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Re: Hoth: Infiltration
Posted: Fri Dec 10, 2010 8:08 pm
by Jendo7
Thanks guys! More the merrier
Edit: I just forgot to mention that the unofficial 1.3 patch is required, otherwise some weapons might have floating icons. I fixed the majority myself though.
Re: Hoth: Infiltration
Posted: Fri Dec 10, 2010 10:49 pm
by acryptozoo
ill beta if there are anyspots left

Re: Hoth: Infiltration
Posted: Fri Dec 10, 2010 10:58 pm
by SAMofBIA
ok not many errors, and the ones you did have are very minor!
these two are from teh tunnels behind the hangar base, they are both rubble piles, not just one, though the other one in the other tunnels is fine!
this is from the open area in the other set of tunnels, that thing is just sitting there
this one doesnt even matter, but it caught my eye, and is in the set of trenches next to teh sheild generator to the left side (if your looking towards the hangar base)
the tauntaun riders seem to like this wall XD, pathing needs a little work next to the hangar base, but its the same in stock hoth.
theres some collision issues in the slave 1, but thats doesnt really matter either
this is just something i noticed over base (3 in stock) but its the base that connects to the hangar base..its weird, you can only see it from below.
other than that its a great map, the sides could be touched up a little more and more people to fight thrown into the mix. the wampa cave looks really weird with the vines from dagobah as thin sheets of snow, might consider changing that, but it took me awhile to even get in teh cave with that evil wampa. GOOD JOB though, love the AT XT

im gonna love this map when youre done!
EDIT: holy cow, srry bout the long post XD
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 6:38 am
by Jendo7
All spots are now filled. I gave acryptozoo the last one, so thanks to everyone. I'm glad to get any feedback, no matter how small, as it all helps. Anyway, everyone will get credit in the readme whether you find bug's or not. I actually would be just as interested in gameplay, and balance issues as that is just as important for a good map. One blaring bug I've just found myself, is that the Probe Droid actually gets on the speederbike which looks quite funny but I'm not sure how to fix it yet. I think it might have something to do with the vehicles odf. Any bug like that, or out of the ordinary is what I'm looking for.
SAMofBIA wrote:ok not many errors, and the ones you did have are very minor!
these two are from teh tunnels behind the hangar base, they are both rubble piles, not just one, though the other one in the other tunnels is fine!
this is from the open area in the other set of tunnels, that thing is just sitting there
this one doesnt even matter, but it caught my eye, and is in the set of trenches next to teh sheild generator to the left side (if your looking towards the hangar base)
the tauntaun riders seem to like this wall XD, pathing needs a little work next to the hangar base, but its the same in stock hoth.
theres some collision issues in the slave 1, but thats doesnt really matter either
this is just something i noticed over base (3 in stock) but its the base that connects to the hangar base..its weird, you can only see it from below.
other than that its a great map, the sides could be touched up a little more and more people to fight thrown into the mix. the wampa cave looks really weird with the vines from dagobah as thin sheets of snow, might consider changing that, but it took me awhile to even get in teh cave with that evil wampa. GOOD JOB though, love the AT XT

im gonna love this map when youre done!
EDIT: holy cow, srry bout the long post XD
Thanks for the detailed report. A lot the gaps in the tunnels were there already when I converted the map but I could try to fill them as it would look better. The object in the other tunnel was also there but I'll try and find it's odf in the world folder because I'm not able to select it in zeroeditor. I'm sure I can get rid of that.
I think the terrain that's showing through the trenches in different parts of the map is only noticeable due to the lighting in that particular wheather/sky cycle, but I don't think it's that noticeable in the daytime cycle, so I dont know if there would be much point in changing it. I suppose I could take out one of the night wheather cycles depending on peoples opinion.
Thanks for pointing out the Tauntaun riders bug. I'll definitely change the barriers next to the hanger to see if I can fix it. If I remember rightly, the barriers don't go all around the the hanger walls, and the planning hits the outer wall when it shouldn't.
The collision problem with the Slave 1, I don't think I can fix as it's Rend's model but thanks for pointing it out never the less.
That other terrain issue was also there when I converted the map but I might see if I can fix that.
I'm still working on the cave, so that will definitely be different on final release although I wont be changing the model, just the textures with some transparency added.
Anyway, thanks for your detailed, and fast bug report, I really apreciate it.
I'm sure I can fix some of those bugs, at least the planning issues will be a priority.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 7:52 am
by Anakin
SAMofBIA wrote:
[...]
this is from the open area in the other set of tunnels, that thing is just sitting there
[...]
don't see the problem?!

Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 10:44 am
by martin105038
I haven´t found any important bugs like floating objects or AI getting stuck except for the previously mentioned by SAMofBIA. The only major issue I noticed is the floating icon for the assault clone´s main weapon.
I only have two suggestions:
During daytime it's fine, but I find the terrain too bright when you are playing during night (I like the random sky).
The wampa cave is fine, but I played it 3 or 4 times and I think I never met any other troops inside. Try to do something so that troops go through them, as it has no sense to go in there if there is no one to fight with.
As for the rest, I think the map is fine, I like the ATXTs and the wampa going around. It will be nice to have a Hoth map set during the Clone Wars. Maybe if you want to add an extra mode, you could make a hunt mode between sniper clones and wampas, using a smaller region of the map, like near the tunnels and the main base.
Great work

Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 11:06 am
by Jendo7
martin105038 wrote:I haven´t found any important bugs like floating objects or AI getting stuck except for the previously mentioned by SAMofBIA. The only major issue I noticed is the floating icon for the assault clone´s main weapon.
I only have two suggestions:
During daytime it's fine, but I find the terrain too bright when you are playing during night (I like the random sky).
The wampa cave is fine, but I played it 3 or 4 times and I think I never met any other troops inside. Try to do something so that troops go through them, as it has no sense to go in there if there is no one to fight with.
As for the rest, I think the map is fine, I like the ATXTs and the wampa going around. It will be nice to have a Hoth map set during the Clone Wars. Maybe if you want to add an extra mode, you could make a hunt mode between sniper clones and wampas, using a smaller region of the map, like near the tunnels and the main base.
Great work

Your right about the troops going through the caves. I think if your on the CIS side you don't see any clones but from the republic standpoint there is more fighting in caves. Thanks for pointing that out, it's definitely a major balance issue that needs to be resolved. I'll see if I can change the planning so the clones move through the tunnels more.
The problem with the bright terrain colour during the night is a difficult one, as if I make it darker then it wont look right during the day. I may take out one of the random night cycles, and add a moon to the other one, so hopefully the lighting will make more sense.
I'll see if I can sort out that floating weapon's icon, although I think it's not a problem if you have the unofficial patch installed, but then it would be better if I didn't make that a requirement to play the map.
Thanks for the suggestion about the hunt mode, that's a pretty good idea, and I think I may well implement that. That will add a bit more choice. I'm still actually thinking of adding a campaign as well but I haven't really thought what to do about that yet.
Anyway, I really appreciate your feedback, it's definitely given me something to work on.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 11:32 am
by martin105038
Jendo7 wrote:
The problem with the bright terrain colour during the night is a difficult one, as if I make it darker then it wont look right during the day. I may take out one of the random night cycles, and add a moon to the other one, so hopefully the lighting will make more sense.
I imagined that you could have this problem. If it´s difficult to fix it, no problem, leave it as it is, it still looks fine. I prefer a bright night than loosing the random sky.
Jendo7 wrote:
I'll see if I can sort out that floating weapon's icon, although I think it's not a problem if you have the unofficial patch installed, but then it would be better if I didn't make that a requirement to play the map.
Ooops, my fault, I only have patch 1.1. I thought it was something else, like odf, etc. I guess most people might have the unofficial patch installed. Anyway, it´s not a big problem. If I change to the secondary weapon and then go back to the primary one, the floating icon fixes and looks correctly, and it´s only with the assault clone, so don´t worry.
I forgot to tell you before, I once saw the probe droid using a turret

. Pretty weird.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 11:41 am
by Jendo7
Yeah! That probe droid is a strange one.
I think it's because it has "com_inf_default" set in it's odf, so it behaves like a regular unit. The only problem is, I don't think it will work without that, but I'll see what I can do because it is very odd. Maybe someone has a suggestion.
Anyway, I was going to add another poll but my previous poll was posted at the same time. Basically I was wondering if people would like to see hero support implemented, or should I leave it the way it is. Thanks!
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 2:02 pm
by SAMofBIA
try putting this line into its odf to keep it from entering vehicles and turrets
oh and @anikan, there is just a random light sitting at the bottom of it, right in the middle of the screen.
@Jendo7, you could just cover it with some crates and it wouldnt be seen.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 2:12 pm
by Jendo7
Ahh! Thanks, that should do the trick. Also, I've covered the light with the hoth_prop_collapse.odf that's in the Hoth assets, and you don't notice it at all now, but actually adding crates might fill it out a bit as well. It does look a bit bare. So, thanks for that.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 4:22 pm
by SAMofBIA
np, nice to help a map that has potential to be one of my fav's.
Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 7:45 pm
by Deathplayer
ok, i played the map. it's good, but there's too less action. you could add harmless explosions like on stock geonosis to make the battle feel more intense.
also, add more vehicles and - of course - more cover, like icy rocks or snow walls.
oh yeah, there's one more thing: when i played, the cis won easily because they used the tunnel from the shield generator to the 2nd republic cp to capture it. then they disabled the 1st republic cp but didn't capture it. i think if you make some clones use the tunnel too to stop the droids, it'll be more balanced.
and now the last suggestion: don't use awards and stock sides. you changed some skins and models, but most weapons and the CIS side are the same, and that's bad. try to change this (especially: change the SBD to a b1 battle droid).
ok, i'm finished

Re: Hoth: Infiltration
Posted: Sat Dec 11, 2010 8:18 pm
by Jendo7
Got some good suggestions, and your absolutely right, it is a lot easier to win as the CIS. It could be because the CIS start with 3 CP's, whereas the republic only have two, so I might change them to equal numbers for each team to see if it balances out a bit. It is meant to be slightly harder on the Republic side but at the moment it's too one sided, and that is bad. I will also take your suggestion, and try to improve the planning so they use the tunnels more. I'm sure that will definitely improve it.
In regard to custom sides, I know a lot of people do like them, but then a lot also prefer stock as well. I think the way around that, is I might add support for BFX or another mod, mainly because sides generally isn't my strong point, and then everyone should be happy.
More cover, and vehicles is a good idea also but I'll have to take the planning, and barriers in to consideration for Collisions, as there is a lot of planning for the hover units, and vehicles.
Thanks for your feedback. It's given me lot to think about, and hopefully improve.
Edit: Sun Dec 12, 2010 10:45 am
I tried to add another pole but it didn't work, and kept posting my previous questions.
So here are the questions; should I add hero support and/or BFX era support.
Thanks.
Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 12:14 pm
by SAMofBIA
well in stock hoth, the point of the sheild generator was to balance out the empire having 2 ATAT's marching in. so if you added some atte's possibly, that could help balance it out. also, once again i would suggest having more units spawn at one time to make it more of a battle cause i had no trouble running around half the time without being shot at.
also @Deathplayer i would not want to add more objects to the perfectly good space in the middle of the map. it would (in my opinion) ruin the Hoth-y feeling i get when i play the map.
Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 12:26 pm
by Jendo7
Thanks SAMofBIA, I agree on all points. RevanSithLord also suggested adding the AT-TE for balance so that will definitely be added. Not sure wheather I should add two as well as the AT-XT's or just one. I'll see how it works out. I'm not going to add cover either because as you say it would ruin that Hoth feel. Anyway I've sorted most of the gaps in the Hoth tunnels now, and also sorted out the probe droid which explodes but doesn't get in to turrets or ride the speederbike anymore, thanks to using the odf code you gave me.
Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 1:46 pm
by RevanSithLord
As a side-note, I found the probe droid thing extremely hilarious. I was thinking, "PROBE DROID RACING! WOOO!"
Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 1:52 pm
by Jendo7
Yeah, I know. I was in stitches. You should add it to your film archive for prosperity.
Edit: I'm having a good day, I've just been promoted from "Satan for a day" to "Lieutenant General"

Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 1:57 pm
by SAMofBIA
i would say just one ATTE since it has several vehicle positions unlike the atat, and keep your AT XT's as well! i very much enjoyed those.
Re: Hoth: Infiltration
Posted: Sun Dec 12, 2010 2:02 pm
by Jendo7
Thanks, that sounds about right.
I'll update the first post with some screenshots later.