2010 6:05 pm
Re: No Man's Land
Well, the only thing that can actually get through the shields are tanks, which im planning on fixing, but the shields are destroyable (and I need a way to have it so they all are destroyed if one is destroyed), but I'm planning on removing droideka. Most of the weapons have custom models made by me, but don't be fooled, only a few are made from scratch. I just edited stock meshes to make the others, haha. The guy with the green sword will eventually become Jalto, although he just has a snow trooper model from Hoth temporarily and his weapon will be reskinned. I'm being lazy with him for the time being. Jalto was given minimal training as a Jedi because he has a decent miti-chlorian level so is able to use weak force moves. This explains why he has a primary melee weapon, and it also evens out Jalto/Ingourna face offs, since Ingourna fights with two double-sided sabers but with only side of them turned on.
**EDIT**
Oh and WULFMAN, thanks.
**EDIT**
Oh and WULFMAN, thanks.
