W.I.P. Battle of Geonosis; 125th (Revised)
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- Pigger
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Sweet....1 thing: could you try and up the amount of units and soread them through the battlefield? that might make it a bit more realistic. :maulsaber:
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MercuryNoodles
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
I must say I like this background story a lot better. Someone's been spending quality time with Karen Traviss, methinks. 
- darth omm9
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obiboba3po
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
that looks crazy... less acklay... 
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Master Fionwë
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
I know this is a bit of a bump, but I'm hoping that since it's an update it will be allowed. I took a whole ton of screenshots the other day and decided to share some of them, so that you guys know I'm still here modding.






















I had to remove the bunker from cp4, as something about it was messing that area up, moving everything there off the ground. So now it is a shallow dip surrounded by rock bunkers. The battle is quite intense there if you try to take the cp.
In one of those pics there you see a hangar filled with droids. I have no idea why they do that, and nothing I've done fixes the problem, so I will probably be removing that cp and relocating it to another position. It does make for some good killing spree scores though! lol
The CIS definately have the advantage of numbers and starting position in this map. I've found out that playing a short battle is not a good option. I decided to set the timer at 30 minutes, and even after it was up the battle could have been continued. The way the battle will progress if you are the Republic, and focus on advancing your lines, is like this: They will move forward slowly, taking ground at a slow pace. They'll capture the cps as they come across them, and will keep fighting over a few of them. Eventually they will force the CIS back to their base cp, making them lose almost every advantage they have, in vehicles, position, but not in numbers. This is when the battle is hardest, because now you are fighting over 200 droids and Geonosians in a spot where your own reinforcements arrive gradually. This took 30 minutes just to get close to this point.
Conquest is the main mode, and Hunt is working nicely, but CTF may have to go. After a lot of trial and error, and reaching various degrees of success with it, I cannot get all the sides to work the way I want them to. Sometimes they go for the flag, and it looks almost like a real CTF, and other times the units just stand there or move around and cluster together.
The map now features two full sides, a new CIS and a slightly altered Republic from the first version. Conquest mode features, for the Republic Hero, my own Jedi Knight Keìra Lys with her tri-sabers.
I've also added a very new feature to the map: a hidden tunnel. The tunnel has only one access point to it, and that is hidden pretty nicely. The exit location for the tunnel is one-way, and acts as a large jump-ramp. I am debating what vehicle to provide in the tunnel, but be assured whatever I use it will be very fast, and could take you from one side of the map to the other in a very short time. The picture above with the glowing orb in it is the current vehicle. I've adjusted the views on it so what you are seeing is what you see when you get inside it. Basically, I turned the view into a first-person view without actually making a fpv.






















I had to remove the bunker from cp4, as something about it was messing that area up, moving everything there off the ground. So now it is a shallow dip surrounded by rock bunkers. The battle is quite intense there if you try to take the cp.
In one of those pics there you see a hangar filled with droids. I have no idea why they do that, and nothing I've done fixes the problem, so I will probably be removing that cp and relocating it to another position. It does make for some good killing spree scores though! lol
The CIS definately have the advantage of numbers and starting position in this map. I've found out that playing a short battle is not a good option. I decided to set the timer at 30 minutes, and even after it was up the battle could have been continued. The way the battle will progress if you are the Republic, and focus on advancing your lines, is like this: They will move forward slowly, taking ground at a slow pace. They'll capture the cps as they come across them, and will keep fighting over a few of them. Eventually they will force the CIS back to their base cp, making them lose almost every advantage they have, in vehicles, position, but not in numbers. This is when the battle is hardest, because now you are fighting over 200 droids and Geonosians in a spot where your own reinforcements arrive gradually. This took 30 minutes just to get close to this point.
Conquest is the main mode, and Hunt is working nicely, but CTF may have to go. After a lot of trial and error, and reaching various degrees of success with it, I cannot get all the sides to work the way I want them to. Sometimes they go for the flag, and it looks almost like a real CTF, and other times the units just stand there or move around and cluster together.
The map now features two full sides, a new CIS and a slightly altered Republic from the first version. Conquest mode features, for the Republic Hero, my own Jedi Knight Keìra Lys with her tri-sabers.
I've also added a very new feature to the map: a hidden tunnel. The tunnel has only one access point to it, and that is hidden pretty nicely. The exit location for the tunnel is one-way, and acts as a large jump-ramp. I am debating what vehicle to provide in the tunnel, but be assured whatever I use it will be very fast, and could take you from one side of the map to the other in a very short time. The picture above with the glowing orb in it is the current vehicle. I've adjusted the views on it so what you are seeing is what you see when you get inside it. Basically, I turned the view into a first-person view without actually making a fpv.
Last edited by Master Fionwë on Sun Apr 27, 2008 6:36 pm, edited 3 times in total.
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Grev
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
wow! Really cool! Its a big download, but I may download it sometime soon.
- Delta 47
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Very impressive 
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wazmol
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Looks great Fionwe!
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Xavious
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Isn't that terrain a little.... bright?
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{501st}Commander_Appo
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RepSharpshooter
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Looks great! It's come a long way. I like the brighter terrain, it fits more with the movie. The splotches of green perhaps are incorrect though.
I like all the sides, they're neat.
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Grev
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
I have to agree with the green being out of place, but I sthink the movie was more dark. It was both. But I think it fits the map. Im sure the terrain doesnt kill any aspects of the gameplay, so its fine.
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Master Fionwë
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
As for the green, that is none of my doing. I think it is a wierd graphic glitch that has something to do with having built the map off the geo.wld file. I don't have a clue as to the cause of it, nor can I take it away. Once you get up closer to it they vanish.
Oh, another problem that I forgot to mention with the map is the lack of special effects. Not that I didn't add any to the map, but rather that I added so much they don't show up. As you can see in some of the ss above, the rocket flares very rarely appear, and I haven't seen a grenade explosion in months. It might just be my graphics card though.
I hope to have this uploaded in a few days, but I don't know if CTF is ready for it. So I'm asking you guys, what do you think of having CTF in this map? Should I get rid of that mode so I can release it early in May?
If not, then the map might not get out until close to June, since I will be gone for two weeks in the middle of May.
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RepSharpshooter
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Isn't your map a little too big for ctf?
Also, you may just want to put more polish on the things you have now instead of branching out to different things, unless you have time to do so.
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Caleb1117
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
You should get the ML Kashyyyk ARC Rifle, it's MUCH better.
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Master Fionwë
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Much better than what? Also, where can I find it please?Caleb1117 wrote:You should get the ML Kashyyyk ARC Rifle, it's MUCH better.
I'll get rid of CTF then. I thought that it wouldn't fit very well to begin with, but I wanted to try it out.
- Delta 47
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
You could probably find them here: ML Kashyyyk Assets 
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Master Fionwë
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Master Fionwë
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
Update: Sorry, but the map will be a few more days. I found a few objects that are floating, and need to replace them since they won't move down.
Thank you for your patience.
Thank you for your patience.
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MandeRek
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Re: W.I.P. Battle of Geonosis; 125th (Revised)
It's better to take more time, and have a bugless map, than doing it quickly and very unaccurate..Master Fionwë wrote:Update: Sorry, but the map will be a few more days. I found a few objects that are floating, and need to replace them since they won't move down.
Thank you for your patience.
Cool man, take your time
