Republic Dooms Day beta .88 need more beta testers.....
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Ipodzanyman
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ya I want this map to have a dark,creepy,errie background to it, so this is what the story will be like, there are mandolorians that have stowed away on some random ships around this area, and plan to wipe out everything, so the Republic has two elements against them, in random areas the mandolorians will emerge and kill their prey..... just a new twist to it....
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Hebes24
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medalman69
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2_lowiq_clone
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Ipodzanyman
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Protector_Pulch
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Ipodzanyman
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Hebes24
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I just played the map and I like it! you definately need to add AI planning, and more units, but it was still a fun map that has alot of potential!
And I LOVEthe republic side (except for the commanders cape, of course). You just need to localize them so the troopers have names.
Overall, nice map! Keep up the good work!
Overall, nice map! Keep up the good work!
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Ipodzanyman
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2_lowiq_clone
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Ipodzanyman
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vaders_Legion
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Ipodzanyman
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PvtParts
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open up the effects in your effect editor. Fully expand the effect tree. Check in each geometry section for the tga. Along with the effect, copy and pasted every called for tga into whichever side uses that effect. Clean and Munge.
This should help you out. If you mean black boxes in effect editor, I can help you there as well.
I've been watching this map for a long time, and I played it through. Ive been too busy to write up any sort of critique for you map, but I will say visually, its amazing. Save for the asteroids ( i didnt notice that till just now, but thats going to bother me - not them floating, as I think its not that big of a deal, but flying through them), its very good. (you already know about the hangers and whatnot, so ill not hold that against your map).
Gameplay though, isnt that great. I suggest more units, and better planning. You would see a vast improvement in gameplay if half the units didnt spend the game stuck running into a wall in a hanger or control room. Planning would also make a big difference - if the units have a field of choices, instead of a straight line, it makes for much more realistic battles.
Perhaps put a cp or two inbetween your major bases, giving units a place to respawn mid-field, to ensure that the battle doesnt die out to fast.
Hope this is helpfull, and be sure to pm me if you need more help with the affect issues.
This should help you out. If you mean black boxes in effect editor, I can help you there as well.
I've been watching this map for a long time, and I played it through. Ive been too busy to write up any sort of critique for you map, but I will say visually, its amazing. Save for the asteroids ( i didnt notice that till just now, but thats going to bother me - not them floating, as I think its not that big of a deal, but flying through them), its very good. (you already know about the hangers and whatnot, so ill not hold that against your map).
Gameplay though, isnt that great. I suggest more units, and better planning. You would see a vast improvement in gameplay if half the units didnt spend the game stuck running into a wall in a hanger or control room. Planning would also make a big difference - if the units have a field of choices, instead of a straight line, it makes for much more realistic battles.
Perhaps put a cp or two inbetween your major bases, giving units a place to respawn mid-field, to ensure that the battle doesnt die out to fast.
Hope this is helpfull, and be sure to pm me if you need more help with the affect issues.
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RevanSithLord
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I can't be stupid with the poll?
I would've voted "I don't like it" - My reason: Because I LOVE IT!
But I voted visually. If it said both visuality and gameplay I would've voted that.
Keep up the great work. And you're still looking for beta testers? If so, I'm here.
I've about been a beta tester for everyone these days.
And I'm free to have fun while inspecting a map. So that's why I love beta testing- Having fun while reporting mysterious bug finds. So if ya need me, gimme a hollar, or yea, whatever. Lol.
I had played this map in it's early stages, but if you need testers for the latest version, I'm here.
I would've voted "I don't like it" - My reason: Because I LOVE IT!
But I voted visually. If it said both visuality and gameplay I would've voted that.
Keep up the great work. And you're still looking for beta testers? If so, I'm here.
I've about been a beta tester for everyone these days.
I had played this map in it's early stages, but if you need testers for the latest version, I'm here.
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Ipodzanyman
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yes I am working on everything a few selected will get the final beta and I have no idea when this map is actually going to work.....Thanks RevanSithLord and vaders_Legion, both eras will be a slew more fun and do you need beta .88?
).......The planning is a huge problem right now, I have paths set up, but they just go straight to the closest cp so they buch together at a wall....
-thanks for the feed back, I'll see about the fx....there are a few more cps and there are 300 units on field at one time right now....the asteroids have collision(have fun getting out of the hangaropen up the effects in your effect editor. Fully expand the effect tree. Check in each geometry section for the tga. Along with the effect, copy and pasted every called for tga into whichever side uses that effect. Clean and Munge.
This should help you out. If you mean black boxes in effect editor, I can help you there as well.
I've been watching this map for a long time, and I played it through. Ive been too busy to write up any sort of critique for you map, but I will say visually, its amazing. Save for the asteroids ( i didnt notice that till just now, but thats going to bother me - not them floating, as I think its not that big of a deal, but flying through them), its very good. (you already know about the hangers and whatnot, so ill not hold that against your map).
Gameplay though, isnt that great. I suggest more units, and better planning. You would see a vast improvement in gameplay if half the units didnt spend the game stuck running into a wall in a hanger or control room. Planning would also make a big difference - if the units have a field of choices, instead of a straight line, it makes for much more realistic battles.
Perhaps put a cp or two inbetween your major bases, giving units a place to respawn mid-field, to ensure that the battle doesnt die out to fast.
Hope this is helpfull, and be sure to pm me if you need more help with the affect issues.
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RevanSithLord
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PvtParts
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jango232
