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Ord Mantell: Junkyard in developement
Posted: Mon Jun 13, 2005 7:53 pm
by Gynt_Ryles
Hi, I'm just getting into modding, and thought I would make a fairly simple map. One thing Ord Mantell is famous for is its immense junkyards. Rippen's Ord Mantell: No Greater Glory was an excellent map, and I'm not trying to copy him or anything, but I really want an excellent junkyard map. It will probably be a cross between the two Rhen Var maps: an infantry battle with a maybe a mobil spawn post. The Hovernaut will be in for the GCW and the MTT for CW. Until someone figures out how to fix the Hovernaut's problems, it will most likely be a prop. For balancing, the MTT will probably be this way too.
I will probably start work on this map tomorrow or Wednesday, because that is when I'll have the mod tools by. My connection is too slow (49.2K at the fastest) and faulty (disconnects after a few hours) to download the tools directly, so a friend is mailing them to me on a CD.
I have pretty much finalized the layout and such, however, any junk or something long those lines (such as a prop scavenger droid) would be much appreciated.
Expect screenshots and updates later this week.
RE: Ord Mantell: Junkyard in developement
Posted: Mon Jun 13, 2005 11:18 pm
by Rippentuck
Hi Gynt,
Good luck on your map. I don't know if you're aware of it, but I'll be making a change in locale for my own map in the next version. The name Ord Mantell, I must admit, was due to a flaw in research, which I'll be rectifying with the name change. So you can claim Ord Mantell as your own without there being any confusion. Maybe the previous use of Ord Mantell for my map will even generate a small amount of publicity for ya too.
Looking forward to seeing your work.
Rip
Posted: Tue Jun 14, 2005 3:29 am
by EraOfDesann
Good luck! It sounds cool.

Posted: Tue Jun 14, 2005 8:49 pm
by RDST
sounds good, a close in battle with some vecs too. lookin forward to some updates
also Rip who cares about the name your map is one of the best
Posted: Wed Jun 15, 2005 9:42 am
by Gynt_Ryles
Thanks for all your support. The tools still aren't here yet, but it might this afternoon.
Anyway, this will be the layout:
The map will have 6 CPs: 2 for the Rebels/CIS, 2 for the Empire/Republic, and 2 neutral. The map will be in the shape of a bullseye. The 4 controlled CPs and 1 neutral CP will make an outer ring. In the very center will be the other neutral CP. The Empire/Republic's 2 CPs will have a tunnel under the junk that runs between them.
GCW story: The Rebel Alliance, short on credits and resources, have launched an assault on Ord Mantell's extensive junkyards. They hope to find some good, usable hardware, but instead find an Imperial ambush.
CW story: The Trade Federation, always looking for a way to save credits and add more droids to their arsenal, have decided to launch an attack on Ord Mantell's vast stores of used hardware. Unknown to the Seperatists, the Republic has stationed a small garrison to foil their plans.
Posted: Wed Jun 15, 2005 5:23 pm
by Gynt_Ryles
Sorry for the double post, but the tools still aren't here. Either they didn't get mailed Saturday or something went wrong. This mod is on hold for now.

Posted: Mon Jun 20, 2005 6:18 pm
by Gynt_Ryles
Sorry for the triple post, but THE MOD TOOLS ARE HERE! I'm starting work right now (which is really just reading alot of tutorials).

:3po: :greeny: :atat: :atatpilot: :cantina: :bdroid: :bdroid2: :biggs: :bobba: :boushh: :bwing: :3dcp: :chew: :raider: :vader: :dstar: :dug: :dsaber: :eobi: :yod: :blackja: :calmon: :troop: :jawa: :yodaful: :royal: :jab: :missle: :watto: :emp: gtpwn
(sorry, couldn't resist)
Posted: Tue Jun 21, 2005 1:22 am
by OOM-9
*feels the smiley WRATH*
this map sounds like my idea for Hypori. Good luck if you need help just poke me or something.
~00M-9
Posted: Tue Jun 21, 2005 1:51 am
by EraOfDesann
Nice backstorys! I look forward to this map!

Posted: Thu Aug 11, 2005 8:36 pm
by Gynt_Ryles
I'm a very lazy person. I've finally started work on the map, and am working on the terrain and junk now.
Posted: Fri Aug 12, 2005 8:33 am
by Someone
Screens????
Posted: Fri Aug 12, 2005 12:31 pm
by Gynt_Ryles
Not enough for that yet, and I still haven't bothered to register at Photobucket. Beta will be released sometime this month (I hope, if I can get the AI working right). I'm working on it right now.
Posted: Fri Aug 12, 2005 6:35 pm
by Gynt_Ryles
It didn't go exactly as planned, but I think it's better than the original design. It's more of a square with a circle inside rather than a bullseye. All I have to do to the terrain is finish adding the walls along the border and add Majin's wreck vehicle turrets (which I don't have and will take all night to download). After that I need to texture, add the additional CPs, get the AI working, and change the sky file, all of which I haven't had any succes with.
Posted: Sat Aug 13, 2005 4:51 pm
by BeBop
You can always use imageshack for photos. (free you know)
Sounds like it's shaping up. Looking forward to it!
RE: yeeeeesssssss
Posted: Sun Aug 14, 2005 4:24 pm
by Gynt_Ryles
I realized I'm missing some textures, so I need to track those down, I recently discovered some props I was looking for while doing a file sweep of the worlds, and I have some terrain tweaking to do, so it will take a little longer than planned.
RE: yeeeeesssssss
Posted: Thu Aug 18, 2005 10:32 am
by Gynt_Ryles
I'll be on the couch for a few days because of my allergies, so work on this map has stopped. I am also having problems with the map, because it keeps crashing and I don't know why. The only thing I think could be causing it would be R2-D2. My SPTest doesn't work, and every time I try to use it, I get an eror message saying that it failed to start because binkw32.dll was not found and that re-installing may fix this problem.
Posted: Thu Aug 18, 2005 11:56 am
by maxloef
uhm dude if u got the hovernaut workin id like to know how.
And WHAT the Odf Name is.
Posted: Fri Aug 19, 2005 10:06 am
by Gynt_Ryles
No, I haven't got it working. I think the vehicle was removed from the assets, but the weapons are still there, and the vehicle can be found in the game's data. It's called all_hover_hovernaut. Psych0fred is working on fixing it, so hopefully we'll have a working version once he releases the Armory map.
Posted: Sat Oct 01, 2005 2:01 pm
by Gynt_Ryles
I've completed the map and only have the AI to do. Due to the layout and simplicity, I should be able to use only AI barriers, without any planning or hintnodes, though I am experimenting with those. I decide to leave it infantry only for now, until I learn the tools a little better and can incorporate vehicles.
I hope to have this up by Monday at the latest.