WIP Hoth: Frontal Assault
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XxDepredationxX
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Re: WIP Hoth: Frontal Assault
If it isn't full sign me up. I have nothing to do except calligraphy
and I'd also love to help out. 
- HobGoblin_264
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Re: WIP Hoth: Frontal Assault
I'll test :blackja:
- Challenger33
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Re: WIP Hoth: Frontal Assault
Editing the list right now
. I might accept one more beta tester-but that's all. BTW Maul, how do you blend the textures?
Is it a feature in ZE or do you just change the textures to match?
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Taivyx
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Re: WIP Hoth: Frontal Assault
He means blend the terrain (height), not the textures.
I'm pretty sure you know how to do that.
I'm pretty sure you know how to do that.
- Challenger33
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Re: WIP Hoth: Frontal Assault
Yes I do
. But that is just because of the angle of the screenshot, also the darker snow is part of the bunker, lol.
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XxDepredationxX
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Re: WIP Hoth: Frontal Assault
Thanks for the spot Challenger or :royal: 
- king
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Re: WIP Hoth: Frontal Assault
The map is looking great so far.
- Challenger33
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Re: WIP Hoth: Frontal Assault
@XxDepredationxX-No problem
.
@King-Thanks.
AlexSecura is the last beta tester btw.
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@King-Thanks.
AlexSecura is the last beta tester btw.
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- Bantha55
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Re: WIP Hoth: Frontal Assault
if there is room anymore i would test ,too 
- Challenger33
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Re: WIP Hoth: Frontal Assault
I will make an exception, since you are also making a Hoth map. Bantha is the last beta tester.
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AlexSecura
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Re: WIP Hoth: Frontal Assault
AlexSecura is the last beta tester btw.
Bantha is the last beta tester.
Ha ha
Cool many Thanks. :yodaful:
Bantha is the last beta tester.
Ha ha
Cool many Thanks. :yodaful:
- Challenger33
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Re: WIP Hoth: Frontal Assault
I am now preparing HFA for Beta Release since I was able to remove the Astromech side which was apparently causing the crash.
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- Challenger33
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Re: WIP Hoth: Frontal Assault
I am sending the beta now. @All Beta Testers: Please post your reviews/suggestions here, as well as some screenies. Thanks in advance.
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Guest
Re: WIP Hoth: Frontal Assault
does it mean that the map will be released soon?
if yes it will be the best day in this week
finally new hoth map
if yes it will be the best day in this week
finally new hoth map
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XxDepredationxX
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Re: WIP Hoth: Frontal Assault
Here's my review but first, sorry for the lack of bug reports. I've been busy with homework today...
The map is too much of a flat lands, you need to add some trenches and probably more units on the battlefield because a 600 unit count with such big map would be boring if its just AT-TE's vs MTT's or AT-AT's vs Snowspeeders. CW is a bit bored and GCW has more action and that CIS coreship is very cool!
Here are the bugs that I found:
1) CP 1 or shield generator cp is inside the ground so we can't change units from there.
2) The MTT has blocky smoke, the same with it exploding
3) The AI runs towards the snow bunker in CIS and Empire main CP
4) Some weapons are missing sounds
5) Needs Localization
Thats all that I manage to found. Sorry for that.
And now the pictures:




Hmm, I wonder whats that Black thing... :plokoon:

Ain't this cool or what

-Cheers!
The map is too much of a flat lands, you need to add some trenches and probably more units on the battlefield because a 600 unit count with such big map would be boring if its just AT-TE's vs MTT's or AT-AT's vs Snowspeeders. CW is a bit bored and GCW has more action and that CIS coreship is very cool!
Here are the bugs that I found:
1) CP 1 or shield generator cp is inside the ground so we can't change units from there.
2) The MTT has blocky smoke, the same with it exploding
3) The AI runs towards the snow bunker in CIS and Empire main CP
4) Some weapons are missing sounds
5) Needs Localization
Thats all that I manage to found. Sorry for that.
And now the pictures:
Hmm, I wonder whats that Black thing... :plokoon:
Ain't this cool or what
-Cheers!
- Bantha55
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Re: WIP Hoth: Frontal Assault
ok i´ve tested ,too.and here´s my feedback:
the R2 droids and the MTTs are wonderful.but there are some squarreish effects like XxDepredationxX said.the terrain is almost with no heights and dephts.you can´t enter the tunnels from one of the ends.the map is a bit empty and there´s no cp in the lucrehulk.some of the the jedistarfighter are flying against the hangardoor.the electrostaff of the magnaguard isn´t animated right.a piece of the mygeeto building in the middle of the map is missing.the animation for the rebelcruisers is very nice.....
that´s all i think
the R2 droids and the MTTs are wonderful.but there are some squarreish effects like XxDepredationxX said.the terrain is almost with no heights and dephts.you can´t enter the tunnels from one of the ends.the map is a bit empty and there´s no cp in the lucrehulk.some of the the jedistarfighter are flying against the hangardoor.the electrostaff of the magnaguard isn´t animated right.a piece of the mygeeto building in the middle of the map is missing.the animation for the rebelcruisers is very nice.....
that´s all i think
- Challenger33
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Re: WIP Hoth: Frontal Assault
Ok, thanks for the reviews. Yeah, I forgot to mention, it's kinda hard to get out of the hangar with the jedi starfighters. Is there a way to lower the initial takeoff push? I knew about the effects, but specifically what sounds are missing? I was pretty sure that the magnastaff was animated correctly...and I realy don't know what that black square is and how to fix it. About the localization, some parts aren't working that well. Has anyone tried Assault? If you do, play as me, and try reloading the flamethrower
. There actually is a CP in the Luchrehulk, it is just hard to see. The piece of the building that is missing is a missing texture, unless you mean the top part (which I didn't know was a seperate object-is it?). I will try and fix the planning so the AI don't run into the bunker, and I will definitely fix the terrain (as well as the tunnel entrance). Thanks for the reviews and comments, and nice pics Depredation
. Thanks for replying so quickly as well.
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- Maveritchell
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Re: WIP Hoth: Frontal Assault
TakeoffHeight =
I think that's it; I don't have access to the Modtools at the moment. But it's in there, and pretty self-explanatory.
And the black squares/squarish effects are probably missing effects. You need to make sure you have the right .tgas for those effects in your world folder.
Edit: I guess that black square is something else. Does it only show up at a distance? If so, it's probably a bad lowrez model. Whatever it means, you're missing something. Black squares = missing models/textures.
I think that's it; I don't have access to the Modtools at the moment. But it's in there, and pretty self-explanatory.
And the black squares/squarish effects are probably missing effects. You need to make sure you have the right .tgas for those effects in your world folder.
Edit: I guess that black square is something else. Does it only show up at a distance? If so, it's probably a bad lowrez model. Whatever it means, you're missing something. Black squares = missing models/textures.
- Challenger33
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Re: WIP Hoth: Frontal Assault
It's more like a gap in the skydome I think (or maybe the texture).
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Xavious
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Re: WIP Hoth: Frontal Assault
^ You're missing one of the Hoth sky's pieces. Go through the Hoth world1 folder and find all of the sky-related files and stick them in your world1 folder.
As for the review:
The map is waaaaaaay too flat and open. NEEDS MORE HEIGHT VARIATION. The height variation you do have is way too angular; use the blend tool to fix this.
Some of the Command Posts are placed in the middle of nowhere. Since Command Posts are meant to recommend strategic postitions on the battlefield that you try to capture and hold, I reccommend adding trenches, low barriers, rocks, crates, and some hills to defend these Command Posts better and make them into more "strategic" positions.
There are barely any units. Engagements with the enemy are small. A higher unit count is needed. Also, the reinforcement count is way too high; a single battle takes a long time.
The AI tend to drive their respective command vehicles to a Command Post and simply camp there.
The room with the bacta / kolto tanks in it seems too empty; add some crates and medical equipment.
There are some gaps in the tunnel rainshadows. There are also gaps in the tunnels themselves.
To be perfectly honest, there wasn't much to enjoy in this beta. The skins and units were cool, as were a couple of other features such as the droid ship hanger, but this map was severely lacking in gameplay and general map appearence. Sorry if I come across as harsh, but without criticism, you'll never know how to get better.
I hope to see some improvements for another beta or final release.
As for the review:
The map is waaaaaaay too flat and open. NEEDS MORE HEIGHT VARIATION. The height variation you do have is way too angular; use the blend tool to fix this.
Some of the Command Posts are placed in the middle of nowhere. Since Command Posts are meant to recommend strategic postitions on the battlefield that you try to capture and hold, I reccommend adding trenches, low barriers, rocks, crates, and some hills to defend these Command Posts better and make them into more "strategic" positions.
There are barely any units. Engagements with the enemy are small. A higher unit count is needed. Also, the reinforcement count is way too high; a single battle takes a long time.
The AI tend to drive their respective command vehicles to a Command Post and simply camp there.
The room with the bacta / kolto tanks in it seems too empty; add some crates and medical equipment.
There are some gaps in the tunnel rainshadows. There are also gaps in the tunnels themselves.
To be perfectly honest, there wasn't much to enjoy in this beta. The skins and units were cool, as were a couple of other features such as the droid ship hanger, but this map was severely lacking in gameplay and general map appearence. Sorry if I come across as harsh, but without criticism, you'll never know how to get better.
I hope to see some improvements for another beta or final release.
