Sword Fighting 2 v1.0

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Bob
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Sword Fighting 2 v1.0

Post by Bob »

WIP thread

Here's an updated version of Sword Fighting 2, now with fire bolts (doing area damage, but the ammo is limited) for the crossbow. I also changed the balance:
The bad guys will now overrun the city, but have limited reinforcements. In other words, they have to take the city before they're all dead.
Hidden/Spoiler:
Image
Kill it with fire!
EDIT: forgot the Link
Last edited by Bob on Thu Jul 26, 2012 5:43 pm, edited 4 times in total.
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Re: Sword Fighting 2 beta 1.1

Post by Noobasaurus »

YES! DLing NOW! :D
Hidden/Spoiler:
But where's the link? LOL :funny2:
EDIT: I found it!
Bob
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

Noobasaurus wrote: EDIT: I found it!
No you don't, there was none. Added it.
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Re: Sword Fighting 2 beta 1.1

Post by MileHighGuy »

The game crashes about 5 minutes in! I love sword fighting mods, i have been trying to make a medieval mod for a while but i always crash. Good job on this!
Last edited by MileHighGuy on Sun Oct 16, 2011 6:58 pm, edited 1 time in total.
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

MileHighGuy wrote:The game crashes about 5 minutes in!
I've overdone it a bit with the unit count, it will be fixed in the next version.
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Re: Sword Fighting 2 beta 1.1

Post by Noobasaurus »

Bob wrote:No you don't, there was none. Added it.
I looked in the WIP.
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Re: Sword Fighting 2 beta 1.1

Post by yuke5 »

I just played through the map. The sides were pretty solid, and the gameplay flowed well. I like the map. Here are my suggestions,

Add vegetation. When I was attacking the fort, there was all this open space. Add some scenery outside of the castle, it'll look a whole lot cooler.

The command posts are invisible. Move them up a little, I don't know, make them visible. Change the msh to something more medieval. That really hurt my enjoyment of the map.

The crossbow should be able to zoom. There doesn't need to be a scope, but it would help if I could zoom in just a little bit. I don't know if I have bad eyes or something, but I couldn't see a crossbowbolt. Just use an ewok spear, it'll help the player adjust their shots.

Maybe make the lighting a little darker. Adding some torches might generate a neat effect too.

I hope I was helpful. Like I said, I really,really enjoyed the map, these are just my suggestions to make a really good map into a great map.
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

@Noobasaurus: That's a link for the beta 1.0, this is the beta 1.1.
yuke5 wrote: Add vegetation.
added to the (active) goals
yuke5 wrote: Change the msh to something more medieval.
I've seen a cp on GT wich was a flag, but I don't know where and who made it...
yuke5 wrote: The crossbow should be able to zoom.
I will also reduce the spreading a bit. The crossbow had no zoom because I never used it (the zoom), but I will of course add it.

I will also work on the light of the map, it still uses the yavin settings.
yuke5 wrote: these are just my suggestions to make a really good map into a great map.
That's exactly what this tread is for, thanks!
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Re: Sword Fighting 2 beta 1.1

Post by AcaelusThorne »

yuke5 wrote: Change the msh to something more medieval.
I've seen a cp on GT wich was a flag, but I don't know where and who made it...
yuke5 wrote: The crossbow should be able to zoom.
Well it was probally AgentSmith#38 you where talking about he made one for his "The Final Push" map (LINK)

Also think the zoom for the crossbow is a good idear

Mayby you want to create another spell for the wizzard, just for alternation to the othere one
(for example a force push that uses all your energie so that it can t be used all the time
or a thunderbomb or something like that ... idk :) )

And I thought a gate would be a cool idear. It would give a more siege like feeling.

Seperating the bad CPs might also be helpfull for a better balance cause you are hardly able to capture both of them when millions of badys spawn there :wink:
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

@AcaelusThorne: Not the flags i remembered, butexactly what i meant. I'll ask Smith if I can get these (time to think about a symbol for the good guys).
I'll also add spells to the wizzard, but he will stay a defensive unit.
A gate is a good idea, but it would screw up the AI behavior (they will run against it until it gets destroyed).
Btw, you aren't supposed to capture the bady's cps, they will stay at their position.
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Re: Sword Fighting 2 beta 1.1

Post by AcaelusThorne »

I just was into making an heroic fall out with the heavy god guy and a bit angry cause I always failed cause there is no where to hide from all these guy on one point. I would atleast mayby give them a smole camp with some scarry "badisch" elements or something at the CPs, to show: this is the bad guys they don t want you here and do not enter.
Anyway it is your map :wink:

About the gates, couldn t you make some catapulls or ballistas the bots would enter and destroy the gate with before there men arife ?
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Re: Sword Fighting 2 beta 1.1

Post by yuke5 »

Another note on the vegetation, what might give the map more of a mythical/not on earth feel would to use those huge Kashyyk trees. Just a thought.
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Re: Sword Fighting 2 beta 1.1

Post by Unlucky13 »

Wow, very nice map. The sides were good and the attack/defence gameplay was awesome!

Just a suggestion, but maybe you should increase either the health of the units or lower the damage of their weapons. I know damage like that is realisic, but when one sword hit can kill you, it can get pretty hard to defend against a huge army, and not hard in a good way.

Very good job, I have been waiting for a castle map for awile.
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

AcaelusThorne wrote:small camp with some scary "badisch" elements
I'll do a camp, but it will be more authoritative than scary since the "bad" guys are acctually more civilized than the "good" ones, but there will be no skulls or something.
AcaelusThorne wrote:About the gates, couldn t you make some catapulls or ballistas the bots would enter and destroy the gate with before there men arife ?
I'll try, but since I'm not very experienced with modeling there could occur primitive grenades instead.
yuke5 wrote:What might give the map more of a mythical/not on earth feel would to use those huge Kashyyk trees.

It's somewhere in the mountains, so there will be rocks, bushes and grass, but no trees at all, sorry.
Unlucky13 wrote:increase either the health of the units or lower the damage of their weapons.
I won't do this, or at least not that much. The art of melee in this map consists of knowing the range of your blade and it's combo well. You will have to strike with the correct timing and the correct angle to be a succesfull warrior. Takes a bit time to get a feeling for your weapon, but if you got it you can easily beat your enemies. I gave the weapons this high ammount of damage to prevent that the player just hits blindly around like a fury, wich is SWBF2's common way of melee.
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Re: Sword Fighting 2 beta 1.1

Post by TheSelfDestroyer »

it's a very fun map,great work!
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Re: Sword Fighting 2 beta 1.1

Post by 111alan »

Please upload it to filefront.megaupload is not accessible for some people,like me.
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Re: Sword Fighting 2 beta 1.1

Post by [Padawan]Helkaan »

Here you go then :wink:

http://www.gamefront.com/files/20910666/
Bob wrote: I've seen a cp on GT wich was a flag, but I don't know where and who made it...
http://www.gametoast.com/forums/viewtop ... 54&start=0
Bob
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Re: Sword Fighting 2 beta 1.1

Post by Bob »

I'm in modeling-rage today, I'll get goin' imediately!

Ballista is nearly completed, just needs a texture:
Hidden/Spoiler:
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Re: Sword Fighting 2 beta 1.1

Post by 111alan »

thanks
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Re: Sword Fighting 2 beta 1.2

Post by Bob »

Beta Update

Look in the WIP to find a list of what's new.
Comments on the map go there, report of broken link/missing files/other technical stuff go here.

DL: http://dl.dropbox.com/u/69669543/SW2.rar
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