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Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 1:29 am
by Battleffront_Conquer
I have posted the original file on Filefront, but I assumed it wasn't very well done from the comments and the review of my map. I have changed quite a few detals about this map including:
units move quicker(slightly) so you can run across the map easier
unit capped at around 400 units (180 cis 150 rep 36 jedi and roughly 40 geonosians, not lying)
13 atte's, 12-15 spider walkers, 16 Dwarf spider walkers, 11 hailfire tanks, 10 LAAT's
massive map, used either a 1024 x 1024, or just 512 x 512 (can't remember

)
also fighters, landers and explosions in skydome.
Obviously this map is not for week computers (or week minded)
Plenty of room for improvement, also Ideas for some other large scale maps would be appreciated
~sorry don't know how to add picture~
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 1:38 am
by Nova Hawk
Geonosis has been done one too many times. But maybe with this one it will be different.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 1:39 am
by Nihillo
To add images: just click the "Img" button on the "Message Body" area and insert the image url.
As you can see in this sorry excuse for a visual explanation:
Hum, another Geonosis?
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 10:42 am
by Fiodis
My advice to make it a bit less like the many Geos out there: add precipitation of some sort. Maybe you could copy over the Mustafar FX and ember.tga files. It'd make cool little embers float around in the air.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 10:46 am
by RepSharpshooter
May I remind you of the
Wip Rules
Must include pictures and be 50% done, or it will be locked in 3 days.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 1:58 pm
by Battleffront_Conquer
This map is pretty much finished, and thanks to Nihillo I can post my pictures:
thanks btw
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 2:06 pm
by B.I.G_Cookie
The map has potential for a good map

But at the moment it looks great and flat and that isn't good for a nice game play.
Will you include your own custom sides?
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 2:17 pm
by sampip
B.I.G_Cookie wrote:The map has potential for a good map

But at the moment it looks great and flat and that isn't good for a nice game play.
Will you include your own custom sides?
My views exactly. You need some Battle Droids on this map for sure, however apart from that, it looks awesome. I can see a jedi in the background of these pictures aswell. Are they gonna be playable, or on team 3. You also need Geonosians, to make it feel more like Geonosis

.
PS: Are you sure you have enough ATTE's there?!
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 2:55 pm
by Fiodis
sampip wrote:B.I.G_Cookie wrote:The map has potential for a good map

But at the moment it looks great and flat and that isn't good for a nice game play.
Will you include your own custom sides?
My views exactly. You need some Battle Droids on this map for sure, however apart from that, it looks awesome. I can see a jedi in the background of these pictures aswell. Are they gonna be playable, or on team 3. You also need Geonosians, to make it feel more like Geonosis

.
PS: Are you sure you have enough ATTE's there?!
He posted the unit count as 180 CIS, 150 Republic, 36 Jedi, 40 Geonosians.
The flatness will count against you if you let it endure.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 4:12 pm
by Nihillo
For a innovative Geonosis gameplay, you could add a campaign to your map.
I personally think a CIS campaign would be cool, I always wanted to see the droid's side of the battle of Geonosis.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 4:46 pm
by Battleffront_Conquer
I am trying to keep the map somewhat not flat, canyon walls, spires, and hidden paths abound.
I have my own custom sides, that is the teams have been edited with movie-esque equipment.
I don't have chain guns or magna guard rockets, just the basics.
Yes I do have enough vehicles, possibly to many. Also there are droid starfighters.
right now I try to keep each map to a conquest type, not many of these are seen lately.
Jedi and geonosians can't be played, but do spawn as more units(like jawas and tuskens in bf1)
I am definitely going to post this soon, so look out for it.
Re: Episode II Geonosis (redone)
Posted: Sun Apr 26, 2009 5:29 pm
by Eggman
The physical design of the map looks like it's coming along pretty well. Although it does look flat as a whole, you did a nice job of adding in little dips and rises in the terrain to make it more natural. I'd recommend adding some lighting to improve the atmosphere.
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 5:16 am
by VF501
Physically is looks good. Gameplay it might come up stale. Add more rocks and features to liven up the terrain, and play with a few lighting settings to create a mood for the map. You could always make a Core Ship take off with ZE animations (Shouldn't be hard to find a Coreship model you could get converted to use) and use a large dust effect with it.
If you want to play with settings you're not entirely comfortable with touching or lack experience with, back up the .wld file for you project, then go in and mess around. Most people never seem to do this before they touch planning, barriers, lights and other stuff that can get messed up and destroy a project.
abc.wld- copy it then rename the copy to abc.wld.bak, with abc being your mod ID.
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 10:14 am
by YaNkFaN
i've never heard of planning barriers or lighting messing up a project yes they can make it look worse (mainly lighting) but it's not that hard to delete them and switch them back and it looks decent but a little flat
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 11:26 am
by andrija
will have custom sides?
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 11:48 am
by B.I.G_Cookie
Battleffront_Conquer wrote:I have my own custom sides, that is the teams have been edited with movie-esque equipment.
Maybe you can add some landing and some flying Acclamators ( I meand the big ones you can find in space battles )
Landing Acclamatos will cover some ground area and so it won't looks empty..
You can also add some SPHATs and some forward buildings.
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 2:11 pm
by B-1Burt
I agree the terrain looks to flat in some areas(BF2's Geonosis is about as much flatness as I can take). My diagnosis(just what I'd like to see, it is your map)
Too flat, add debris like crashed ships, rocks, or raise/lower the terrain in some places.
Too big, bigger is almost always never better. I don't like walking on foot for half the battle. Either make the map smaller or add big things like coreships to take up some space.
Too boring, I don't mean to sound rude but you need something to set this amp apart from the other million geonosises out there. Campaign could be just what you need(I love the CIS

I almost never play as the clones, airgo B-1Burt)it doesn't have to complex just fun and interesting. Add some crashing capitol ships,(I've never seen this in any map, let alone geonosis)use that LAAT dropping off the AT-TE animation, or make a CP inside an
Acclamator flying way up in the sky with ships you could fly down to the surface(of course the CIS would be able to destroy this

)
Download both the Sriaden and Raxus Prime, compare how you could use some of these techniques to make your map better. Raxus captures the Raxus from Star Wars: The Clone Wars
but is too big, Sriaden is flat mostly but it doesn't feel flat because of terrain variation.
This map could be awesome if you want it to, keep up the good work.
Edit: Needed some commas.
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 4:19 pm
by Jahad
it looks awesome..i can't wait i agree with the others i think it defiantly will make this map stand out if you add a story type thing people have suggested for a campeign for the CIS..anyways goos luck!!
Re: Episode II Geonosis (redone)
Posted: Mon Apr 27, 2009 5:29 pm
by Fiodis
Battleffront_Conquer wrote:I am trying to keep the map somewhat not flat, canyon walls, spires, and hidden paths abound.
But actual terrain height raises? Objects don't really cover flatness as much as you might think. Did you use the raise height tool in ZE any?
Re: Episode II Geonosis (redone)
Posted: Tue Apr 28, 2009 1:48 am
by Darth_Spiderpig
B.I.G_Cookie wrote:Maybe you can add some landing and some flying Acclamators ( I meand the big ones you can find in space battles )
Landing Acclamatos will cover some ground area and so it won't looks empty..
You can also add some SPHATs and some forward buildings.
Thats a great idea, my friend

:clone: