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Posted: Thu Sep 14, 2006 12:35 am
by YT-1300
how do you get the binoculars to work???

ill probably get bashed for this, but in my opinion, your laser colors and gun fire arent super accurate to movie standards. the clones gun fire was bright blue, yours is dark and hard to see, and the shape of the gun fire in the movies, was like an elongated tear drop, yours is a rectangle.(sry i take that back yours are tear drop shape, but they are so skinny where as the ones in the movie were thick rounder, they are so small its hard to see if i am even shooting are not if i cant here the gun fire noise) and either its just me, or the sounds of the clones rifle doesnt sound similar to the movie. (idk. it may be, and i am just hearing it wrong)
another thing is that i think you went a little too far with accuarcy int he vehicles. dont get me wrong its cool and all, but i dont think its very fun when all you do is drive and at-te and not be able to shoot anything, and have to rely on the bad aiming of the ai when trying to defend a cp with the at-te.
and i would have like to be able to play as one of the gungan warriors in this map.
but hey its your map, its and awesome creation. and good luck with your next one in the series.

Posted: Thu Sep 14, 2006 12:45 am
by Protector_Pulch
Ok:
RotE #3 shows up in the instant action screen as "Rise of the Empire #1" for my german version, and the game crashes as soon as I fire my DC-17m Anti-Armor-shell.And commander thire could maybe need some cool commander stuff: Rage,Defense buff, regeneration, and so on.

Anyway, the map is amongst the best I ever played : I love how the clones raid the convoy, and all the skins are fine. And now I know how hard it's to fight a RC.

Posted: Thu Sep 14, 2006 5:05 am
by Rockwind
This is by far the best map out of all the RotE so far. I love the tactical feel do it. Like if u loose that vech its not coming back.
My favorite bit is that start we u charge with loads of imps,rebs,droids into the mist.

Also everyone try jumping on to the MTTs and shooting off the back its well fun

Posted: Thu Sep 14, 2006 9:03 am
by The_Emperor
Well it's like all your maps Majin, just bad. You clearly didn't put any effort in it.

Well, what I'm trying to say is: you did it again :P you rock! I love the accuracy, the weapons, the units :P It feels like a whole new game :D best RotE so far, and the other ones were already great

Posted: Thu Sep 14, 2006 9:15 am
by RevanSithLord
Rofl. Emperor. Nice. :lol:

As I said to you before Majin. Your maps blew me away, literally. lol

Oh, btw, Offtopic, but The_Emperor, have you seen that Palpatine shot (edited) and Palpatine is holding a puppy and it has him saying "You complete me!" :P

Anyway. Back to the topic :lol: Majin's maps are by far the most accurate I've seen in this community. Majin has a great technique for making things work out. :D ^_^

Posted: Thu Sep 14, 2006 12:00 pm
by PR-0927
Wow, thanks for all of the complements. I'm going to have to admit that I thought this map wasn't going to be as well acepted as the other two.

Oh, and by the way, I never made a Dathomir map, it was Dantooine.

:P

I go for accuracy as much as I can, and I wouldn't ever think of changing the AT-TE so the "pilot has something to do." It's about teamwork with the people in your vehicle. The driver has enough trouble controllig six legs, he would never be able to even think about using weapons.

The electobinoculars are used by zooming in...it has a HUGE zoom ability, as some pointed out...

:P

I'll see what I can do about releasing an update with the localization fixed for other languages. I honestly didn't know how to do that, LOL. I can fix almost anything in mapping, but not the simple stuff...

:P

The update will have a fix for a barrier problem I noticed after I released it, LOL. I'll fix up anything that is messed up too that I know of for this update...but please, IN THIS THREAD, post ANY and EVERY glitch/bug/problem/issue/pet peeve/complaint you have that you KNOW I will fix/want to fix. I can't find all the problems myself, you know?

;)

Oh, and by the way, the lasers are accurate to the digitally remastered OT. Lasers in real life would look like that too, so I chose the OT style, LOL.

- Majin Revan

Posted: Thu Sep 14, 2006 12:41 pm
by AlexSecura
I can only affiliate to the Guys before me.Very nice Map.
But I have some Problems with it.
The Problem is that your Map apperes by me as your first Map(New Eara beginns)
And I don`t know why?
The Map is Part 3 with Juggernaut and the new Skins.
No One of the Others have Posted this Problem.Im the only one how have it?

I made 3 Screenshots of it.
http://img242.imageshack.us/img242/7695 ... ii1dv0.jpg
http://img166.imageshack.us/img166/1219 ... ii2lt8.jpg
http://img110.imageshack.us/img110/8514 ... ii3en0.jpg

Posted: Thu Sep 14, 2006 3:45 pm
by LordGrievous13
Protector_Pulch wrote:Ok:
RotE #3 shows up in the instant action screen as "Rise of the Empire #1" for my german version, and the game crashes as soon as I fire my DC-17m Anti-Armor-shell.And commander thire could maybe need some cool commander stuff: Rage,Defense buff, regeneration, and so on.

Anyway, the map is amongst the best I ever played : I love how the clones raid the convoy, and all the skins are fine. And now I know how hard it's to fight a RC.
Yeah I know it crashes whenever I fire that weapon in all the ROTE maps I think it may be our systems.

Posted: Thu Sep 14, 2006 4:30 pm
by PR-0927
AlexSecura, it's because you have a non-English localization.

- Majin Revan

Posted: Thu Sep 14, 2006 7:43 pm
by jangoisbaddest
I have a few more things to add. I commend you - despite the Rebels being quite overpowered compared to the Empire, you've managed to balance out the game's bots nicely - however a human on the Rebels' side will turn the tide single - handedly (not neccesarily a bad thing :wink: ).

Also, the AT - TE's speed is faster than a default unit's walking speed. Not only is that un - realistic to the cannon and physics itself, but also looks just plain silly. It also affects gameplay and balance. I might sound like a jerk, but I'm not trying to bring you down - I'm meerly suggesting that you base being accurate to Star Wars to what you see in the movies, then use your creativity for the rest. Don't use some database in which some guy, who may or may not know anything about Star Wars, puts in some arbitrary number that he thinks is cool, cause then you get conflicts, and you end up with, say, that AT - TE xD. I'm not telling you, I'm respectfully suggesting. Your maps are really good, but they could be even more realistic if you're less "accurate" - heh, sounds like an oxymoron. Neway, I look forward to your next map!

Posted: Thu Sep 14, 2006 7:55 pm
by PR-0927
Actually, the AT-TE's speed is repeatedly mentioned on various official sources like the cross-sections and other books. I believe the official website might have it too.

Remember, if a car can go 200 mph, it isn't always going that fast. In the movies, the AT-TEs walk slower to stick with their buddies. Otherwise, it could have gone WAY faster. I believe its speed is 60 kph.

- Majin Revan

Posted: Thu Sep 14, 2006 8:35 pm
by PvtParts
Also, something that should be taken into consideration, whether for or against Majins speeds, is that the models are not accurate size. So, you cant expect it to look correct. Reference pics ive seen show the bottom of an AT-TE being at least 2 times a clones height - roughly 5 meters. So if the bottom is 5 meters (15 feet) off the ground, consider how long the legs are. This means it would be going a lot faster than it does in the default game, because accurately, its stride is much larger.

Pardon if this post doesnt cohere, im a bit sleepy.

But regardless, I hope it puts the debate over the accuracy of Majins vehicles to rest. Instead, you should be wondering why the models are scaled down so small. Engine?

Posted: Fri Sep 15, 2006 2:54 am
by jangoisbaddest
Good points. I guess it was my bias against wiki + the overall silliness of the speedy walker that made me dislike the method. But the game designers weren't thinking of accuracy as he/you do - they're more concerned with the gameplay, which was the general concept I was trying to get across. There's a passage from another forum that I would like to bring to light:
yoyam wrote:Dude its not the Bible, its just Lord of the Rings. The fact that we dont want to follow [Tolkien's] novel to the letter doesnt mean we're direspectful, or lazy for that matter. Please understand that this is a map inspired by Helm's Deep and were doing the best we can to make a good map, a fun map, based on a fictitious place and placed into a notoriusly limited and picky engine: it couldnt be completely accurate even if we wanted it to be.
That's what I'm trying to say - there's no such thing as complete accuracy in a fictitious movie series like Star Wars, cause Lucas didn't sit down and worry about how large a walker would be compared to a person, he just wanted to show a war scene with cool, futuristic - looking vehicles shooting at each other. Again, I beg you not to take this the wrong way; this is just friendly opinion offered by me, who indeed enjoys playing your maps and is offering some constructive criticism to (hopefully) make them even better.

Posted: Fri Sep 15, 2006 7:58 am
by t551
On the same tangent as jango, regardless of what speed that you choose, remember that the game's animations play out at 30 fps -- in other words, they are discrete information. When you speed them up by any signifigant amount, the game gets confused and begins to skip frames of the animation in order to compensate, thus resulting in a jerky, stop-motion effect for the legs. This problem occurs with any walker that is sped up too much.

Additionally, you must take into account that the models in Battlefront II simply aren't up to their canon specifications. An AT-TE is supposed to be able to hold 30 or so troops comfortably; I doubt that a clone would fit in the game one without lying down. Yes, a model from the movies would probably be suited for a 60 kph movement animation,because it is larger, taller, and longer. But, for some reason, the devs decided that it would be a great idea to make every model scaled-down and out of proportion, so 60 kph simply doesn't look good.

I am not, however, saying that I don't like a 60 kph speed. I love it, especially the sprint. I am just saying that shipped models, especially walker models, are simply not up to these kind of accurate statistics, because they are not accurate in themselves.