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Posted: Wed May 02, 2007 8:10 pm
by AlexSecura
me,too :P

Posted: Wed May 02, 2007 8:18 pm
by timusafa
i'll gladly beta test! :P Oh, and about the lasers, It's hard to compare the small turret lasers with the big turret lasers. We'll trust your judgement on that. :wink:

Posted: Wed May 02, 2007 8:26 pm
by AlexSecura
Hebes24 wrote: Also, does anyone know any big smoke effect odfs?
You should ask Carth.He used Smokegranades in his Better Battlefront - Mygeeto Mod and they make close smoke.
Check this WIP:
http://www.gametoast.com/index.php?name ... pic&t=9377

Posted: Wed May 02, 2007 8:27 pm
by Enigmas
I'll beta if any more spots are open.

sounds great

Posted: Wed May 02, 2007 8:59 pm
by DarthMan
Is it too late to apply to beta test, looks pretty rad!

Posted: Thu May 03, 2007 3:31 pm
by Hebes24
Sorry DarthMan, Enigmas, and tumusafa, but the beta spots were filled at AlexSecura's post....





Ah, what the heck. I'll let you all have it! :P But no more! Beta spots are now officially closed!

Please post your reviews in this topic.

Posted: Thu May 03, 2007 5:56 pm
by Alpha
Well, guys, I got the beta and I have played the map. Now for my take on it.

Positives:
Layout is amazing. Very well done, I don't think it could be done much better. While the autoturrets do stick out on the Venator, that's normal. And about the autoturrets. I normally hate them. On this map, Hebes has managed to make them not as hate-able. While I think that they still hit ships far too easily, it is pretty well done in this map for the amount there is. Atmosphere is great! It feels like what would be the real thing.

Negatives:
Lag. I run on a medium-grade computer. You high-end guys will have a great time with this, but the low-end guys won't get to play. Otherwise, it's great.

I may have been running unneeded processes, but I'll try again later. Dinner time. ;)

Posted: Thu May 03, 2007 6:52 pm
by Hebes24
Glad you like the map Alpha! I am trying to make the Anti-fighter autoturrets a bit less devastating somehow.

What graphics settings are you using? I have it on 1024X768 resolution with all the settings on low or off (except lighting, which is medium for the Conversion Pack) and I don't get much lag (at least, last time I checked....:?)

Posted: Thu May 03, 2007 7:00 pm
by Alpha
640x480 with settings on low or off. I only have a Radeon 9200 though.

Posted: Thu May 03, 2007 7:41 pm
by Xavious
Nice map. I love the ship positions, the battle is very hectic. Feels like something straight out of the movies with all that laser fire everwhere.

Anyways, there are a few issues to address.

Some floating turrets, likely after the frigate they were a part of was destroyed. (For whatever reason this image refuses to work)

The Republic ship doesn't have controlable exterior turrets, but the CIS does.
Image

Most of the ships don't have interiors. Please add interiors.
Image

Also, when I destroyed the Auto-Turrets system on-board the CIS cruiser, the Auto-Turrets on that ship did not shut down.

Like I said before, great map, great battle, we need more space maps like this.

Posted: Thu May 03, 2007 8:26 pm
by timusafa
Wow, a privledge indeed to Beta test this map! I just played it and I have to agree with Darth Maul that the feel of the map is VERY much like the movies. Besides the hectic laser count flying around and slamming into the cap ships (eye candy, great for screenshots :P ), I found that dogfighting was VERY fun. This also leads me into some critique.

1.) turbolasers- I know you have already addressed this issue, but I wana say that turning down the autoturret intensity would definitely improve the dogfighting aspect of this map.

2.) floating turbolasers- this has been addressed by Darth Maul, and I would also agree with him that it is probably caused by frigates being destroyed and the turrets remaining there ( I think you put this in your "to do" list)

3.) You talked about adding more fighters to the map. The number is not going to be increased by adding more "units." What happens is the two center ships (CIS and REP) spawn and play normally, but the other 6 caps spawn no ships. Whenever I fly into the hanger of any of the other six cap ships there are no ships and the bots are just walking around having a tea party.

4.) This is not a glitch, but I am a little sick of hearing the default turret sounds. If you know how to use custom sounds, and you want some, I think I have some REP turbolaser sounds from another map. They come strait from the movies. 8)


Overall, awesome map. I am definitely gonna play this one to fulfill my space dogfighting craze. I run an Athlon 64 3700+, 1Gb RAM, and GeForcce 6800. I got no lagg what so ever with graphics on full with no aliasing.

Image

Posted: Thu May 03, 2007 8:29 pm
by AlexSecura
This One works for me :P .I think you still know that i have had some Problems with your Mustafar Map. :wink:

For me a very hard fight.I rare play SpaceMaps and i never loose a Map while playing CW but here I loose every Round as Republic.You should give more shields and Firepower to the Fighters.
Sometimes i lost complete overview and dont know where i am and what i have to do. :P But after 4 Rounds playing it was great to fight my way through these massive Turbolaser-BattleArea and bring VICTORY to the Republic.

For me the hardest Space Map i ever played.Very good work.


Here some Bugs i found (but Darth_Maul found them before me).I try to find more the Days.

Image

Image

Image

timusafa wrote: 3.) Whenever I fly into the hanger of any of the other six cap ships there are no ships and the bots are just walking around having a tea party.
In some Ships the Jedi Starfighter spawns but the troops haveing Tea Time thats right.
Image

Posted: Thu May 03, 2007 10:37 pm
by DarthMan
Okay I finally got the time to sit and play and:
Units:X(sence you used default can't be reviewed)
Map:10(finally a space map that feels like real combat)
AI:9.5(some wait a bit before getting in a vehicle)
Review:Well, one word. AWSOME!! Bugs aside this is a flawless map. Space combat at its best. I just can't wait to see what the final will be like.
Now for the bad:
BUGS(most have been said):
-CIS door to no where.
-Floating guns of long gone ships.
-Floating comps.
-died whenI spawned at the "no where" land.*sorry for no screenies but right now I have nothing to take screenies with*

Posted: Fri May 04, 2007 3:22 am
by lieutenantcoda
bugs: the frigate icons on the minimap. ctf has them but assault doesn't.
(sry, the icons are actually there, i rechecked)

this frigate:
Image
its turrets arent positioned to hit the capital on the other side. position them right.

i saw a cis turbolaser fire but the bolt dissapeared before reaching the target. it happened repeatedly. fix the range.

also there are graphic problems. e.g fire a torpedo but you cannot see the torpedo.

i once spawned in the air in the capital ship and fell, FREAKY(and quite cool!)

the bridge of the acclamators are detached. an example:
Image




the other bugs are mentioned

suggestions: PHOTON TORPEDO launchers for the venators or acclamators. remember from republic commando the Prosecuter. it had the holes at the front.

more fighters.


all in all, the best map ever!!!!!!!

Posted: Fri May 04, 2007 3:41 pm
by Hebes24
Some of the bugs you guys reported I already knew about:

- I have not done the Autoturret coding for the capitol ships or the frigates (except two of them) Once I get that done the mainframe will work, and the turrets will be destroyed with the frigates.

- The ships that don't have interiors, are not supposed to. (what's the odf for the locked doors?)

- There aren't any remote turrets in the whole map. Those terminals go nowhere.

I probably should have said something abot thse bugs when I gave you guys the beta. :?


Other bugs:

- Vehicles spawn in all of the capitol ships, but for some reason they have a very long respawn time when they shouldn't (I changed the spawn time to 1)

- @'coda That frigate (first pic) is supposed to be fighting a CIS frigate beside it. It must have won the battle. :P

- The big CIS shipturrets need to be fixed, but I keep forgetting.

- Falling to your death after spawning is probably an issue of node placement. I'll see if I can find out ho that happened to you.

- The Acclamator is one solid model, so that's Pandemic's mistake, not mine.


I'm glad you guys like the map though! :) And it works for AlexSecura! woot! :P (Mustafar Valley never worked for him)

I'll probably update the screenies soon, but right now I'm working. (should probably stop typing and start working!)

Posted: Fri May 04, 2007 7:13 pm
by DarthMan
Its okay. Oh yeah, sorry about the short screen-less review I don't get much spare time lately(Offtopic:I thought I did when I asked for the beta, but now i'm a bit side tracked with running for student vice president.)

Posted: Fri May 04, 2007 7:16 pm
by Hebes24
It's OK, I have had alot of school work too. I had four tests today!! And I only have six classes a day!

Posted: Sat May 05, 2007 3:53 am
by lieutenantcoda
another bug: inside the capital ships the announcer is not announcing.
its that guy who says stuff such as: "THIS IS NOT A DRILL,
REPEAT THIS IS NOT A DRILL!" or "ALL SECOND STAGE
PILOTS, ON DECK!"

Posted: Sat May 05, 2007 10:05 am
by Hebes24
I have always found those announcers to be annoying anyway. :P

The map is also now in the Competition! Anyone who wants it but does not have it, by all means, download!


Alright....who voted no in the poll? Come on, confess! :P

Posted: Sat May 05, 2007 8:08 pm
by lieutenantcoda
the map in the competition, is it a beta or is it a final? jus asking because the competition said even betas are allowed, right?

EDIT: sry, i didin know the competition map was the same as our map that we are testing, sry!