Page 3 of 5
Posted: Sun Sep 03, 2006 10:05 pm
by TK-349
OKay..I dl'd it from both links and I get it still. I only have two maps in my folder, including this one and gave the newest DirectX.
I think I have a damaged shell folder though....
Or could it be because I have a modded CIS side in my Side folder?
This is pretty much why I quit modding

Posted: Mon Sep 04, 2006 12:08 am
by Protector_Pulch
OK: After disabling the TEC-Mod, the map runs stable for me. Notice : I've got neither a new shell, a new common or any other mod, and I've got 32 addon maps.
Gameplay is fine, although it's very difficult for me(seeing the enormous amount of enemys and my aggressive, rushing gameplay, thats no wonder, at all).
The CIS seems to have an advantage - they allways win.
Wookie'copter is great, altough sometimes you can turn the guns in an angle from which you can't fire (seen on the minimap)
And I think the CIS starts too close to the republic: The republic should have a next to their vehicle platforms , and one in the trench, whilst the CIS should start somewhere on the open sea, so the GAR has more time to reduce their numbers, which would balance out the map a bit.
PS:
Where is the wookie turret seen in the film ? Do you plan to have some platforms attached to the trees ?
Posted: Mon Sep 04, 2006 12:09 am
by Protector_Pulch
OK: After disabling the TEC-Mod, the map runs stable for me. Notice : I've got neither a new shell, a new common or any other mod, and I've got 32 addon maps.
Gameplay is fine, although it's very difficult for me(seeing the enormous amount of enemys and my aggressive, rushing gameplay, thats no wonder, at all).
The CIS seems to have an advantage - they allways win.
Wookie'copter is great, altough sometimes you can turn the guns in an angle from which you can't fire (seen on the minimap)
And I think the CIS starts too close to the republic: The republic should have a next to their vehicle platforms , and one in the trench, whilst the CIS should start somewhere on the open sea, so the GAR has more time to reduce their numbers, which would balance out the map a bit.
PS:
Where is the wookie turret seen in the film ? Do you plan to have some platforms attached to the trees ?
Posted: Mon Sep 04, 2006 1:05 am
by darthtrogsasea
look up thir realy high up on the tree
Posted: Mon Sep 04, 2006 2:12 am
by Adreniline
A common problem linked to map crashing has been linked to the version of the game you are running (1.0 opposed to update 1.1)
Posted: Mon Sep 04, 2006 2:21 am
by YT-1300
great map, cant wait for it to be a full version,
but i do have suggestions:
-i think the wookie catamaran dies to easily(one rocket and its gone)
-should have some way to get to the platforms without flying(like stairs)
-maybe a little more uneven beach terrian
-is it possible to make the water deeper the farther out you go(more realistic, and make it so the droids dont drowned, so they coul emerge from the water like in the movie)
-clone turbo tank, i think youve been working on it right, no big deal
-maybe some buildings or structures on top of the platforms
-a little headquater type thing near were the wookie plane spawns
-blaster carbines
-more ammo
-wookie catamaran is awesome, but it is kinda slow to respond in flight(speed it up)
-some crab droids
-more foliage in the parts that need it
-clone commando should get different weapons.(idk know what, im just not fond of what he has now)
-the tripod walker(yes i know you are working on it)
-regular snipre rifle for republic sniper,
-maybe a rep cp on the platforms so snipers and stuff can spawn up there
-rep trooper blaster rifle should have greater range and be more powerful(thats how is was in the movie, they were shooting from the platforms and taking down gunships and droids on the beaches
-maybe some manable E-web cannons
-greater sprint ability for reps
get rid of chaingun for wookie(maybe a staff or one of the other wookie weapons)
-the droid gunship needs a little be more manueverability, and more health, only to rockets to take it down, when i fly it i get like 5 seconds then bomb. not fair)
i know this is a very very early release, and its awesome, but since i dont exactly know waht you plan to do with the map, i thought i would just tell you what improvements i thought it could use in my opinion...
good work and good luck
Posted: Mon Sep 04, 2006 8:55 am
by Razgriz
this was a good map but agree with the stuff above it needs work
Posted: Mon Sep 04, 2006 12:54 pm
by EsKiMo
thanx so much jango. this map rules!!Finally a realistic kashyyyk map, cant wait for your next version.
Posted: Mon Sep 04, 2006 1:04 pm
by Jeteye1
Excellent map I love the Venator in the back however I have some suggestions:
*Sound. I know youre working on it but it annoys the crap out of me with no vehicle sounds.
*Units wookies should have bowcaster and staff thats all.
*No AT-TE's just lots of AT-RT's
*For the CIS just a battle droid and a droid engineer
*Walkways for the Clones to get up really highon the tree to snipe droids.
*wookiee catamaran needs boost and much more speed. Think interceptor.
Posted: Mon Sep 04, 2006 1:12 pm
by Guest
Aww, dang, Karnage is making this, but maybe he can try to make a better one.

Posted: Mon Sep 04, 2006 6:53 pm
by somedude210
i just played two more rounds and i have one thing that might be a bug. appearently the republic rushes so i dont have that mass slug-out and the battle is over when the CIS has only like 900 reinforcements leftover. its happened all 4 times ive played it, so maybe you could give the CIS more command posts, maybe farther back. or make them more defensive as well. still a great map and i cant wait for the beta or final.
Posted: Mon Sep 04, 2006 7:00 pm
by Xavious
looks cool i'm d/l-ing.
Posted: Mon Sep 04, 2006 7:19 pm
by jangoisbaddest
somedude210 wrote:i just played two more rounds and i have one thing that might be a bug. appearently the republic rushes so i dont have that mass slug-out and the battle is over when the CIS has only like 900 reinforcements leftover. its happened all 4 times ive played it, so maybe you could give the CIS more command posts, maybe farther back. or make them more defensive as well. still a great map and i cant wait for the beta or final.
Right, the two main problems are that the CIS has no mobile spawn points, and the Swampspeeder. Both of those will be resolved for the next version. Also, I have added more barriers and trenches to add to the barricade

!
Posted: Mon Sep 04, 2006 9:33 pm
by somedude210
ya, hopefully this will work but is there a way to make the CIS more defensive of their CP because the games that i played, there were a crapload of CIS around only 4-6 republic guys at the CP and the CIS guys just walked past them and tried to take the republic CP. it was kinda sad and i pittied the CIS guys but at that point i couldnt respawn as CIS since they didnt have a CP.
Posted: Mon Sep 04, 2006 10:25 pm
by YT-1300
jango im just curious, have you taken any of my suggestions into consideration. im not trying to nag and be pushy, just curious cause this map will pwn once it is in its final version!
Posted: Mon Sep 04, 2006 11:18 pm
by TK-349
Oh well, i'll just DL the 1.0 version of this map when it's out. It looks good!
Posted: Tue Sep 05, 2006 2:36 pm
by jangoisbaddest
YT-1300 wrote:jango im just curious, have you taken any of my suggestions into consideration. im not trying to nag and be pushy, just curious cause this map will pwn once it is in its final version!
Most of them were things I am already considering. Great minds think alike! As far as making the lake gradually deeper, I was going to do that, except that if you're the Republic, you won't be able to take the CP. Also, the Snailtanks would have to emerge from the water, too, which was not the way it was in the movie.
As far as the Tripod goes - I'm not working on it. I thought the Clone Wars Realism Mod was doing that, but they seem to be out of commission. If anyone wants to take it upon themselves to create a Tripod walker, that would be great! The turbotank, however, would be too large for my map, so it will not be included. The crab walker is missing a msh file, so again, if anyone wants to do that, feel free. But basically, all of the other stuff you mentioned is being worked on as we speak.
TK-349 wrote:Oh well, i'll just DL the 1.0 version of this map when it's out. It looks good!
I'm truly sorry about that, cause the next version won't be released for a while. I know this is a standard "tech support" reply, but try un - installing the game and re - installing it.
Posted: Tue Sep 05, 2006 3:36 pm
by yankeefan05
Well, i can c that must of u already covered some of the stuff that i was going to say.
Great map btw. Really fun. U should ask Qdin about getting the AT-AP (Tripod Walker). MAybe u should make the Cps not capturable and so could keep the vechiles in. Also put a few more Snail Droids in.
Posted: Tue Sep 05, 2006 4:49 pm
by Rekubot
I'm not sure if this has already been mentioned, but could you give the vehicles a larger water wake effect? That would make it look a lot cooler. If you want I could make the effect for ya.
jangoisbaddest wrote:Most of them were things I am already considering. Great minds think alike! As far as making the lake gradually deeper, I was going to do that, except that if you're the Republic, you won't be able to take the CP.
To be honest, does anybody actually want to take the CP? I'd MUCH rather have a head-on battle then just sneaking behind enemy lines to capture it. I reckon that emerging from the water in a snailtank near the edge of the coast would actually be quite fun.
Posted: Tue Sep 05, 2006 5:10 pm
by trainmaster611
Are those wookiee dragonfly thing flyable? :chew: