Naboo: Coastal Battlegrounds: BETA RELEASED*

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Astute
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Naboo: Coastal Battlegrounds: BETA RELEASED*

Post by Astute »

Well, I've been working on this map for some time, and i have to say it looks pretty good, and it works well as a air combat style map.

Image

Image

Now its pretty balanced, with a ground battle and an air battle. So even if you only fly the entire map, the tickets should balance out. I'll hold off posting my main map just yet.

My only problem so far is a purple strip that goes along the bottom of the sky, is there anyway i could change its color, or cover it up? I'll post a pic if needed.
Last edited by Astute on Sat Dec 03, 2005 8:34 pm, edited 8 times in total.
NegativeSmiley

RE: Both: Need help and showing off my work.

Post by NegativeSmiley »

Have you tried opening it in some form of photo editing and trying to get it out that way?
Lord-Bandu

RE: Both: Need help and showing off my work.

Post by Lord-Bandu »

have you used a custom sky?

i may be wrong but have you made the hires map?

usually its the default geo one which is kinda brown. i guess your ambient settings could have changed it tho.
Astute
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RE: Both: Need help and showing off my work.

Post by Astute »

ok cool its fixed, guess i need to change the title then. Apparently it was using the naboo1 dome which called for mountains, but i disbaled those in the sky file, So instead it would just show purple. Just a little editing and my sunset should be complete. I also did some tweaking for some worth while effects. Ties buzzing through the air in almost formation, the imperial music going just before both sides hit and a massive dogfight ensues.

Image

might consider releasing it as soon as i'm satisfied with it. My main question is, do you guys like my sunset? not sure if its convincing enough.
Tyler_Durden

Post by Tyler_Durden »

Dude, all I gotta say is WOW!!! Please......... release this map.
Astute
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Post by Astute »

Well, might as well add a description and a bit of info then. Basically its a pretty simple story, The imperials have located a coastal airfield used by the alliance and have launched a beach attack at dusk. You have a choice of leading the charge up the beach/down the beach, or taking the fight to the air as a rebel or imperial pilot. While i haven't tried multiplayer, its pretty balanced by itself, so should you make a bunch of kills as a rebel pilot, the at-at should even out the ticket count. The AI, on the medium setting, played very well. Most of the time i had to duck and cover as an x-wing swooped down to pick off some of my guys. While the ground combat fairs pretty well, the air combat probably is what you'll play this map for. Only gameplay problems i could spot would be the long walking distances, but really who wants to walk when you can fly.

Hmm... now i have difficult choice of which of my maps i want to release first.

Image

Image

last of the pics i think
Astute
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Post by Astute »

hmm well i'm trying not to make it too big but, what do i do with clone wars? since the jedi starfighter isn't the best along with the extra work i have to do with the gunships. Could i make CW into The Battle For Naboo instead... and how much work would i be looking at?

Btw the GCW side is pretty much ready to go.
Astute
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Post by Astute »

Well i'm coming incredibly close to releasing a beta, yet i've come upon a few bumps in the road. Namely, should i add a whole bunch of vehicles, or leave it a simple ground/air war. Also, i've discovered how to make boats... yep, boats. And with this i could have an entire naval battle going on off the coast. Now the question is, do i release this map for air combat, or delve into naval combat and slow the release.
Bulldog

Post by Bulldog »

Hell yeah go for naval combat- you were worried about being too much like Majin's coastal map as I recall, and this could give your map a unique edge
Astute
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Post by Astute »

hmm, there is one major problem with naval combat, i wouldn't be able to make new models for the ships and such, or at least i wouldn't know where to begin making rebel/imperial ships since there are pretty much no references.
chubby

Re: RE: Both: Need help and showing off my work.

Post by chubby »

Astute wrote:My main question is, do you guys like my sunset? not sure if its convincing enough.
Typical California sunset... convincing enough.
BeBop

RE: Re: RE: Both: Need help and showing off my work.

Post by BeBop »

Well when in doubt, create your own vehicles!

Really, the boats should only be available to whoever is attacking the coast line. In this case the Imperials. You could make something simple with an open roof or a closed roof, whatever you want. If you made Naval battles in your map, it would be completely worth the delay. And it would make your map in a league of it's own. I say you go for it.
Tyler_Durden

Post by Tyler_Durden »

I thought of this when coming up with the idea for this kind of map. Since there are no real boats in the game, just make an island far away from the beach landing. At the island, place a couple of speeder bikes and skiffs in order to enable the attacking party to get to the beach. I would also have a CP of some kind at the beach so that when the attackers capture it, they don't have to go all the way back to the island to respawn. If and when someone does come up with a boat with a huge spawn point, you can rework the map to incorporate it in a later version.
Astute
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Post by Astute »

well, yeah i'd like to make my map unique by adding ships, but really now that i think of it, my map won't be able to handle even fairly small ships. Mabye i'll make a sequal to this map using the same atmosphere only with ships. Besides, i find this map quite fun with all of the dogfighting.

Since i could pretty much rig any vehicle to work like a boat, i think it would be better if i called on the help of the more experienced XSI users for help. That way once i've released my boat map, i'll release all of the ships for use as well.
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Post by Astute »

Ok, the map is pretty much done except for a few annoying errors that i can't seem to get fixed

> can't get grass to appear
> color issues (though i don't see anything wrong with it)
> missing sound
If you guys know any quick fixes for these, please post.
dipstick555

Post by dipstick555 »

hey, i cant help ure problems but for boats u can use rebel combat landspeeder, skiff, and maybe one of rends speeders. all reskinned of course.
Tyler_Durden

Post by Tyler_Durden »

Ask Saturn V or psychofred to help you out with the missing sounds.
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Post by -_- »

loooks great :)
Astute
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Post by Astute »

Ok, i've fixed almost everything and its almost ready for a beta. The only thing i'm having trouble with is sound. For some reason i can't get the music to play, and the y-wing is missing its sounds. I tried the tutorial in the stickies, but no luck. Here is my sound setup

-- Sound Stats
OpenAudioStream("sound\\nab.lvl", "nabgcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\nab.lvl", "nab1");
OpenAudioStream("sound\\nab.lvl", "nab1");
OpenAudioStream("dc:sound\\NCB.lvl", "NCBgcw");

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

SetOutOfBoundsVoiceOver(2, "Impleaving");
SetOutOfBoundsVoiceOver(1, "Allleaving");

SetAmbientMusic(ALL, 1.0, "all_nab_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_nab_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_nab_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_nab_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_nab_amb_end", 2,1);

Hopefully i can get this fixed soon, I'll post any other info if it helps fix my problem.
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