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Posted: Fri Apr 14, 2006 10:44 am
by yankeefan05
just in time to post this.

I you r making another version for this here is something i suggest fixing.

The path here is crooked.

Image

Image

Gr8 map.
Rends has started Coruscant Streets for SWBF2 http://www.gametoast.com/index.php?name ... pic&t=4809

Posted: Fri Apr 14, 2006 11:13 am
by Narlie-Charlie
That wasnt a mistake, it was like that in BF1 too. If/when the Manga Gaurd with staff comes out Rends should put them here.

Posted: Fri Apr 14, 2006 11:23 am
by Silent_Decimator
Thank you Rends for converting this map!!
this was one of those great maps that i missed when changing over to SWBF2
i was totally shocked over the quality when i played this map first time on SWBF1, but please convert the coruscant streets too, that was also one of may favorites.
i got totally addicted to Space maps because you released the Hoth escape map some time ago, and i'd like to thank you for that.
keep it up Rends, i'm a big fan of you and your maps

Posted: Fri Apr 14, 2006 11:40 am
by Narlie-Charlie
Silent_Decimator wrote:i was totally shocked over the quality when i played this map first time on SWBF1, but please convert the coruscant streets too, that was also one of may favorites.
http://www.gametoast.com/index.php?name ... pic&t=4809

Posted: Thu Apr 27, 2006 11:05 am
by MasterKenobi
Wow, that's very good map. This is first map i download. And it's awesome. :D :wink: 8)

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 9:16 am
by Rends
Hi guys,
i restarted working on this map just for personal reasons. Example: i fixed the floor texture in Padmes Room. I will go further and make some more changes not sure yet what so i can´t tell you.
But if you are interested i will release a let´s say "gold" version of this map.
I´m also open for new ideas.

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 11:02 am
by FragMe!
This is good to hear. I am sure one thing a lot of people will mention is to make it so the CW (Droids vs Republic) is playable on line. It tends to CTD a lot when you try. It may be vehicle related. Other than that if is a great map. My brother and I always have this as one of the maps whenever we get on line together. It's great fun to play as Boba or Jango and go jetting around the tops of all the buildings.

But that being said can't wait for it to come out.

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 11:18 am
by Achronos-117
Rends wrote:Hi guys,
i restarted working on this map just for personal reasons. Example: i fixed the floor texture in Padmes Room. I will go further and make some more changes not sure yet what so i can´t tell you.
But if you are interested i will release a let´s say "gold" version of this map.
I´m also open for new ideas.
Good to hear your continueing it :)

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 12:24 pm
by wazmol
an awesome comeback rends.

i do have an idea, you could always add an area to the map thats quite a big open place and have a big battle down there like in the CWs Cartoon and maybe them octopus droid (forgot name).

Even have mtts

-Waz

(jus a thought)

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 1:44 pm
by Teancum
Sweet. Rends, contact me before you release the final version. I can add "Classic Conquest" (SWBF1 style units) with just a few files from you, and it will not conflict (nor will it show up) if someone doesn't have the Conversion Pack installed.

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 2:37 pm
by Rends
FragMe!
Yes online CTD is side related and i never found out to fix it.
If someone knows the reason why new sides CTD online let me know.

Well i´m not sure what i will change so time will tell.

Here is a screenshot about the Padme room floor fix before and after:
Image

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 3:25 pm
by FOOLIS
Wow ,
It looks more realistic now , well done

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 4:58 pm
by Teancum
@ Rends -- I'll also fix the online crashes too. It's usually just due to low memory pools like SoldierAnimation.

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 5:02 pm
by Rends
Ok Teancum,
i will send the stuff to you once i finished it wich may take a while.
It´s sad that i can´t run the bfront debugger with my DVD version.

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 5:49 pm
by Ace_Azzameen_5
Cool to see you back Rends, a few new things us modders have come up you might have noticed:
Teleporters
Random Sides
Random Night/Day other effects
My awesome map (Beta)
[http://www.gametoast.com/forums/memberl ... file&u=374]Being full of yourself[/url]

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 7:00 pm
by lieutenantcoda
heh, I remember RepSharpshooter made a good yellow coruscant speeder, you might want to use that. any chance off changing the 501st into the red shock trooper legion?

doing some corrections in the flight pathing is also good(if you want)

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 7:10 pm
by bobby_fett
Good to see this map is being continued. :D
I agree with Ace_Azzameen_5, those things
would be great for this map!

Re: Coruscant City Version 1 released

Posted: Wed Nov 14, 2007 10:08 pm
by MasterSaitek009
If we ever do get custom maps into Galactic Conquest I would love to see this one for Coruscant instead of the Jedi Temple. :P
Very nice Rends

Re: Coruscant City Version 1 released

Posted: Thu Nov 15, 2007 9:40 am
by wazmol
add captain fordo aswell.

this is gonna be so good and this was always one of my fav maps!

awesome work rends

Re: Coruscant City Version 1 released

Posted: Thu Nov 15, 2007 9:49 am
by Rends
Hi Ace,
Random sides could be interesting, need to check that out.
I don´t see a reason for the teleporters, is that Startreck beamstyle?
Random day/night would be difficult because all the building textures would need to change aswell to represent room lights coming through windows...
Havn´t seen your beta yet, will check it out later.

Hi lieutenantcoda,
have a link to the speeder files?

Well i have no plans doing the map from scratch again, just fixes and some new things. About the flyer paths. I´m not sure if that can be fixed. The paths are not wrong or so and barriers are there where they belong to. thing is that AI has a tendency to flyover CPs and lot of them are inside the buildings but i will see if i can improve it.