Yavin: Arroyo Pass -- v1.0
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- Epena
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I just wanted to let you know...
This map, to be brutally honest, isn't a extremely pretty picture. The models are all canned, and it's obvious where they came from. However, this map has a intense fun level that is just like BF1. BF2 somehow lost it, but in this map you maanged to recapture it. It's worht the play time and time again. I positively love this map! It's such a keeper. Good job!
I look forward to the next release!
A few things that I'd luke to suggest is the ability to hop in bombers. Not all of them, just like one or two. Put them someplace that you can only get to if you're a jedi or a jetpacker, like on top of the temple.
I think that you need to tone downt he health on the bombers a bit, and make the lock-on range for rocketter's greater.
I think it'd be nice for the shieldbreaker to have a very limited jetpack, (or something like IG-88's jump) and for the bounty hunters to ahve a jetpack as well. They just aren't as useful without them, and I really enjoy that bridge area. So, yeah.
I ahven't yyet played all the modes but I really love this map. I can't wait for the next release!
This map, to be brutally honest, isn't a extremely pretty picture. The models are all canned, and it's obvious where they came from. However, this map has a intense fun level that is just like BF1. BF2 somehow lost it, but in this map you maanged to recapture it. It's worht the play time and time again. I positively love this map! It's such a keeper. Good job!
I look forward to the next release!
A few things that I'd luke to suggest is the ability to hop in bombers. Not all of them, just like one or two. Put them someplace that you can only get to if you're a jedi or a jetpacker, like on top of the temple.
I think that you need to tone downt he health on the bombers a bit, and make the lock-on range for rocketter's greater.
I think it'd be nice for the shieldbreaker to have a very limited jetpack, (or something like IG-88's jump) and for the bounty hunters to ahve a jetpack as well. They just aren't as useful without them, and I really enjoy that bridge area. So, yeah.
I ahven't yyet played all the modes but I really love this map. I can't wait for the next release!
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archer01
@Rekubot
- Wouldn't it make it 'too' easy to destroy the generator if the turrets didn't auto-regenerate? Hmmm, I'll try it out and see what it's like.
- I noticed that CP too. I was thinking of the post as nothing more than a "checkpoint", not an actual CP, so I left it (to make it look different). I guess people will get the wrong impression huh? I'll change it then.
- The "Unit Reset" message is more of a debug tool than anything else. I'll tell you what it means in a PM.
Thanks again.
@Epena
Yah, I know the models are "canned" as you put it, but I'm still no modeller (in XSI anyway) so it's unavoidable. I have added a bunch of extra background effects since the public beta that improve it a bit, but it's only a minor change.
Now to your suggestions:
- I know it's fun flying around in fighters, but I'm going to leave them as AI only craft in this map. The bombers usually can't hit much with their cannons, and their bombs have been set to target vehicles only. To be honest, they are there more for the "atmosphere effects" than anything else.
- The health of the bombers is so high because it's supposed to be hard to knock them out of the sky. Without that strength, the anti-vehicle turrets would chew them to bits in one pass. Though, the droid ship is much stronger than the Y-wing, so maybe I'll tone that one down a bit.
- I was hopeing no one would mention this... I like the idea (a lot), but that means I have to go back and rewrite/reskin the whole unit(s). Well, I guess I should get to it...
Thank you for your input!
- Wouldn't it make it 'too' easy to destroy the generator if the turrets didn't auto-regenerate? Hmmm, I'll try it out and see what it's like.
- I noticed that CP too. I was thinking of the post as nothing more than a "checkpoint", not an actual CP, so I left it (to make it look different). I guess people will get the wrong impression huh? I'll change it then.
- The "Unit Reset" message is more of a debug tool than anything else. I'll tell you what it means in a PM.
Thanks again.
@Epena
Yah, I know the models are "canned" as you put it, but I'm still no modeller (in XSI anyway) so it's unavoidable. I have added a bunch of extra background effects since the public beta that improve it a bit, but it's only a minor change.
Now to your suggestions:
- I know it's fun flying around in fighters, but I'm going to leave them as AI only craft in this map. The bombers usually can't hit much with their cannons, and their bombs have been set to target vehicles only. To be honest, they are there more for the "atmosphere effects" than anything else.
- The health of the bombers is so high because it's supposed to be hard to knock them out of the sky. Without that strength, the anti-vehicle turrets would chew them to bits in one pass. Though, the droid ship is much stronger than the Y-wing, so maybe I'll tone that one down a bit.
- I was hopeing no one would mention this... I like the idea (a lot), but that means I have to go back and rewrite/reskin the whole unit(s). Well, I guess I should get to it...
Thank you for your input!
- trainmaster611
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I don't think u shoudl remove it! It looks really cool!archer01 wrote: - I noticed that CP too. I was thinking of the post as nothing more than a "checkpoint", not an actual CP, so I left it (to make it look different). I guess people will get the wrong impression huh? I'll change it then.
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Rekubot
- Jedi

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Please don't reskin them! The current clone troopers look absolutely awesome!
Once again I have to compliment your AI planning. Apart from a few times where one or two bots are standing around they all seem to navigate through the course really well. <Goes back to search harder>
Well then in that case, you could either make the CP invisible or sink it further into the ground so that the 'base' isn't showing. It would make it seem a bit more professional that way.archer01 wrote:- I noticed that CP too. I was thinking of the post as nothing more than a "checkpoint", not an actual CP, so I left it (to make it look different). I guess people will get the wrong impression huh? I'll change it then.
Once again I have to compliment your AI planning. Apart from a few times where one or two bots are standing around they all seem to navigate through the course really well. <Goes back to search harder>
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Hebes24
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archer01
Anyone know of any good skin collections for the CIS, Empire, and Alliance? I'm hopeing to find some good ones that are available to the public, so I don't have to make them myself.
Anyhoo, for the sake of randomness...
I thought it looked kinda funny... Think up a caption if you have time to waste:

...and just because it looked cool:

Remind me to change the hero selection before release (I very much dislike Anakin).
Anyhoo, for the sake of randomness...
I thought it looked kinda funny... Think up a caption if you have time to waste:

...and just because it looked cool:

Remind me to change the hero selection before release (I very much dislike Anakin).
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Rekubot
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- trainmaster611
- Sith Lord

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archer01
Well, I've finished some makeshift skins for the CIS. So far, the objective mode is CloneWars era only for the time being (depending on user response after the release of the public beta, I may change that). That means the public beta is ready to go. I'll leave the Empire and Alliance skins for v1.0 of the map.
I'm just waiting to hear back from my beta testers, and if there are no problems, up the beta will go.
Here's some more pics (because I like the printscreen button):
http://i62.photobucket.com/albums/h83/t ... 34afd1.jpg
http://i62.photobucket.com/albums/h83/t ... dcf16a.jpg << Freecam doesn't display foliage if you move too far away from your character???
http://i62.photobucket.com/albums/h83/t ... b3243c.jpg << Yes, the Super B. Droid is still a single colour. That model is annoying to skin.
I'm just waiting to hear back from my beta testers, and if there are no problems, up the beta will go.
Here's some more pics (because I like the printscreen button):
http://i62.photobucket.com/albums/h83/t ... 34afd1.jpg
http://i62.photobucket.com/albums/h83/t ... dcf16a.jpg << Freecam doesn't display foliage if you move too far away from your character???
http://i62.photobucket.com/albums/h83/t ... b3243c.jpg << Yes, the Super B. Droid is still a single colour. That model is annoying to skin.
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t551
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archer01
- authraw
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- Epena
- Old School Staff
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[quote]@Epena
Yah, I know the models are "canned" as you put it, but I'm still no modeller (in XSI anyway) so it's unavoidable. I have added a bunch of extra background effects since the public beta that improve it a bit, but it's only a minor change. [/qoute]
Oh, there's no real problem with having canned models. I'm no modeler either, so I know what it's like to have to use what you've got availible. I appreciate your efforts to make them blend in and you did a really good job with that. I would suggest downloading the BF1 modtools because there's a LOT of good buildings and objects that I"m sure you will be able to make good use of. (If not in this map, seeing as it's almost done, but in your future maps)
I suggest killing the blue fog. (to a more appreciable distance)
Oh, you need a unit reinforcement count text file. If you don't konw what I"m talking about look at Tean's maps. You'll find them in there. Adding that makes your mpa more stable online.
I look forward to the final release and also to your maps to come. This really is an enjoyable map!
Yah, I know the models are "canned" as you put it, but I'm still no modeller (in XSI anyway) so it's unavoidable. I have added a bunch of extra background effects since the public beta that improve it a bit, but it's only a minor change. [/qoute]
Oh, there's no real problem with having canned models. I'm no modeler either, so I know what it's like to have to use what you've got availible. I appreciate your efforts to make them blend in and you did a really good job with that. I would suggest downloading the BF1 modtools because there's a LOT of good buildings and objects that I"m sure you will be able to make good use of. (If not in this map, seeing as it's almost done, but in your future maps)
I suggest killing the blue fog. (to a more appreciable distance)
Oh, you need a unit reinforcement count text file. If you don't konw what I"m talking about look at Tean's maps. You'll find them in there. Adding that makes your mpa more stable online.
I look forward to the final release and also to your maps to come. This really is an enjoyable map!
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Rekubot
- Jedi

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Hey archer01, sorry I haven't replied but I've been rather busy recently. Anyway, I've played your most recent version and I say go for it. It's fun to play on both the Republic and CIS sides, and they equally provide a challenge. I can't think of any suggestions, (apart from reskinning the CIS, which you've already done) so I think it's ready for its first release.
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archer01
Alright, the beta is up. However there are a few things that I want to make clear before anyone downloads it:
- Most importantly, the objective mode is very straight-forward, so don't go getting a bunch of high expectations before even playing it.
- Although I've been working on it for a while, it is still my first map for the Battlefront series (I've never even played SWBF1)
- The objective mode is borrowing the "Assault" catagory in the map select
- The bot count is boosted from what you select in the map settings
- The 'Jedi Support' mod is included
- Please read the readme files before asking questions about the powers/modes
- This map has not been tested in multiplayer
- The link will be changed once filefront gets their upload servers running again
Well, here it is:
http://www.poorrogue.com/yap_objbeta/
Have fun!
@Epena
I'll play around with the fog, and see what it looks like. The change will have to wait until v1.0 though.
Also, what is this "unit reinforcement count text file" that you mentioned? I downloaded the Yavin 4: Arena map (by Teancum) but I didn't see any text files beyond the readme. If you're referring to the SWBF1 Conversion Pack, I tried it in the past but deleted it and haven't downloaded it again for the same reason I haven't downloaded the SWBF1 modtools: No Hard drive space. My system is already getting a little flakey with the limited space I currently have.
So if you don't mind explaining the concept behind this text file here, it would be helpful. Thanks.
- Most importantly, the objective mode is very straight-forward, so don't go getting a bunch of high expectations before even playing it.
- Although I've been working on it for a while, it is still my first map for the Battlefront series (I've never even played SWBF1)
- The objective mode is borrowing the "Assault" catagory in the map select
- The bot count is boosted from what you select in the map settings
- The 'Jedi Support' mod is included
- Please read the readme files before asking questions about the powers/modes
- This map has not been tested in multiplayer
- The link will be changed once filefront gets their upload servers running again
Well, here it is:
http://www.poorrogue.com/yap_objbeta/
Have fun!
@Epena
I'll play around with the fog, and see what it looks like. The change will have to wait until v1.0 though.
Also, what is this "unit reinforcement count text file" that you mentioned? I downloaded the Yavin 4: Arena map (by Teancum) but I didn't see any text files beyond the readme. If you're referring to the SWBF1 Conversion Pack, I tried it in the past but deleted it and haven't downloaded it again for the same reason I haven't downloaded the SWBF1 modtools: No Hard drive space. My system is already getting a little flakey with the limited space I currently have.
So if you don't mind explaining the concept behind this text file here, it would be helpful. Thanks.
- [SBF]ATATFIGHTR
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- trainmaster611
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Protector_Pulch
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