22D Mandalore Deffence

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Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Beta Testers:

Thunder
EGG_GUTS
Darth_Maul
XxDepredationxX
Dragon93

No need for more beta testers!

oh yeah, wazmol69 the mandalorians are yours and i'll make sure that you both get credit!

:vader2:
Dragon93
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Re: 22D Mandalore Deffence

Post by Dragon93 »

Cool, so when will we be able to test? You can add me on xfire if you want, for when ever its available.
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Dudes tomorow i'll send you the link for the beta! :vader2:
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REivEN
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Re: 22D Mandalore Deffence

Post by REivEN »

And Death_Commando i just figured out how to replace the cis with the imp :)
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Ok! :vader2:
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Thunder
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Re: 22D Mandalore Deffence

Post by Thunder »

ya i like this map but the name makes no sence there are no mandalorions in this map

but yet it is like KotOr
nice map
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Thanks Thunder! :vader2:
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Re: 22D Mandalore Deffence

Post by XxDepredationxX »

Review!

It's ironic that the map name is called 22D Mandalore Deffence but there's no mandalorians to defend it and the Clone legion is not the 22D. 2000 units per fraction is abit TOO much, and a whole lot of the units never made it out to the flat battlefield because they are too busy hit the walls with their head's. I like the way how you place the models and it those look alot like a base!

Here are the bugs:
1) The Acclamator dissapears depends on where you are viewing. But it's the name with other maps that had landed acclamators. :mrgreen:
2) The Emag: Toast Camp bunker went through the walls.
3) Again, check the models to see if they are placed firmly on ground and not colliding with ground textures.
Example:
Image
Image
4) AI pathing
Image
5) ...and they kept running into walls
Image

Here's a little problem that I encounter when opening GCW mode
Image
So I can't give further reviews, sorry about that. (Any beta tester get this error?)
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Well i'll fix the unit count,try to fix the bug with the lander,add some regions,change the skins ,fixing the buildings and remove GCW era!

Edit:to play with the mandalorians you need to place the mnd lvl file in your data folder!
:vader2:
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Re: 22D Mandalore Deffence

Post by Dragon93 »

Oh didn't realise you had sent out the beta, didn't get an e-mail or a pop up in GT. I just need to patch and then ill test it today or tomorrow (only have 20 mins left before i need to shutdown). This map will be the first time ive played BF2 with my new graphics card/motherboard (got them on Friday).
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Re: 22D Mandalore Deffence

Post by EGG_GUTS »

You need Planing,
Load Screen
Vehicles
More Objects

There's this
Image

And you need to finish texturing this
Image

And the map is HUGE!. Increase Unit count. Maybe Custom Sides.

The barrel explosion is missing it's Effect.

GCW crashes

Oh here's a suggestion. You know the accemloator thing you should add another one with a base inside. With vehicles.

By the way what's the ODF for that?

Anyways hope it helps.
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Re: 22D Mandalore Deffence

Post by Caleb1117 »

You shoud use a new sky too.
Not the default one.
I have a bunch of custom sky's made by GT-1 if you want something other then the shipped ones.
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

I could rally use a new sky, Caleb1117! :vader2:
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Re: 22D Mandalore Deffence

Post by REivEN »

And we could add some extra health to the mandalorians and to give the death commando lightsaber a bit more damage :)
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Re: 22D Mandalore Deffence

Post by Caleb1117 »

Death_Commando wrote:I could rally use a new sky, Caleb1117! :vader2:
Alright, I'll send you A PM with a download link today.
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Re: 22D Mandalore Deffence

Post by Dragon93 »

What everyone else said mainly for the bugs.

Couldn't get Mandos working, so GCW crashed.

Also:

Image

Image

You can't see the leg of the Acclamator for some reason unless you turn slightly to a different angle.

Oh, that's already been said. Well ill test more later, just looked quickly.
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

I'll fix them,ok? :vader2:
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Re: 22D Mandalore Deffence

Post by Maveritchell »

The probable reason that you've got a problem with the Acclamator leg is that, I would guess, it's a scaled-up model. If you scale meshes up too much, they disappear at certain angles. The only fix is not scaling them up as much.
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Ok[so i have to fix majin's odf...] :vader2:
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Re: 22D Mandalore Deffence

Post by Maveritchell »

There's probably nothing wrong with the .odf. The scaling is done in the msh.option file. (It probably says something like -scale 10.0. I wouldn't make that number any bigger than about 2 or 3.)
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