Republic Dooms Day vs.66 beta testers needed....
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Ipodzanyman
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Republic Dooms Day vs.66 beta testers needed....
Hi i'm Ipodzanyman,
as you all know I am developing my first map found HERE
I really need beta testers, this is open to the public,but if you download please give suggestion/ideas/comments/criticism, etc...
HERE IS THE LINK
things to do:
1.BOT PLANNING really bad right now
2.skins, just waiting for Sawyerdk9
3. put in death regions
4.put vehicle spawns
please help me make a list...
edit1: need to fix the marine, accidently put in the ep2 marine...
as you all know I am developing my first map found HERE
I really need beta testers, this is open to the public,but if you download please give suggestion/ideas/comments/criticism, etc...
HERE IS THE LINK
things to do:
1.BOT PLANNING really bad right now
2.skins, just waiting for Sawyerdk9
3. put in death regions
4.put vehicle spawns
please help me make a list...
edit1: need to fix the marine, accidently put in the ep2 marine...
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Vauris
RE: Republic Dooms Day vs.66 beta testers needed....
Your EXE file doesn't create the game folder for the map to go in, it just tosses the data and addme files into the AddOn folder. For those who need to know, the folder that the game files go into should be named RD5.
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Ipodzanyman
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RE: Republic Dooms Day vs.66 beta testers needed....
thanks, I didn't realize that...
pretty easy fix, just remember to put/RD5 at the end of the installation location...
pretty easy fix, just remember to put/RD5 at the end of the installation location...
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juevenilepunk
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Ipodzanyman
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^Destroyer^
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Vauris
The exe is kinda gimped in that it tries to send to Program Files\LucasArts\AddOn, completely cutting the Battlefront 2 folder out of the loop. So you'll need to browse and redirect it to your Battlefront 2 AddOn folder. And then add \RD5 to the end.
As for the map itself, it was pretty sweet. The sight of a dozen or more AATs and bombers waiting for me in the Sep hangar was kind of surprising, heh. My major complaint is the flight ceiling, which is all of about fifty meters off the ground. And there's also apparently a "Leaving Battlefield" region in the area to the right of the Banking Clan frigate, below the RSD. It annoyed me that I was trying to fly my LAAT out of there through the out-of-map region and it destroyed me before I could get clear, in the middle of the map.
Another thing is the view distance. Beyond a short distance, objects become hazy and white out, and that's visually chaotic and distracting. My personal suggestion would be to make it a darkened map, like the Naboo map's night mode on crack.
And it also goes without saying that the object meshing is messed up in places. I didn't take the time to explore the entire map, but there are some rough spots in the RSD's hangar. Also, near the little spire things coming out of the ground, there are huge gaping holes in the ground that lead to should-be death regions, which I know you're working on. I wonder if the big holes were meant to be there, though.
Other than that, awesome map. A suggestion I have is to put in some remote-controlled turrets along the sides of the ships, since I noticed the RSD's heavy turret guns just sitting there doing nothing.
As for the map itself, it was pretty sweet. The sight of a dozen or more AATs and bombers waiting for me in the Sep hangar was kind of surprising, heh. My major complaint is the flight ceiling, which is all of about fifty meters off the ground. And there's also apparently a "Leaving Battlefield" region in the area to the right of the Banking Clan frigate, below the RSD. It annoyed me that I was trying to fly my LAAT out of there through the out-of-map region and it destroyed me before I could get clear, in the middle of the map.
Another thing is the view distance. Beyond a short distance, objects become hazy and white out, and that's visually chaotic and distracting. My personal suggestion would be to make it a darkened map, like the Naboo map's night mode on crack.
And it also goes without saying that the object meshing is messed up in places. I didn't take the time to explore the entire map, but there are some rough spots in the RSD's hangar. Also, near the little spire things coming out of the ground, there are huge gaping holes in the ground that lead to should-be death regions, which I know you're working on. I wonder if the big holes were meant to be there, though.
Other than that, awesome map. A suggestion I have is to put in some remote-controlled turrets along the sides of the ships, since I noticed the RSD's heavy turret guns just sitting there doing nothing.
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(-MOD-)_Stalin
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Ipodzanyman
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(-MOD-)_Stalin said:
Linus wrote:
Vauris said:
-how exactly do I do that?
-yes I'm still working on object placing
-yes i'm also working on the visual feel, but do you like the rain?
edit1: how do you like the flames and sparks in the crashed ship, should I keep them?
edit2:should I keep vehicles from spawning to give it a realistic feel to it, that there stranded and most of their vehicles are destroyed?
_big question to everyone, what exactly do I need to work/fix/add/etc...?_
yes do that please...ipodzanyman, would you like me to looks for wall hacks in this map so that you can fix them for the final version?
Linus wrote:
-yes i knew you would, but I still can't find out about that rancor...Oh, I like the ''->Linus for helping
with reskinning mshs thank''-line...
- Linus
Vauris said:
...As for the map itself, it was pretty sweet. The sight of a dozen or more AATs and bombers waiting for me in the Sep hangar was kind of surprising, heh. My major complaint is the flight ceiling, which is all of about fifty meters off the ground. And there's also apparently a "Leaving Battlefield" region in the area to the right of the Banking Clan frigate, below the RSD. It annoyed me that I was trying to fly my LAAT out of there through the out-of-map region and it destroyed me before I could get clear, in the middle of the map.
Another thing is the view distance. Beyond a short distance, objects become hazy and white out, and that's visually chaotic and distracting. My personal suggestion would be to make it a darkened map, like the Naboo map's night mode on crack.
And it also goes without saying that the object meshing is messed up in places. I didn't take the time to explore the entire map, but there are some rough spots in the RSD's hangar. Also, near the little spire things coming out of the ground, there are huge gaping holes in the ground that lead to should-be death regions, which I know you're working on. I wonder if the big holes were meant to be there, though.
Other than that, awesome map. A suggestion I have is to put in some remote-controlled turrets along the sides of the ships, since I noticed the RSD's heavy turret guns just sitting there doing nothing.
-how exactly do I do that?
-yes I'm still working on object placing
-yes i'm also working on the visual feel, but do you like the rain?
edit1: how do you like the flames and sparks in the crashed ship, should I keep them?
edit2:should I keep vehicles from spawning to give it a realistic feel to it, that there stranded and most of their vehicles are destroyed?
_big question to everyone, what exactly do I need to work/fix/add/etc...?_
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(-MOD-)_Stalin
Ok, I just played your map... It's pretty good for the most part, however there are some patches where you object (Like, walkways and hangas) don't quiet come together, so there is a slight hole in between the two.)
There aren't any glitches per-say, but there are somethings that should be fixed: Primarily, some of the things you've used, like the walkways that are found on Mustafar, are only 1 sided in their collision geometry (or whatever it's called). So, when you start out in the CP that's in the Republic ship, if you jump down from the walk way onto the ground below it, you can walk under the walk way and shoot 'through' the walkway floor at anyone who happens to be above you. It's not a wall hack/glitch, but rather just the way you happened to possition the walkways.
It would be nice to raise the flight limit as well, because the fighters barely have a chance to get off the ground.
Sence you asked: I think the rain is great - I don't know why but I love seeing rain in computer games - but there is a spot in the CIS ship where it's raining through the hangar roof.
The flame effects are ok, I liked them (But they did resemble a flamethrower being fired from the roof).
As for vehicles: I think you should keep them spawning, if only to cut down the tedious walking time. (At the same time, I'm sure the time won't be so tedious once you get the AI pathing worked out.)
Aside form that, everything is pretty good. I'll continue looking for wall--hacks just in case, though. When I do find something, would you like me to PM you, or post it here?
There aren't any glitches per-say, but there are somethings that should be fixed: Primarily, some of the things you've used, like the walkways that are found on Mustafar, are only 1 sided in their collision geometry (or whatever it's called). So, when you start out in the CP that's in the Republic ship, if you jump down from the walk way onto the ground below it, you can walk under the walk way and shoot 'through' the walkway floor at anyone who happens to be above you. It's not a wall hack/glitch, but rather just the way you happened to possition the walkways.
It would be nice to raise the flight limit as well, because the fighters barely have a chance to get off the ground.
Sence you asked: I think the rain is great - I don't know why but I love seeing rain in computer games - but there is a spot in the CIS ship where it's raining through the hangar roof.
The flame effects are ok, I liked them (But they did resemble a flamethrower being fired from the roof).
As for vehicles: I think you should keep them spawning, if only to cut down the tedious walking time. (At the same time, I'm sure the time won't be so tedious once you get the AI pathing worked out.)
Aside form that, everything is pretty good. I'll continue looking for wall--hacks just in case, though. When I do find something, would you like me to PM you, or post it here?
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Ipodzanyman
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Vauris
What I meant by remote-controlled turrets were the ones that you see in the auto-turret mainframe area of the capital ships in space maps. They've got the terminals in there, and they control various turrets on the hull of the ship. I haven't seen very many custom space maps with them, though, so there may be some kind of issue with using them in custom maps. I don't know.
The rain was awesome, though. I liked getting in the starfighters and boosting up to full speed so the rain streaked around me and it looked like I was in hyperspace.
But I'm just off-the-wall like that.
The flame and sparks confused me, cos I thought they were like a random lava projection coming out of the ceiling. Perhaps if you changed it so that they were just fires burning on the ground or on consoles, it'd feel more authentic.
The rain was awesome, though. I liked getting in the starfighters and boosting up to full speed so the rain streaked around me and it looked like I was in hyperspace.
The flame and sparks confused me, cos I thought they were like a random lava projection coming out of the ceiling. Perhaps if you changed it so that they were just fires burning on the ground or on consoles, it'd feel more authentic.
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Ipodzanyman
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2_lowiq_clone
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Ipodzanyman
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Ipodzanyman
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2_lowiq_clone
here's a small list:
-command post 0 is floating in mid-air
-you can get undereth part of the republic attack cruiser
-the jagged cliff that is near CP's 0, 2, and 3 is a little too jagged. i fell to my death by landing in the middle
-the sepratist cruiser and the republic attack cruiser are not all one piecee, like the front is off to the left a little bit, ect.
overall, this map has some possibilities. i would love to see a 2nd version with some bot paths and such. keep going!!!!
-command post 0 is floating in mid-air
-you can get undereth part of the republic attack cruiser
-the jagged cliff that is near CP's 0, 2, and 3 is a little too jagged. i fell to my death by landing in the middle
-the sepratist cruiser and the republic attack cruiser are not all one piecee, like the front is off to the left a little bit, ect.
overall, this map has some possibilities. i would love to see a 2nd version with some bot paths and such. keep going!!!!
