space death star 1

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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ruasoh

Post by ruasoh »

Looking nice! I have a few ideas and questions for you. I had thought about doing this map as well so I've spent some time thinking about the spawning in space problem. Is it possible to create a rebel side and replace the people with ships? Since there is no need for ground combat couldn't this work? Also, for the imperial spawing, you could keep them as people and put a hangar in the side of the trench (I don't know what you had originally planned). Then you could place turret chairs for main turrets like the towers ("watch out for those towers...")
How did you get rid of the nebula in the sky file? I modified the file to look like one of the original maps, but the only thing that changed was it would show the dome ships I added...Anyway, great work so far!
11of3

Post by 11of3 »

thanks ruasoh,the map is at the moment going to be dogfighting.I have remove both cap ships from the map and I am trying to put in a rebel base on yav 4.As for the sky files I just tried typing "rem" in front of everything I didn`t want in!
Schizo

Post by Schizo »

Whoa... how are you going to get the Rebels on Yavin?! That'd be a long ways to fly...probably a lot of lag too. I still think the Rebels should spawn as their ships already in space. But, I'm not sure how one would go about doing that... well, I'm sure we'll figure something out. Whether they spawn from a Mon Cal, Yavin, or even in space, this map is gonna be awesome either way.

Right now, I'm looking for objects that might be good for an exhaust port. So far, I've seen nothing, but I got a feeling I might be able to find something in Mygeeto or Polis Massa... maybe even the Death Star ground map.
ruasoh

Post by ruasoh »

11of3, the sky file in the world1 folder doesn't have anything to remove, it's just view distance and stars...is there something else I'm missing? I've tried adding a different planet like what you did with yavin, but there's no change, just the same default blue nebula and Endor in the background... Also, I don't know if I understand this correctly, but couldn't you create a spawn point "on Yavin" and use a portal to cover the distance to the Death Star?
11of3

Post by 11of3 »

Ruasoh,go into the sky folder in your world folder and then edit the sky file that your map is calling for.hope this helps.
11of3

Post by 11of3 »

early screen shots of the rebel base on yavin 4
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ruasoh

Post by ruasoh »

Thanks! That worked great! I didn't think to modify those files. Your map looks like it's coming along nicely
Schizo

Post by Schizo »

I'm curious as to how the Rebel base on the planet is going to work... should be interesting... very interesting indeed.

If you need help with anything else, let me know. I've been unable to find any objects lying around that could make a good exhaust port. I even considered just using the CP's model with the destroyable space objects' properties. But, I'm not sure that would cut it. Your best bet is to find someone who can make you a good model of it for you to use. If you can get a model, I'll make an ODF file for you to put in the map. That much I can do.
OOM-911

Post by OOM-911 »

i saw this done befor or somthing like that

with the death star treanch run for swbf1 the rebels started in something like a black skybox whitch could be exited but not enterd then when you fly threw to the outside of the box your abouve the death star

actwilly you could make the imps the same and put a imperial hanger in there that they would fly out of

ether in the trench or somewhere farther away
11of3

Post by 11of3 »

some new screen shots

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jango232

yay

Post by jango232 »

im likeing this map already wot would be evan more great you do 2 versions the new hope death star and the retuen of the jedi version on the rotj 1 you could make it able to fly in ti the death star and well the possabillites are endlass :lol: :wink:
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Guest

Post by Guest »

Combinied map? wow!
11of3

Post by 11of3 »

Once I have finished this map I plan on making a Death Star II map with tunnels etc.I did make one foe battlefront I but due to computer virus I was unable to finish it.To give you an idea of what the Death Star II map for battlefront II will be like,here`s some shots of the unfinished map for the first battlefront game
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the thing to bear in mind with the screen shots in this topic is that the maps are made with everything in the assets folder.I can not model!I just try many different things.The reactor core in the Death Star II map is the ion canon from hoth turned upside down and re-skined!
Schizo

Post by Schizo »

For the BFII one, I think you could use the tractor beam object from the Death Star ground map already in the game for the core reactor. That would work very well.
Wadi

Post by Wadi »

It would have to be scaled up, or maybe if you used both...had the Hoth Ion Cannon, and then the tractor beam coming out of the bottom. I think that would look like the film.
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minilogoguy18
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Post by minilogoguy18 »

yeah but the only thing about this level is that it can only be so big and you can see the end of the map at a certain point. i recommend someone just doing the battle of endor with the second DS in the background.
Schizo

Post by Schizo »

Yeah, I'm already working on doing a large Battle of Endor map, with the Death Star II, fleet of Star Destroyers, Endor, etc. in the backround. Completely based off of the old Rogue Leader level by the same name. It's gonna be an old school space battle, just how I've always wanted it. :P
11of3

Post by 11of3 »

any screen shots yet?
Alex533

Post by Alex533 »

Schizo wrote:Yeah, I'm already working on doing a large Battle of Endor map, with the Death Star II, fleet of Star Destroyers, Endor, etc. in the backround. Completely based off of the old Rogue Leader level by the same name. It's gonna be an old school space battle, just how I've always wanted it. :P
A SSD would make it complete! But theres not much likelyhood of that.
Akaia

Post by Akaia »

11of3, your map is looking great. Keep up the good work, and I can't wait to see the finished thing.
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