New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version
This is my third map by my count. Took roughly four hours. I was bored, and the result seemed acceptable, so I decided to upload it.
To install:
Go to C:ProgramFiles/LucasArts/SWBFII/GameData and create a folder called Addon if you haven't already done so.
Copy and paste SUB into the Addon folder.
Credits:
My RPGer comrades who provided input, advice, and technical assistance. Hero_Unit especially. Benn, if you're reading this, well.....then you're reading it. Thanks.
If there is anyone I have forgotten to credit, please let me know. This list seems too short, but I can't think of who I might be forgetting.
Ah, yes,
THIS LEVEL IS NOT MADE OR SUPPORTED BY LUCASARTS.
Devastator77 wrote:The screenshots look nice and there have only been 3 or 4 other underwater maps, so let's see how this one holds up....
Really? Which ones were these, that used real water instead of lighting? I know there's Kamino: Serene, which was excellent, and Aquilaris, which was also quite good, and I suppose Manaan. But they all used lighting.
Devastator77 wrote:The screenshots look nice and there have only been 3 or 4 other underwater maps, so let's see how this one holds up....
Really? Which ones were these, that used real water instead of lighting? I know there's Kamino: Serene, which was excellent, and Aquilaris, which was also quite good, and I suppose Manaan. But they all used lighting.
Oh....well then, thanks for pointing that out. Then I guess, your map is one of a kind in that respect. (goes to play 1st real underwater map)
I guess it really doesn't matter, I think Fiodis just wants to explore the concept of using real water for an underwater map.
Ok, quick 1 minute review:
The underwater effects (the missiles, lasers, etc) were well done.
The map (I realize you threw it together quickly) was simple with 1 unit class and 2 Cps
It took me 30 seconds to capture the enemies CP and win
The Arc Caster lacked sound
The map (underwater environment) was excellent
Units can't fire underwater (I don't think that can be fixed?)
A few more Cps and props, a few more unit classes, and a more unique (reskinned, maybe?) base for each side would be nice.
This advice is just in case you decide to expand upon this map.
For being put together so quickly, I'd give it 7/10
If you do decide to make a project out of this, it does have potential.
Devastator77 wrote:The screenshots look nice and there have only been 3 or 4 other underwater maps, so let's see how this one holds up....
Really? Which ones were these, that used real water instead of lighting?
There's no advantage (and a number of disadvantages) to using water instead of lighting - so I fail to see why it should matter.
agreed one of the biggest disadvantages of using real water is the lag (depending on size) but this looks great fiodis, original! i may give it a d/l.
I have no lag. Not sure about others. And there's an "originality" benefit to using real water. And the damage caused by drowning. With lighting, you'd have to set up a damage region. Might be easier, might not. Mainly I did this because I didn't think anyone'd done it before.
And the time it took should not affect the rating; if I wanted to I could have made it better by taking more time on it. I'll probably release a better one later, so the more criticism the better.
I meant for the weapons not to fire underwater. Besides, I don't think they can.
Fiodis wrote:I have no lag. Not sure about others. And there's an "originality" benefit to using real water.
You won't have lag; lag caused by a lot of water is caused by the water surface, which is what eats up power being rendered. Assuming you're underwater you won't have to worry about that.
I won't really say one way or another how this particular map works out (as I haven't tried it), but it's important to remember that appearance is all that matters - this is all a simulation anyway. So whether you're using "real" fake water or "fake" fake water is irrelevant from a design standpoint. If you think you can simulate underwater the way you want best using "real" water, then more power to you. I disagree that it's the best way to go, but whatever floats your boat (see what I did there?).
Devastator77 wrote:The screenshots look nice and there have only been 3 or 4 other underwater maps, so let's see how this one holds up....
Really? Which ones were these, that used real water instead of lighting? I know there's Kamino: Serene, which was excellent, and Aquilaris, which was also quite good, and I suppose Manaan. But they all used lighting.
You forgot Penguin's Ez'shaz Sun'ken. It's really good, although it's hard to tell if there's real water or it's just lighting and special effects.
Fiodis wrote:
And the damage caused by drowning. With lighting, you'd have to set up a damage region. Might be easier, might not. I'm not quite sure what you're trying to say here. I haven't had the opportunity to play your map, so I'm looking at it from a design stand-point, but the idea of adding lighting rather than real water is to remove the damage regions. No fun playing when you die every couple of seconds, which is essentially what happens when you use real water on a whole map without the use of healing regions.
And there's an "originality" benefit to using real water. Mainly I did this because I didn't think anyone'd done it before. No offense, but that's a terrible argument. First of all, being original isn't good when it doesn't work (units not firing underwater).
I meant for the weapons not to fire underwater. Besides, I don't think they can. It's possible, and you proved it with tanks, you just didn't take the time to put 2+2 together. So, that leaves us with a tank-only map.
I'll play it and see how it goes. Once again, I'm looking at what you've said from a design stand-point. Playing it is a whole other under water ball-gam... never mind.
Well, for a map that was made in less than four hours by a bored person, this is quite good.
The overall terrain is nice, bubbles give the map a slightly refined ambience; some of those slopes annoyed me, though, they don't feel natural and make it difficult to aim at distant targets.
I have seen better projectile effects in Ez'shaz but yours are good anyway.
You forgot to close the other side of the CIS hangar, players can use vehicles to get past the shields and dive into the nothingness.
The real water didn't lag for me and it serves its purpose, however, I have to agree with Maveritchell on the argument that real water isn't better than lighting when you are trying to give the map that "underwater" feeling. Looks more like an aquarium than the bottom of the ocean.
If I was to give this map a score, it would be a decent 6.5/10 (and if I were to cheat in the process of evaluating it, I would give it an extra point just because it's an underwater map and -as stated before- I love underwater maps).
Overall it's a nice simple map that adds more variety to my addon folder.
I will repeat that it was my intention for units not to fire underwater. Tanks[/i[ can, hence the tanks. Units, with anything other than a saber? I don't think they work.
And I want the units in this map to be able to drown. Hence the real water instead of lighting.
No fun playing when you die every couple of seconds
So...stay in the tank. It's basically vehicle mode with a few twists. Why on earth would you want to jump out under water, with four-six enemy tanks around? Especially when you can't fire any unit weapons?
Fiodis wrote:I will repeat that it was my intention for units not to fire underwater. Tanks[/i[ can, hence the tanks. Units, with anything other than a saber? I don't think they work.
And I want the units in this map to be able to drown. Hence the real water instead of lighting.
No fun playing when you die every couple of seconds
So...stay in the tank. It's basically vehicle mode with a few twists. Why on earth would you want to jump out under water, with four-six enemy tanks around? Especially when you can't fire any unit weapons?
I'm not quite sure why you want to represent an underwater battle if most units die. AI can't force AI out of tanks, so all the AI in the water not in tanks die. And if you won't jump into the water where there are tanks, why go into the water to get a tank?
Fiodis wrote:I will repeat that it was my intention for units not to fire underwater. Tanks[/i[ can, hence the tanks. Units, with anything other than a saber? I don't think they work.
And I want the units in this map to be able to drown. Hence the real water instead of lighting.
No fun playing when you die every couple of seconds
So...stay in the tank. It's basically vehicle mode with a few twists. Why on earth would you want to jump out under water, with four-six enemy tanks around? Especially when you can't fire any unit weapons?
I'm not quite sure why you want to represent an underwater battle if most units die. AI can't force AI out of tanks, so all the AI in the water not in tanks die. And if you won't jump into the water where there are tanks, why go into the water to get a tank?
Did you try the map? Sure, there are a few odd AI out of tanks; this is mostly only because of the AI reflex to jump out of a tank that has low health. They'd be dead, anyway. There are shields on the hangers that only allow vehicles out, so the only AI that go into the water go into it in vehicles. And, again, they stay in them, for the most part, except for that low-health-abandon-tank reflex. And in that case the'd be dead soon anyway.
I played it through, and I thought the map was quite fun. And I agree, why would you want to get out of the tank anyway? You'll get your butt kicked by all the enemy vehicles. It's a simple map, but maps don't have to be complex to be fun.