Battle For Saleucami - Released 12/31/06

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Epena
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Post by Epena »

Don't forget to credit Squipple for the canisters and pots.
Captain_Mazda

Post by Captain_Mazda »

I don't forget things.
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Post by Ipodzanyman »

I thought it was Jabbaloveslava's skin, I thought that's what Majjin said.... :?
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Post by Elmo »

hey, Mazda... if you are a decent skinner why don't don't you add 327th skins in your map... it'll be awesome and accurate since that was Aalya's battalion... and it's way better than the 501st :wink:
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Epena
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Post by Epena »

I thought whatshername was on Saleucami, though...?
Captain_Mazda

Post by Captain_Mazda »

Epena wrote:I thought whatshername was on Saleucami, though...?
Aayla Secura was on Saleucami quite a while before Stass Allie.
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Post by Elmo »

correct :D
Captain_Mazda

Post by Captain_Mazda »

Finished planning, barriers, and more crap while working through the night.

The major problem I'm having is with Bandu's palm trees that are completely hollow. I tried to fix the .odf's but no such luck. Interestingly enough, some of the trees are solid whereas a couple others seem to have created solid "ghost" trees.

I'm also planning on putting in a couple fighters and troop transports, but the fog would cause major problems. I'll try my best to figure out the fog and finish up flyer barriers and planning.

I still have turrets to place, more fire effects to add, hintnodes, and a whole lotta skinning left to do. I'll put up updated screenshots later when I'm done testing a bit more.
Captain_Mazda

Post by Captain_Mazda »

Everything's working perfectly. At the moment, each team has a starfighter and a troop transport to spare. It'll make for even more fun. Skilled pilots won't have any problems navigating the tallest bulb plants. If you're a novice or have slow reflexes, leave the aerial combat to AI.

New screenshots:

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RAymo
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Post by RAymo »

looking nice 'Mazda! :D

cant wait for this.
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Post by Tuskenjedi »

is master skywalker's hero ai script used?
Captain_Mazda

Post by Captain_Mazda »

No.
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Post by yankeefan05 »

Nice. I like it. The water does in with the background and terrian. remember to put speeder bikes :D.
Captain_Mazda

Post by Captain_Mazda »

yankeefan05 wrote:thanks for putting in speeder bikes :D.
Fixed.
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Post by crazytieguy »

Keep it coming. Looking great.

Out of curiosity, how many AI are there?
Captain_Mazda

Post by Captain_Mazda »

Just came out of a major testing session. Everything is done for a public release.

AI numbers? Let me just say this map is even more action-packed than Mos Venur. Lasers flying over your head, explosions all around, the works. AI spawn in huge numbers at all times and can in an instant turn the tables in their favour.

There's a lot of strategy involved as well. No point in trying to rush the major outposts, not even with a vehicle. Bots have laid out mines in key entrances ;)

I'll release this later today, maybe even in a couple hours. Nothing more to add to it at the moment. But you can expect the "Mustafar Syndrome" in this map. This engine is obviously not designed to handle too many special effects happening at once. You may have noticed missing effects for lightsaber sparks, grenades, and rockets on Mustafar. The same happens here on Saleucami, simply because there are so many special effects rendering at once: smoke, fire, ripples on water, mist and fog traveling in the air, hundreds of explosions and laser blasts from vehicles and soldiers, etc.


Released!

Please use this thread to report any bugs and check back for my updates as well. I doubt there are any strange bugs ;)
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