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Space Kal-Tarra Final v1.0 Released!

Posted: Sat May 26, 2007 7:46 pm
by Hebes24
For all of you people who downloaded the version of this map that was entered into the competition, this is a HUGE improvement. Believe me, if you thought this map was good earlier, you'll think this is amazing now. (and if you thought it sucked, try it again. trust me, everyone who has tried the latest beta thought it was great.)


Story:

The Republic discovers a Seperatist Fleet hiding in the Kal-Tarra Nebula, and moves to destroy it. The fighting is close-quartered and intense with both sides fighting for survival....


Changes since Beta 0.5 (Mappack Entry Version):

- Slight expansion and enhancement to layout.
- More turrets
- No floating turrets (thanks to Zerted for the LinkedFrigates Code)
- No chainguns (for fighters or turrets)
- Locked doors for Capitol Ships that do not have interiors
- Shields on all fighters for longer lifespan in that vast expanse of firepower that is my map. :twisted:
- Custom sides featuring:
  • Pilots - Normal weapons + Blaster Rifles and Thermal Detonators
  • Marines - Normal weapons + DC-15 Carbine for Republic Marine
- A very Chaotic, exciting battle of epic proportions!

Screenshots in the WIP topic.

Here's the link - File Size = ~95mb

Installation instructions:

1. Run the application, extracting to your addon folder
2. Run Star Wars Battlefront II and have fun!

Thanks to:
Penguin - Her Battle Over Coruscant map was part of my inspiration for me to make mine.
[RDH]Zerted - His LinkedFrigates code helped me complete the map
OOM-9 - Thanks for the DC-15 Carbine!
All of my Beta Testers for their helpful feedback
Anyone Else who helped me or offered to help me in any way

Thanks!


~Hebes

RE: Space Kal-Tarra Final v1.0 Released!

Posted: Sat May 26, 2007 7:54 pm
by Fusion
Lol, post glitch?

RE: Space Kal-Tarra Final v1.0 Released!

Posted: Sat May 26, 2007 8:07 pm
by Hebes24
Yup. I pressed "submit" when I meant to press "preview".

It's fixed now :D

RE: Space Kal-Tarra Final v1.0 Released!

Posted: Sun May 27, 2007 3:43 am
by Rekubot
Pengiun - Her Battle Over Coruscant map was part of my inspiration for me to make mine.
Hehehe, again? :D

To be totally honest, I didn't much enjoy your previous space map, but I'll try it again and see what I think, I'm sure I'll have more fun this time around :P.

Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Sun May 27, 2007 4:24 pm
by Hebes24
Rekubot wrote:
Pengiun - Her Battle Over Coruscant map was part of my inspiration for me to make mine.
Hehehe, again? :D
Freaking typos. :x

I really do encourage you to try it again. What I entered into the competition was a very early beta. Basically, it was just so I could have something entered. I was planning this update from the beginning.

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Sun May 27, 2007 11:47 pm
by yankeefan05
Just installed it, but I did notice u spelled Space wrong for the installer thing. U said Spac not Space. Was that a typo or intended

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Mon May 28, 2007 11:43 am
by Hebes24
Typo. (man do I suck at typing lately!)


UPDATE:

I have a new, slightly smaller .exe for the map now, and it is a direct install to the addon folder. (Thanks t551t551!)

NOTE: This is NOT a new version, just a better, easier installer.


This map does not seem very popular. I'm surprised. :|

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Mon May 28, 2007 5:31 pm
by yankeefan05
I play it. I like it.

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Mon May 28, 2007 5:33 pm
by Hebes24
That's good.

Actually, there has been 30 downloads of the old .exe, so I guess it's kinda popular. I'd kinda like some more feedback from people. :?

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Mon May 28, 2007 5:47 pm
by Rekubot
Hebes, I too am surprised, because I just played this map and quite frankly am astounded about how much of an improvement it is; it's really fun! How in the world did you get the DC-15s HUD thing working? I saw in the modding forum that someone had managed it, but I don't think they said how to do it. Or am I wrong?

Anyway, back to the map:

1) In the CIS ship that is not at the top but isn't the main one (I'm assuming you'll know what I mean, because there's only 3 CIS ships to my knowledge), the locked door on the right isn't placed properly; you can see outside a bit.

2) This is more of a suggestion than anything else, but to my mind it's begging :P. Can you please (x100) make it so that the turrets don't regain health? It's so annoying to have to destroy all the turrets in order to help your teammates, only to have them all respawn as soon as you fly away from the ship. I'm surprised that nobody has done this yet.

3) Could you perhaps change the explosion effects for the ships? This is only a minor thing, but I (and I'm sure everybody else) get bored with seeing the same old explosion over and over again. I know that PvtParts has some good-looking, lagless explosions, so maybe you could ask him. I just think that it would give some fresh flavour to the map. It doesn't really matter.

4) Some animated frigates would be nice, but since you have turrets attached that might take a lot of effort to do. The animation wouldn't be a problem though, since you could just use the ones on the outside of the map to just encircle the two fleets.

5) No matter how good you are, constantly killing enemies is not going to win your team the game, which I find disappointing. The only way to really win it is to grab a bomber and continually make bombing runs over the main ship, which isn't all that interesting. There's a couple of ways I can think of to fix this, but maybe you want to keep it that way; it's a matter of personal preference.

6) If you destroy a communications array or any other hardpoint on one of the capital ships which isn't one of the main ones (again, I hope you know what I mean, if not I'll elaborate), then you won't get any points for destroying it. You could either update the LUA to make sure we get the points, or just remove the hardpoints altogether.

That's all I could find in the two games that I played, but I hope it's useful to you.

1000th post; yay! :)

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Mon May 28, 2007 6:07 pm
by Hebes24
HUD Question - I can't find the topic, but This is what you need. (tutorial is in there too)

1.) If there is enough reason for me to make another version (if people report more bugs, give more suggestions), it will be fixed.

2.) If the situation in #1 occurs, I'll consider it.

3.) If I can track down PvtParts, and I remember how to make it work, then ,yeah, I'll do it for the next version (if I feel the need for one)

4.) I don't know how to do animation, and yes, it would be very hard with all of those turrets.

5.) The ship-to-ship turrets used to be alot more aggressive, and they did alot more damage because of that. I don't know why they stopped being that way.

6.) I might do that for the next version. (situation in #1 applies)

Thanks for your feedback! It's the most this map's gotten from anyone. :P

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 9:14 am
by Guest
Map rating - 70%

fixed

Good map without additions: 1st person view and new starfighters (3-person ARC170, for example)... :wink:

RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 9:19 am
by Hebes24
I need more feedback than that, JK514.

Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 9:38 am
by lieutenantcoda
Hebes24 wrote:5.) The ship-to-ship turrets used to be alot more aggressive, and they did alot more damage because of that. I don't know why they stopped being that way.
yeah, i want the aggressiveness back! :D

and i still think you should change the acclamators lasers to green.

acclamators still just explode, still no "break in half" effect. you can jus give it a very big bang anim, that is, if you cant make it break in half.

Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 10:09 am
by Rekubot
JK514 wrote:Map rating - 70%

fixed

Good map without additions: 1st person view and new starfighters (3-person ARC170, for example)... :wink:
Yeah, 1st person views would be nice. I like to play space maps in 1st person mode because there's a better chance of crashing :P. Gives more of a challenge. So some cockpits would be nice if you ever update this map.

RE: Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 2:05 pm
by Hebes24
I really don't know how to do first person starfighters.

JK514, the three-person ARC-170 has been discussed already. It would unbalance the gameplay, and I have no idea how to do it.

RE: Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 2:17 pm
by Guest
Hebes24
unbalance
for balance give to ARC170 900hits, to Vulture droid 300hits, for example.

RE: Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 2:52 pm
by Hebes24
I still do not know how to set up the gunner positions, though.

RE: Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 3:16 pm
by Rekubot
I think Syth released his assets for the 3-seater ARC-170, which has proper gunner positions. Try downloading his assets pack. As for 1st person cockpits, it's a simple change in the ODF:

Code: Select all

FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
Most of the flyer ODFs already have this, but with the "//" in front of them. All you'd need to do in this case is remove it.

Don't forget that this is your map, Hebes. If you don't want to do something, that's fine by us. Don't let us bully you :P.

RE: Re: RE: Re: RE: Space Kal-Tarra Final v1.0 Released!

Posted: Wed May 30, 2007 3:21 pm
by [-108-]Gen.2Biosquad
I am really not a big fan of space maps, but I might try it to boost your ratings/downloads a bit. I'm sure its a good map. :)