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Posted: Sun Sep 03, 2006 6:24 pm
by Ipodzanyman
ya I want this map to have a dark,creepy,errie background to it, so this is what the story will be like, there are mandolorians that have stowed away on some random ships around this area, and plan to wipe out everything, so the Republic has two elements against them, in random areas the mandolorians will emerge and kill their prey..... just a new twist to it....

Posted: Sun Sep 03, 2006 6:59 pm
by Hebes24
Ipodzanyman wrote: in random areas the mandolorians will emerge and kill their prey..... just a new twist to it....
Via AI ambush I presume? :twisted:

Posted: Sun Sep 03, 2006 8:25 pm
by medalman69
A lil bird told me that double posters should die
well actualyl its a avatar but still O.O

Posted: Sun Sep 03, 2006 8:52 pm
by 2_lowiq_clone
A lil bird told me that double posters should die
well actualyl its a avatar but still O.O
what? :?

On-Topic: AI ambush huh? well, this is getting better by the hour! as the clones like to say, "keep going keep going!"

Posted: Sun Sep 03, 2006 9:08 pm
by Ipodzanyman
yes I am planning to make Ai ambushin, but I need to find that topic quick....

Posted: Mon Sep 04, 2006 12:17 am
by Protector_Pulch
Some wishes: Cockpits for all vehicles, better AI, some interiors... and so on^^

PS:
These are definately WISHES, and no SUGGESTIONS !

Posted: Mon Sep 04, 2006 1:14 am
by Ipodzanyman
ok they are noted :wink:

Posted: Mon Sep 04, 2006 10:21 am
by Hebes24
I just played the map and I like it! you definately need to add AI planning, and more units, but it was still a fun map that has alot of potential! :D And I LOVEthe republic side (except for the commanders cape, of course). You just need to localize them so the troopers have names.

Overall, nice map! Keep up the good work! :D

Posted: Mon Sep 04, 2006 10:39 am
by Ipodzanyman
thanks Hebes24! does anyone have anymore ideas for the next version? BTW i am reskinning the vehicle to blend in the environment....

Posted: Mon Sep 04, 2006 5:13 pm
by 2_lowiq_clone
Are you going for realism or something else. If you are going for realism, I think that the droids should not be able to sprint, roll, or jump. In exchange for the mobility impariment, the droids should be able to take more hits. How does that sound?

Posted: Mon Sep 04, 2006 5:30 pm
by Ipodzanyman
that sounds fine, what does everyone else think?

Posted: Mon Sep 04, 2006 7:39 pm
by vaders_Legion
how about a venator floating arround way up high there
with tons of gunships in its hangers for troop transporting down to the planet and the cis ship can have some aa turrets on it that would be sweet

Posted: Tue Sep 05, 2006 12:38 am
by Ipodzanyman
that is noted too....having a full flying capital..

EDIT
I still cannot figure out how to get the right fx for the vehicles it still comes out as blocks....

Posted: Sat Sep 09, 2006 10:52 pm
by PvtParts
open up the effects in your effect editor. Fully expand the effect tree. Check in each geometry section for the tga. Along with the effect, copy and pasted every called for tga into whichever side uses that effect. Clean and Munge.

This should help you out. If you mean black boxes in effect editor, I can help you there as well.

I've been watching this map for a long time, and I played it through. Ive been too busy to write up any sort of critique for you map, but I will say visually, its amazing. Save for the asteroids ( i didnt notice that till just now, but thats going to bother me - not them floating, as I think its not that big of a deal, but flying through them), its very good. (you already know about the hangers and whatnot, so ill not hold that against your map).

Gameplay though, isnt that great. I suggest more units, and better planning. You would see a vast improvement in gameplay if half the units didnt spend the game stuck running into a wall in a hanger or control room. Planning would also make a big difference - if the units have a field of choices, instead of a straight line, it makes for much more realistic battles.

Perhaps put a cp or two inbetween your major bases, giving units a place to respawn mid-field, to ensure that the battle doesnt die out to fast.

Hope this is helpfull, and be sure to pm me if you need more help with the affect issues.

Posted: Sun Sep 10, 2006 10:49 am
by RevanSithLord
I can't be stupid with the poll?

I would've voted "I don't like it" - My reason: Because I LOVE IT! :D
But I voted visually. If it said both visuality and gameplay I would've voted that.

Keep up the great work. And you're still looking for beta testers? If so, I'm here.

I've about been a beta tester for everyone these days. :D And I'm free to have fun while inspecting a map. So that's why I love beta testing- Having fun while reporting mysterious bug finds. So if ya need me, gimme a hollar, or yea, whatever. Lol.

I had played this map in it's early stages, but if you need testers for the latest version, I'm here.

Posted: Sun Sep 10, 2006 9:09 pm
by vaders_Legion
lol
i need the newest version, by the way can u make gcw more enjoyable

Posted: Mon Sep 11, 2006 8:44 am
by Ipodzanyman
yes I am working on everything a few selected will get the final beta and I have no idea when this map is actually going to work.....Thanks RevanSithLord and vaders_Legion, both eras will be a slew more fun and do you need beta .88?
open up the effects in your effect editor. Fully expand the effect tree. Check in each geometry section for the tga. Along with the effect, copy and pasted every called for tga into whichever side uses that effect. Clean and Munge.

This should help you out. If you mean black boxes in effect editor, I can help you there as well.

I've been watching this map for a long time, and I played it through. Ive been too busy to write up any sort of critique for you map, but I will say visually, its amazing. Save for the asteroids ( i didnt notice that till just now, but thats going to bother me - not them floating, as I think its not that big of a deal, but flying through them), its very good. (you already know about the hangers and whatnot, so ill not hold that against your map).

Gameplay though, isnt that great. I suggest more units, and better planning. You would see a vast improvement in gameplay if half the units didnt spend the game stuck running into a wall in a hanger or control room. Planning would also make a big difference - if the units have a field of choices, instead of a straight line, it makes for much more realistic battles.

Perhaps put a cp or two inbetween your major bases, giving units a place to respawn mid-field, to ensure that the battle doesnt die out to fast.

Hope this is helpfull, and be sure to pm me if you need more help with the affect issues.
-thanks for the feed back, I'll see about the fx....there are a few more cps and there are 300 units on field at one time right now....the asteroids have collision(have fun getting out of the hangar :P ).......The planning is a huge problem right now, I have paths set up, but they just go straight to the closest cp so they buch together at a wall....

Posted: Tue Sep 12, 2006 4:26 pm
by RevanSithLord
Yes, sir I do. :D

Posted: Tue Sep 12, 2006 5:42 pm
by PvtParts
A quick fix for the planning could be to line the side of the hubs/connections with infantry barriers, forcing the AI to follow you're path. Just make sure no one spawns on the outside of the barrier, as they'll be trapped (im assuming your refering to your ship, where they spawn in the hanger)

Posted: Tue Sep 12, 2006 5:51 pm
by jango232
wot you should do make the vechiles be all battle damged cos it would fit in with the map gr8