Independent Source Mappack - Bespin

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Caleb1117
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Re: Independent Source Mappack - Bespin

Post by Caleb1117 »

Try looking in the released assets thread, I think Acemastermind released a Vehicle prop pack awhile ago.

If it turns out you can't find it, PM me, and I'll upload it.
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

I've been making lots of vehicles props already. Is there "special" vehicles in there that you want in the map?
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Re: Independent Source Mappack - Bespin

Post by Caleb1117 »

Yea, but have you made props out of vehicles that have skeletons?

AT AT's have them, same with AT ST's.
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Ohhhh......
*searches through old topics*
Didn't find them. And is it ALL vehicles? I still need to make the all side's vehicle's props.
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Re: Independent Source Mappack - Bespin

Post by Delta 47 »

1. I'm not sure how to fix that...
I think its in the edit localize tool, check there :wink:
3. Which ones?
At the edge of the city near the platforms the textures on the ground move in some spots.
1. Like what?
Something around the edge, I don't know what exactly to use because I haven't looked through all of the objects in ZE because I can't use ZE. You might be able retexture an object from somewhere else and use it as wall or something, it just seems odd that you can walk off like that...
Thanks for the screens! I might use one for the loading screen.
Use whatever you like :)
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Re: Independent Source Mappack - Bespin

Post by superjere »

Looks like a good map. :D Great job!
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Well, due to only one person betaing and giving feedback, Bespin will be postponed at least another week. Sorry to all who where hoping, but...life is life.
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Re: Independent Source Mappack - Bespin

Post by ARC_Trooper_phi658 »

sorry if you feel I'm not doing my job, its just, well, being the end of the school year and all, I have a lot of work to do, and usually cannot play too much. Sorry about that. :(
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Re: Independent Source Mappack - Bespin

Post by Grev »

Well, I played! If I was a staff member at SWBFFiles, this would be my review:

Usually, when we read map reviews, its something like, map design was nice, gameplay was lacking. This map is ne of those maps that isnt like that! The gameplay was intense, although spread out. It was satisfying in the end. However, I think it needs some more buildings. More cover and boxes, crates, buildings, buildings, buildings.... would be nice. Some of the terrain can be glitchy, and drives you a bit nuts after a while, but its not too much. I would reccomend making it feel more land based instead of platforms. More like the Bespin city in swbf1. Other than what I meantioned, it was great!
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Well, I'm glad you liked it, Grev, and for the most part I still have to add more cover. Yes, the city does seem dull, but I've added a trench sort of thing going throughout the city that varies it up.

Arc, it's okay, it just felt kind of...rude that only one person tested my map. I understand.

I've kind of taken a break from modding in the past few days, but I feel the urge to get back into it. I think the 1.0 release will be some time in the next two weeks. Depending on how many reviews I get, it may be sooner.
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Re: Independent Source Mappack - Bespin

Post by ARC_Trooper_phi658 »

well, since it is a 3-day weekend, I found a little time to download your map and play through and look for things that might need a little tweaking.

first things first, after downloading, I tried started my BF2 and tried to load twice after putting it in my addon folder. I get the "unable to load mission.lvl" message. I looked into the folder, and I see that you put the SIDE and IS1 folders into compressed folders. I am not completely sure why you did that, I'm just saying that some people might download and not be able to figure out how to get this thing working.

okay, third time was the charm. I played conquest once through with maximum reinforcements. I am going to try to avoid the stuff delta 47 already told you, sorry if I repeat.

1. you need a load screen
2. the bespin anti-aircraft turrets are all localized as "THIS IS A BUG, REPORT ME"
3. on the platform containing CP 0 there is a collision issue on the bridge that faces the northwest side. the legs of the characters go into the bridge there
4. CP 7 needs a huge amount of time to capture the CP, especially if you're alone, which is most of the time because the map is pretty big
5. near CP 1 there is a trench that where a bunch of AI get stuck.maybe you should remove it or cover it up somehow.
6. another bridge collision issure where the players' legs walk through part of the bridge on the platform between CP 0 and CP 7

That is all. But if I may express an opinion, Bespin Platfroms and the city itself are completely different venues, I'm not sure they can ever be integrated without there being a an obvious cutoff point. that is to say, they may not be able to be merged seemlessly. But I must say, I applaud this effort.

some further suggestions:

maybe you should up the reinforcement count. I did more walking than shooting. It kind of reminded me of DarthDaddy's capital down mappack in that respect.

maybe you should put a cluster of CPs on the platforms close together and another cluster of CPs in the city, that way, you could let the player decide where they wish to fight. If you do this, you will probably need to raise the CP count.

Definitely include vehicles, as I think this would be fun and limit commute time.

There is one thing you did well, though I think it might have been unwittingly. I kept getting shot at by snipers, so, I think you made a really good map for sniping, kind of like the shipped Kamino and Kashyyyk maps. Maybe in the campaigne portion you talked about, that should be one of the objectives, like it is in the training mode.

Well, now that that is done, let me just say that I hope that this map turns out great for you, and I hope I helped somewhat from my commentary, though I don't really know because this is the first time I have commented as a beta tester for something that wasn't a public beta or anything like that.

Good luck.
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Okay, thanks for testing it. There's still quite a few testers who haven't commented, but so far it's good.

What I'm asking now is if someone can assemble a side for me. I'm still finalizing a few details, but for the most part I have the layout done. Now, I've worked with sides, but for some reason it seems daunting. So now I need the community's help. If you'd like to help, send a PM or XFire me. I'll send out the txt file tomorrow, and I'll be on XFire all day. I'm going out of town for like five days after tomorrow, so I'd like someone to volunteer quickly.

Also, this may sound mean, but I need someone who really knows sides well. I don't need some n00b, but I guess I'll take one if no one else volunteers. Please, help!


Also, in other news, I've almost finished stuffing the city with cover and whatnot. Oh, and in pathing I got an error about to much planning. I have like 278 Connections or something and it said it can only handle 255. I haven't tried it out yet, but will it still work?

Screenies tomorrow!
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Re: Independent Source Mappack - Bespin - Need Side Assembler!

Post by woner11 »

I'll give it a shot, just tell me what you want, or I can probably find something.
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Re: Independent Source Mappack - Bespin - Need Side Assembler!

Post by Teancum »

This is personal opinion only, but I'd actually prefer to see th 501st on the map. Seems like everyone has to put custom units in their maps now. I miss the 501st.
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Re: Independent Source Mappack - Bespin - Need Side Assembler!

Post by Guest »

i have nothing against the 501st as it is in the BFX mod, but i hate the "default" 501st made by pandemic
so if you make the 501st with new skins and custom weapons (dc-15s carbine, dh-17, emp grenades...) it would be interesting
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Re: Independent Source Mappack - Bespin - Need Side Assembler!

Post by Teancum »

Yeah, but if you run the game with RepSharpShooter's Unofficial 1.2 Patch installed you get all that for the 501st. It's hands down the best side replacement mod out there. (plus it will never crash the game and works online)
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Re: Independent Source Mappack - Bespin - Need Side Assembler!

Post by Fingerfood »

I've thought about this, and now I think I'll only pump up the special units. I mean, I'm kind of tired of having the Dark Troopers so wimpy, along with the Wookies. I just recently played through Republic Commando, and the wookies are deadly tanks! Along with the specials, I think I'll change the heroes a bit, but nothing more than that. I may try again to get flyers in there, but they're being very stubborn. How about having dome flyers of X-Wings and TIEs? That'd be really cool! After minimizing down the filesize from all the custom sides, I think I'll release another beta of sorts and this time, I want every one of you I send it to to test it!

Oh, and what would you need to change to make Wookies bigger? I know it's not just in the msh.option you need to change, but what else is required?
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Re: Independent Source Mappack - Bespin

Post by Teancum »

Probably best not to send it to me this time around then. Any free time I have I work on the pack.
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Re: Independent Source Mappack - Bespin

Post by Maveritchell »

Teancum wrote:Probably best not to send it to me this time around then. Any free time I have I work on the pack.
Ditto for me. When I have a closed beta I usually ask the testers beforehand if they're willing to do it - if you don't, you certainly can't expect anything.
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Re: Independent Source Mappack - Bespin

Post by Fingerfood »

Okay. I mostly sent it to you guys because you're the best uber modders for BF2 I know, and I wanted your opinions.

Anyway, screens!
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