Battle of Geonosis; 125th Legion ver1.1
Posted: Tue May 06, 2008 1:30 am
Finally, I bring to you my first map, improved and expanded. Era said in his review of version 1.0 that it was the biggest map he had ever seen; well, now it is even larger. I have expanded the borders of the map to some of the unused corners. A new mini-map has been put into the map, courtesy of Repsharpshooter. Thanks Rep!
The map has many features in it, some were already in version 1.0, while many are new to this version.
There are an increased number of vehicles now, not quite as many as I had at first, but more than I planned on for this version.
I have added a hidden tunnel to the map, one that is accessed by only one small room using a glitch. There is a nice asset in the tunnel to use if you get there.
I can safely say that this map has been the first to do a few things:
The first to use the SPHA-T as an actual vehicle, the first to use the RTT, and the first to use a hidden model in the geo world folders, called the entryspire. You will see a lot of them scattered around the map.
Bugs still known to exist:
The LA-AT still does that spinning thing sometimes, but I have seen it fly around like any other flyers.
I think that one of the vehicles is still missing sound.
Effects don't always appear.
A few objects will not stick to the ground. Absolutely nothing could be done about them, so they will be removed in one of the future patches.
There is a lot to be done playing this map. I've tried to make it so that there is a battle going on in many places at once, regardless of what cps you have at any given time. The battle, if left to itself, has a fairly good movie like ending: the Republic wins with heavy losses, after a fierce bloody(and oily) battle, by slowly taking over the field. It is awesome to watch as the clones and Jedi go different ways to get to a cp, and then come out and attack a single cp on multiple sides. If you ever happen to be spawn-camping cp4, watch as Jedi and clones come through the back and side ways.
Of all the cps, only one seems to be messed up. CP11 in the chasm is in the script, but no one goes for it unless they are right there near it, and no one leaves it after it is captured. It does make for a nice struggle as you fight about 50 droids hanging out in it.
Link to the WIP:
W.I.P.
Here are the ss from the wip:






















I owe many people for the tools, knowledge, resources, and help for this map. If I forget anyone it is only due to the large number of people that I already mention, and was not intentional.
Credits;
Thanks especially to the members of Gametoast who helped me out with this map far more than I expected. Teancum, MercuryNoodles, Maveritchell, Trainmaster, and many others, for the help they gave me with this map's many issues during the stages of it's progress.
Thanks guys, this map wouldn't have even come out without your help.
Teancum for the source files, Luminara, Shaakti, Plokoon, and some vehicles, dwarfspider and geofighter, for releasing them; and the creators of these.
Psych0Fred for some of the vehicles; sphat, command shuttle,
AceMastermind for the core ship model I used
OOM-9, I hope I got the name right, the creator of the DC-15 model
The creator of the DH-17 model
Delta_57_Dash for the Disruptor Rifle
Vyse for the vibroblade
Moving Target and Murdocr for the ARC Rifle model
Challenger33 for the hex-edited jettrooper model and for some good ideas for the map
AlexSecura for the support he's given me and some good ideas
Repsharpshooter for the mini-map and also for some good ideas
Yankfan for the cool lasers,
Both YankFan and a_speck_of_dust for the CIS side, and the fixed dwarf spider that came with it.
[RDH]Zerted for the awesome help with scripts, especially ctf. Sadly, CTF did not work out very well, possibly because of the map's size, but thanks man anyways! It was looking great when it did work!
Beta testers:
Repsharpshooter
Challenger33
AlexSecura
REivEN
Kiteoflight
YankFan
CaptainOrdo11
My brother for getting the game in the first place
Lucasarts for creating such a great game, and
George Lucas for creating such an awesome galaxy.
Battle of Geonosis; 125th Legion
Unfortunately, due to the amount of homework that I ended up having, the map is not as finished as I wanted it to be, and there might be a few glitches that I missed due to time rush. For the most part it is finished though. As you will see, there are 3 modes, Conquest, Hunt, and Assault. Assault is my attempt at creating an online stable mode, and Hunt is only there for future purposes. I need to rewrite the script for it.
I am a little disappointed by the outcome of the map, but I wanted to get it out before I leave for the next two weeks to Europe.
Oh, the readme is screwed up, since notepad has (very oddly) become very messed up recently on my computer. It adds this \par at the end of every line now. Nothing works, since even getting rid of them and saving it will reinsert them again. Sorry for the inconveniance of having to read that.
I am done with the main file for this map, although I will continue to work on it and improve upon what I have, polishing it up and dealing with any glitches found slowly. I'll upload patches, containing only the fixed files for the map, as I complete them.
IMPORTANT: Do not play either Hunt yet, as neither of them work properly. One crashes and the other lost the command posts. They are in progress right now, to be released after I return in early June.
The map has many features in it, some were already in version 1.0, while many are new to this version.
There are an increased number of vehicles now, not quite as many as I had at first, but more than I planned on for this version.
I have added a hidden tunnel to the map, one that is accessed by only one small room using a glitch. There is a nice asset in the tunnel to use if you get there.
I can safely say that this map has been the first to do a few things:
The first to use the SPHA-T as an actual vehicle, the first to use the RTT, and the first to use a hidden model in the geo world folders, called the entryspire. You will see a lot of them scattered around the map.
Bugs still known to exist:
The LA-AT still does that spinning thing sometimes, but I have seen it fly around like any other flyers.
I think that one of the vehicles is still missing sound.
Effects don't always appear.
A few objects will not stick to the ground. Absolutely nothing could be done about them, so they will be removed in one of the future patches.
There is a lot to be done playing this map. I've tried to make it so that there is a battle going on in many places at once, regardless of what cps you have at any given time. The battle, if left to itself, has a fairly good movie like ending: the Republic wins with heavy losses, after a fierce bloody(and oily) battle, by slowly taking over the field. It is awesome to watch as the clones and Jedi go different ways to get to a cp, and then come out and attack a single cp on multiple sides. If you ever happen to be spawn-camping cp4, watch as Jedi and clones come through the back and side ways.
Of all the cps, only one seems to be messed up. CP11 in the chasm is in the script, but no one goes for it unless they are right there near it, and no one leaves it after it is captured. It does make for a nice struggle as you fight about 50 droids hanging out in it.
Link to the WIP:
W.I.P.
Here are the ss from the wip:






















I owe many people for the tools, knowledge, resources, and help for this map. If I forget anyone it is only due to the large number of people that I already mention, and was not intentional.
Credits;
Thanks especially to the members of Gametoast who helped me out with this map far more than I expected. Teancum, MercuryNoodles, Maveritchell, Trainmaster, and many others, for the help they gave me with this map's many issues during the stages of it's progress.
Thanks guys, this map wouldn't have even come out without your help.
Teancum for the source files, Luminara, Shaakti, Plokoon, and some vehicles, dwarfspider and geofighter, for releasing them; and the creators of these.
Psych0Fred for some of the vehicles; sphat, command shuttle,
AceMastermind for the core ship model I used
OOM-9, I hope I got the name right, the creator of the DC-15 model
The creator of the DH-17 model
Delta_57_Dash for the Disruptor Rifle
Vyse for the vibroblade
Moving Target and Murdocr for the ARC Rifle model
Challenger33 for the hex-edited jettrooper model and for some good ideas for the map
AlexSecura for the support he's given me and some good ideas
Repsharpshooter for the mini-map and also for some good ideas
Yankfan for the cool lasers,
Both YankFan and a_speck_of_dust for the CIS side, and the fixed dwarf spider that came with it.
[RDH]Zerted for the awesome help with scripts, especially ctf. Sadly, CTF did not work out very well, possibly because of the map's size, but thanks man anyways! It was looking great when it did work!
Beta testers:
Repsharpshooter
Challenger33
AlexSecura
REivEN
Kiteoflight
YankFan
CaptainOrdo11
My brother for getting the game in the first place
Lucasarts for creating such a great game, and
George Lucas for creating such an awesome galaxy.
Battle of Geonosis; 125th Legion
Unfortunately, due to the amount of homework that I ended up having, the map is not as finished as I wanted it to be, and there might be a few glitches that I missed due to time rush. For the most part it is finished though. As you will see, there are 3 modes, Conquest, Hunt, and Assault. Assault is my attempt at creating an online stable mode, and Hunt is only there for future purposes. I need to rewrite the script for it.
I am a little disappointed by the outcome of the map, but I wanted to get it out before I leave for the next two weeks to Europe.
Oh, the readme is screwed up, since notepad has (very oddly) become very messed up recently on my computer. It adds this \par at the end of every line now. Nothing works, since even getting rid of them and saving it will reinsert them again. Sorry for the inconveniance of having to read that.
I am done with the main file for this map, although I will continue to work on it and improve upon what I have, polishing it up and dealing with any glitches found slowly. I'll upload patches, containing only the fixed files for the map, as I complete them.
IMPORTANT: Do not play either Hunt yet, as neither of them work properly. One crashes and the other lost the command posts. They are in progress right now, to be released after I return in early June.