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Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 7:45 pm
by Dabrowski
New Post will be made soon on page 3. Note: Idea has now been changed from full map of the city (Defenders of Ralltiir) to only city interior (Extraction of Ralltiir) to give a more Battlefront authentic map feeling and so it will have less constraints to make)
Ralltiir (RAL)
Current Stage: Planning/Modding
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Ralltiir: Cambrielle
Once prosperous, this capital city is now devastated by war.
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Appendix:
Sketch 01
Sketch 02



RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 7:53 pm
by Penguin
nice pic!,
anyway, for the bombard ment, just make a SFX file that has lasers coming down, then add exposions, then just add that to a ODF ((like geo_splash.odf))
RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 8:08 pm
by Trans
I can't say much right now because of homework but I think you should add the Blockade Runner and Bridges, although those may need to be modelled.
I've played Rebel Strike and I'm going to be looking forward to this map

RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 8:12 pm
by PvtParts
For snowspeeders it would be neat to have them spawn in a far off all cap ship. although i would make some barriers so the ai dont wonder down yonder towards the allied ship, cause it would be quite a walk.
for the shield stretch the covering area of the gungan shield (im assuming its an effect not a model), make it a destroyableprop, and for exp use the shield shutdown used in bf1 for the battle of naboo.
and it should be easy, once its a destroyable prop, to raise the health.
RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 9:42 pm
by Schizo
Cool. I was thinking about doing a Rallitir map sometime, but never really went anywhere with it. I wish you luck.
The bridges are a must, of course. If you can make them destroyable that would be even better.
RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 9:51 pm
by NegativeSmiley
I can tell this will be good. You obviously like to put lots of details into your projects and i can't wait. Can tell by your pic.
As for the Sheild i suggest you take a trip back to the SWBF1 mod tools.
For balance issues i'd look for 2-3 speeders per AT-AT also turrent heavy on the rebs side. Lots of cover for the rebels and plenty of useful hint nodes.
Random Arty might be possible i'll talk to Zerted about it.
Best of luck!
RE: Ralltiir: Cambrielle ( WIP )
Posted: Wed Apr 26, 2006 11:43 pm
by Dabrowski
thx
one of the main problems i see is with the speeders. i cant figure out where they should spawn. A capital ship would seem off because i think it would have been shot down by the 2 star destroyers. i honestly dont know where the fighters came from in the game.
but my best bet is inside the dome will be best so that all the rebel forces are inside of the city and defending from the imperials
(btw i never had bfI, so i dont have access to bf1 resources)
EDIT: if these resources are in the bf1 mod tools, i will download them
Posted: Thu Apr 27, 2006 12:31 am
by PvtParts
They are in the bf1 assets.
My idea with the allied cruiser was mainly founded by the fact that aside from rogue squadron, ive never been able to fly a snowspeeder out of a space ship.
What i was thinking is rogue squadron probably has a capital ship that they (more specifically their ships) reside in. It would like be way far off away from the battle, and you would put barriers banning everything except flyers from the allied cruiser, and make the planning connection 1 way. this way you would either spawn in the city or at the cap ship.
i dont know - i just like the idea of starting in a cap ship, with a snowspeeder, i like it a lot.
Posted: Thu Apr 27, 2006 12:54 am
by Penguin
i don't, not realistic, considerign that the snowspeeder is just a modifed civillian air speeder, it can't go very high up, so the cap ship would have to be landed (or very close) to the ground.
Posted: Thu Apr 27, 2006 1:20 am
by PvtParts
Thats kind of what i was getting at. Rogue Squadron was not stationed on Ralltiir, so they must've had a Capital Ship of some sort to dock their, well, Squadron in. Snowspeeders dont have hyper drive.
So in order for them to get to Ralltiir, and to keep up with the Rogue Squadron concepts, which im assuming doesnt have them station on Ralltiir during the attack, they would be launched from whatever capital ship they reside on.
And perhaps put a flight ceiling on the snowspeeders so they cant go blastin out in the air, and take away their rolling and trick capabilities - Penguin is right in that they are civilian speeders essentially, not stunt fighters like the x-wing.
Posted: Thu Apr 27, 2006 1:51 am
by jangoisbaddest
Sweet! Man, if you can make this look/feel anything like the rogue squadron level, it will be grand! I loved the Raltiir level, but the gameplay in RSIII was far too lonely. Massive bot counts and other controllable vehicles will be awsome. Good luck!
Posted: Thu Apr 27, 2006 1:58 am
by minilogoguy18
just make a base inside the field where the snowspeeder take off from because the speeders were probably already on planet and luke probably just took an x-wing down to the planet. there also need to be imperial APCs and also AT-PT's rather than AT-ST's and also the imperial loading crafts that drop off AT-ATs and a small army. the rebels were completely outnumbered in rogue leader and it should be exactly like that in SWBF2 since all of this is very possible.
Posted: Thu Apr 27, 2006 2:23 am
by Guest
Dabrowski
very nice pic. I hope what your map will nice too

Posted: Thu Apr 27, 2006 5:41 pm
by Schizo
minilogoguy18 wrote:just make a base inside the field where the snowspeeder take off from because the speeders were probably already on planet and luke probably just took an x-wing down to the planet. there also need to be imperial APCs and also AT-PT's rather than AT-ST's and also the imperial loading crafts that drop off AT-ATs and a small army. the rebels were completely outnumbered in rogue leader and it should be exactly like that in SWBF2 since all of this is very possible.
Indeed. The APCs and AT-PTs are a must. I can also see AT-STs working in the map, since in the next level in the city, you pilot one and fight against some AT-STs among other things.The landing crafts would be great too. Along with the suspension bridges, probably destroyable, but hard to take out. Of course, the whole thing with the bombs is kinda near-impossible to do, so we won't have that luxury, but who needs 'em anyway. Just use lasers, is what I say.
As for the speeders, I always thought they came down with the Blockade Runner. It's certainly big enough to carry the 4-5 speeders they had on the planet during the battle. I don't remember there being a lot of them. Severly outnumbered by the Imperials.
Posted: Thu Apr 27, 2006 7:47 pm
by Lateralusj00
You need to give the Alliance more that just Airspeeders. Those things are useless in this game. I say give it some X-wings, but weaken the weapons on it (They are overpowered on ground maps).
And if you can you should obviously add in the Orbital Strike whenever it's released.
Posted: Thu Apr 27, 2006 8:01 pm
by Penguin
if you don't want to make a SFX file, then just make a new turret object thats on noones side. it pilots its self, raise it really high in the are and make its weapons big beam/laser things, but do no damage. this way it will target everything and it will look like a bombardment
Posted: Thu Apr 27, 2006 8:03 pm
by Droid803
Airspeeders are not that bad when it comes to killing AT-ATs, but yeah, an X-Wing could do that in less time than the airspeeder by torpedo-ing it.
Perhaps boost the Airspeeder's main blaster's damage, and remove the secondary shot (because they never had that one), and give the tow cable as the second ability (so it can be use in 1-Player effectively)
and about the bombardment...perhaps the damage should stay in...mean, getting hit by an orbital strike shot and not taking damage is a bit on the tight side...
Posted: Thu Apr 27, 2006 8:25 pm
by PvtParts
Hes simply saying that if you dont want to set it up in fx file then place some auto turrets and set them to neutral or something. then they will shoot at everything.
you would take the damage off so it looks like orbital bombardment, having auto turrets target every infantry on the map would make it worthless
Posted: Thu Apr 27, 2006 8:28 pm
by Penguin
you would need to set up a new side for it, like a local side thats hostile to every one. also you could make it only target buildings and vehicles if you wanted.
PS: *she
Posted: Thu Apr 27, 2006 8:39 pm
by PvtParts
oh. my bad. i know you are a woman.
im just a bit tired/