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Posted: Mon May 07, 2007 12:33 am
by Elmo
About the UT-AT -- Please talk to Majin about it. I'm not going to argue with him anymore.
Trainmaster -- the fountain is untextured??? Not for me.. what parts are?
I'll lower the buildings.
The overlapping was done because the platforms did not line up perfectly.
As Caleb mentioned. You have to click the respawn button. I will possibly add death regions, but for now click the respawn button.
Did you read the readme?
The UT-AT will spawn in Assault mode ONLY. Not in conquest nor CTF. I'm very tired of people asking me, to be honest. It's all said in the readme. Trainmaster, I don't know why you can't find the UT-AT. it is very easy to spot...
Also, I thought I fixed that place where the AI get stuck but I'll look into that more.
Posted: Mon May 07, 2007 2:17 am
by XxDepredationxX
Very fun map! Though the AI always got stuck on the same place, maybe you can make that level of the ground at the same height because the only way to get to the opposite is to jump and.....the AI isn't good at it. The UT-AT has some malfuctions.....but since its not yours I won't say anything BUT it failing of the bridge is very funny
The falling Acclamator was very very cool! I don't know why but I think it falls kinda fast

I think you should add fire on to it and when it hit some of the platforms it should explode or mildly explode. Then have a big boom and flashes of light across the battlefield. Because the acclamator is still floating under the bridges. You can see it when you fell down. Where is the mini map located? I can't really find it

Posted: Mon May 07, 2007 10:57 am
by FragMe!
I did find the UTAT but the only thing is that it was doing something similar to XxDepredationsxX's avatar just spinning wildly.
Rather funny to watch real pain to try and drive. It only happened once I believe.
Also as a suggestion for the gathering of the AI instead of redoing the terrain, if you have planning nodes near it add a jump
command on the node and they should't get stuck as often. I did that in Sewers for the middle spawn points to get them over
a little hump they were getting caught on. It's rather funny to watch but it is effective.
Other than that great map, like the whole atmosphere of it very well done.
Posted: Mon May 07, 2007 3:29 pm
by AlexSecura
Hi Elmo.you made the best Mygeeto map i have ever played.This looks for me like the Battle for Mygeeto.Great Work.
Could you add for further versions the UT-AT in -normal-Conquest Mode?
and
Could you add some troops in the AI -LAAT`s which are flying around without some Troops on Board.
Like this Prbs on Kashyyyk:
Elmo wrote:
Trainmaster -- the fountain is untextured??? Not for me.. what parts are?
Think he means the Bottom of the Fointain.

Posted: Mon May 07, 2007 5:49 pm
by Elmo
That's very strange... It's not untextured for me
Also, SS, I meant for assault to be a slaughter.

After all that's what real war is like. I threw in conquest mode for those who like the regular style of Battlefront 2 gameplay.
Posted: Mon May 07, 2007 6:53 pm
by trainmaster611
I was jumped off the side specifically to test your death region

That's why its called a beta

If you're stupid and don't watch where you are going, you might fall through a hole and it will take two minutes to die.
Also, you know how if you hit someone with a rocket and they go flying but you don't get credit for the kill until they hit something (terrain, object, or region)?

Well if an AI were to shoot you with a rocket and you get blasted off the side, you aren't going to die until you hit the death region
I played it again and I made some observations about the UTAT
1) The UTAT's main cannon has a flaw where it can aim down and the cannon model can actually go through the UTAT model. Do you know what I'm talking about?

This can be solved by modifying the yaw limits in the UTAT odf
2) The AI seem to drive the UTAT to random places. They'll spin it around, start driving into a wall, move away from the battle, and of course (our favorite) falling off the edge

You need to do something so that the AI know what do do with it
And near the tower with the naboo fountains, I noticed that a nearby LAAT flew through those semi-cone towers and then dissapeared abruptly (sp?). You need to fix the animation for that particular LAAT so it flys above the towers and then goes out of sight before dissapearing.
==================
In the even that Elmo [in the future] protests and complains that he can not fix the UTAT problem, I would point out the fact that you can still fix the turret problem by fixing the yaw limits in the odf
Posted: Mon May 07, 2007 7:02 pm
by Elmo
There is nothing I can do about those UT-AT problems -- I've spent hours trying to fix the flaws you mentioned, to no avail. (yes i know what you're talking about) I'll fix that anim problem as well
Posted: Tue May 08, 2007 5:06 am
by XxDepredationxX
trainmaster611 wrote: If you're stupid and don't watch where you are going, you might fall through a hole and it will take two minutes to die.
That happened to me 2 times....

But it didn't take 2 minutes strangely it takes only a few seconds for me to die but only in some parts of the main bridge.
Posted: Tue May 08, 2007 2:39 pm
by AlexSecura
XxDepredationxX wrote:trainmaster611 wrote: If you're stupid and don't watch where you are going, you might fall through a hole and it will take two minutes to die.
That happened to me 2 times....

But it didn't take 2 minutes strangely it takes only a few seconds for me to die but only in some parts of the main bridge.
For me it`s the same like trainmaster mentioned.If i fall in a Hole or from the Bridge it needs 2 Mins to Die. If that happens i made a Suicide to end it.

Posted: Wed May 09, 2007 5:41 am
by Guest
Elmo
Good job:) Great map
Posted: Thu May 10, 2007 12:04 am
by Protector_Pulch
Excellent work, Elmo. The great variety of modes and choices in gameplay provides all of us with an individual, much-needed portion of SWBF II goodness.
Could you do me a little favor? If you ever release another version (and keep the Name "Mygeeto: Bridge Raid"), please add me to credits section in the Readme, since "Bridge Raid" was my idea.
No, you don't need to, and if you change the name, you don't even need to think about it, but I'd be rather grateful.
Posted: Fri May 11, 2007 1:26 pm
by Rekubot
Ahh, such wonderful gameplay. It just feels SO good to find some decent cover from a partially bombed section of the bridge or one of those cover stand things (the map needs more of those!) and shoot down every single droid that comes your way until you run out of ammo and grenades. Or the droids squash you from either side. Heh heh.
Those droid rocket launchers add a lot of atmosphere to the map for some reason, probably because lots of explosions were about in the movie. And you can actually see them

.
Posted: Sat May 12, 2007 6:36 am
by lieutenantcoda
bugs: when you zoom in inside the UT-AT, you zoom from the side.
other bugs mentioned
The following suggestions complements from starwars.wikia.com.
suggestions: cis vehicles: AAT
Dwarf Spider Droid
if there are fliers, anti aircraft turrets(from Utapau)
*complementory suggestions stop here*
the LAAT that is AI controlled, make it attack rather than fly and
land, fly and land. Also is there a way to automatically spawn
say, 5 troopers(only) everytime the LAAT lands?
Posted: Sat May 12, 2007 11:47 am
by DarthMan
I love how you had a 21st Nova Corps. Jet trooper with Nova Corps. armor! I was getting kind of sick of "right" legions sides that still has the regular Jet trooper. And the battle felt just like the movie, that was a big plus for me. Very good Elmo.

Posted: Sat May 12, 2007 12:39 pm
by Elmo
Thanks for all the comments.
@Coda: The zoom problem with the UT-AT, is not "fixable", There will be no AAT's -- there were none on Mygeeto. I will add a dwarf spider droid -- If you have read the readme you would've known that...
There will be no flyers, hence, no AA guns. And, to make the Gunship fire, that would require particle effects and scripting. It's possible to do it, but I doubt It will happen.
Posted: Sat May 12, 2007 2:17 pm
by jedi_master_2210
Assult (spelling) is perfect exept (spelling) it seems like the cis has the upper hand. When I had about 525 renforcments and the cis had about 350 after about 10 minutes we had 3 and they had about 125
in one game.
Edit: and when I tried cis I was blasted in 2 seconds
Posted: Sat May 12, 2007 9:46 pm
by lieutenantcoda
@Elmo: ok, aats might have been in the shipped maps, but not the movie. also sorry for forgetting the dwarf spider in your readme. i only paid attention to your "clone wars assault is not what you think" quote of your readme. By the way, is it possible to put troops on the deserted 2 bridges on the top and bottom?
@jedi_master: uh, your words are quite the opposite in my game, even with CP advantage of the CIS over Republic, the republic still remain with about 200 over troops than CIS, and thats for quite a time but soon(considering the CPs are held) the CIS will gain the upperhand
Posted: Sun May 13, 2007 1:44 am
by ARC_Trooper_phi658
nice job, Elmo. It makes the shipped Mygeeto look like child's play. I both gametoast members and and your sesame street friends will be impressed.
sorry if this bug has been reported, but, the republic announcer on conquest mode still says "No one messes with the 501st."
Posted: Sun May 13, 2007 2:13 am
by lieutenantcoda
i doubt that bug can be fixed.
another bug: CPs 1,2,3 and 6 are floating.
how bout adding AT-AP (all terrain attack pods)
heres a link in the making of Kassyk map where it shows an ATAP:
http://www.gametoast.com/index.php?name ... c&start=15
Ace, are you still working on it?
Posted: Sun May 13, 2007 10:23 am
by t551
Have you considered making the gunships AI self-piloted fliers? That would make their motion much more realistic, and then they could be slight participants in the bridge battle. If you want to keep them animated, I would suggest making them do a series of fast passes over the level, rather than a slow loop aroud it, because it's almost impossible to make a flying object look good with the procedural animation system.