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Posted: Thu Apr 20, 2006 9:09 pm
by ethannet
Filefront doesn't work on my computer. The savefile link would be nice though.
Posted: Thu Apr 20, 2006 9:17 pm
by Penguin
may i say this
WT# did you do to the CIS bomber? its WAY to overpowered, it constantly fires bombs at a fast rate
AND YOU CAN BLOW UP EVERY SINGLE SHIP WITH IT, YES< I"M TALKING ABOUT CAPITAL SHIPS TO, I JUST BLEW UP THE ENTIRE CIS CAPITAL SHIP< NOW THERES JUST A HANGER AND A FEW ROOMS HANGING IN SPACE WITH SHIPS FLYING OUT OF!
Posted: Thu Apr 20, 2006 9:20 pm
by RAymo
penguins rite. the bomber's WAY too powerful
Posted: Thu Apr 20, 2006 9:26 pm
by [Matt_Man]
i like what you did with the turrets but.. lol uh yeah the bombers a bit sick
The balance I thought was excellent
the biggest thing i noticed was the CIS ship sticking through the Venator
If you aren't going to do anything with the texture of the damaged republic ship (which is the main thing this map needs) then I say remove the CIS ship because it looks tacky.
Oh, if no texture changes to the damaged ship then maybe have all the systems on it destroyed or nearly destroyed (but invincible) so that the ship is permenantly on fire in a couple places
Posted: Thu Apr 20, 2006 9:29 pm
by Penguin
more bugs, when playing as CIS, and you switch tot he rocket launcher, you can't switch back to the rifle.
your using mini cis cap ships which is bad becouse they have no collision geometry
Posted: Thu Apr 20, 2006 9:34 pm
by yodaminch
The bomber balances out tiin and his ship. And yes, I'm aware you can destroy the republic ship fast. You can do the same with the cis. Puts the focus on top of the cis ship. Both ships can be shot down fast by the auto turrets however. I'm thinking about removing the spawn paths to the hanger so only a few smart bots and real players can access the vehicles.
The rocket launcher thing is odd. I'll look into that now.
And the cis ship through the assault ship, that was an accident. I have no idea when I did that.
If you can tell me the file names of the trade ship and the other one that have collision geometry, i'll definately use them. the ones i have are there for variety.
Two questions for everyone. Instead of bombs how would you feel about grievous' ship firing the blue bombs that the trifighter shoots?
What else should grievous have?
Posted: Thu Apr 20, 2006 9:40 pm
by Penguin
just make more CIS cap ships, the other ones are for the sky so they have no collison geometry.
to fix the rifle bug, just make a hole new parent for it and copy every thing from the com_weap_award_rifle into the new parent ODF, then just remove this from the new parent ODF
MedalsTypeToUnlock = 1
ScoreForMedalsType = 1
when you have those lines in it it thinks its an award weapon and won't be usable untill you unlock that award. setting it to 0 in the child ODF doesn't work >.<
Posted: Thu Apr 20, 2006 10:24 pm
by PvtParts
Instead of removing spawns, perhaps place a barrier around the ships you dont want the ai to use. that'll keep em from getting in it (i think)
Off Topic: has anyone figured how to give a ship multiple primary/secondary weapons?
Posted: Fri Apr 21, 2006 5:17 am
by splinterCell
Nice map, very innovative. It still has a lot of bugs but most or all of them were already mentioned so i'll give a few suggestions instead
-Grievous' ship is too powerful, either make the capital ships invinsible if it's possible, or decrease the damage of the bombs or just change the secondary weapon, maybe dual droid gunship lasers minus the overheating or something
-Increase the number of bots and make them come closer to each other so there will be more gunfights
-Instead of making the jetpack movement speed permanently fast, maybe you can just give it boost like running (i don't know if it's possible though)
-Give the heroes the ability to regenerate the health of their fighter
Here are some of the few bugs i think no else mentioned yet:
-When you switch to the rocket launcher while flying, it shows the animation of the character falling in 3rd person view
-The lightsaber handles have no texture
Posted: Fri Apr 21, 2006 7:41 am
by craggy
very fun game. didnt blow up any cap ships in my game, but just had a quick go. tiin is great. dont know choke is too powerful, as half the time i couldnt use it as i was mid jump. i think if anything though it needed a lot more space action, instead of less. the sky was pretty empty feeling and after a while no-one appeared to be coming out of the cap ships, or if they did it was slowly. grievous starfighter with trifighter bombs would be ok, the ones it has now are way powerful, but rubbish for dogfights.
Posted: Fri Apr 21, 2006 9:48 am
by yodaminch
tribombs also don't seem to destroy the ship, just the turrets, sensor relay etc.
Posted: Fri Apr 21, 2006 2:36 pm
by Schizo
Definitely an improvement from the first version, but still some things I want to address:
- First thing I want to say, is we need more action. Lasers, explosions, etc. Capital ships in the sky. All that good stuff. Make it feel like you're really in the middle of the Battle of Coruscant. I'd suggest looking in the Felucia sky or something. I recall there being capital ships and lasers effects in the sky. That would definitely help.
- Now, I can understand why you increased the jet pack speed from before, since it used to take forever to get anywhere with them, but now I think they're just a
bit to fast. They're kinda hard to control, and half the time, I can't even hit a droid/clone flying around in the air without him zipping all over the place. I'd say decrease it, but not so much that it's going to go too slow for you to be able to get anywhere.
- Of course, Tiin's skin isn't finished yet. Hopefully you can get to that soon. I can't wait to see the finished skin. Looks good so far, it just needs more detail. And, while still on the subject of skins, lightsabers still aren't textured.
- The Grievous bomber is of course too strong, as many people have pointed out. I say increase the speed, keep the primary lasers (the rapid-firing yellow ones), and replace the never-ending bombs with the Tri-Fighter's missles, so as you can't take out the Republic capital ship in seconds.

Also, I noticed that it basically has unlimited stamina... so you can like, speed forever. I'd say limit the stamina just a bit.
- I also think Tiin's Force Crush is still too strong also.
- Jetpacks and sabers still have no sound. Read Rends' sound tutorial. That might help bring them back their sounds.
- And the mini CIS capital ships scattered around the map (most notably the one sticking in the damaged Republic capital ship)... those are meant to be used in the sky dome. They don't really look good close up. I'd suggest adding more Droid Control Ships and frigates to fill in the spaces. Maybe even another CIS capital ship (just as a prop, of course). Then you can have more capital ships and such in the sky dome, moving around.
And I think that's basically it. Other than that, the map was great. Hope it doesn't seem like I'm being really tough on this map, I'm just trying to help point out the problems so you can fix 'em and get this map as good as you can get it.
Posted: Fri Apr 21, 2006 5:06 pm
by yodaminch
I will do my best with adding more ships but I already thing the filesize is too big. It takes about an hour to upload the file for everyone. I'll look into cutting jet speed and the force crush. The only thing I won't do is limit stamina on tiin and grievous' ships. It adds a little something extra.
I'll do sounds soon enough. I'm more worried about gameplay then cosmetics like sound right now, but it is on my list. Regarding the noncollision ships. I may just shift them around so they are visible but not really taking away from the battle.
Posted: Fri Apr 21, 2006 8:17 pm
by Penguin
lol, don't worry about the map. only when you get to the stage of over 300+ long range turrets and ships with special models on them that create gigantic flames will you start gettign worried about file size and game play
Posted: Sat Apr 22, 2006 6:49 am
by jameswalwyn
Well done on the update, nice touches, here's my feedback which probably reflects alot already said
+ves
- Jetpack speed is now perfect
- CIS ships now repawn
- Lovin' the laser show between the two cap ships (why the original game space maps arent like that i dont know?)
- Few more ships in the air
-ves
- Bomber to powerfull (id use a max of 2 pairs of bombs)
- Still not enough infantry action, the clones are stationary for most of the time and there arent enough droids to go around
- CIS hanger is dead, i went in and couldnt find a single droid to shoot
- Still not enough ships in the air to represent a space fight
- As someone else mentioned, the tipped REP ship is a bit tacky, like its just been plonked there n forgotten about, it needs smoke and fire, lots of it, and a siren would be a bonus
Once this map is completely done I think itll be the best space map out
Posted: Sat Apr 22, 2006 6:59 am
by richard
I agree it will be the best.
Posted: Sat Apr 22, 2006 9:12 am
by moberemk
An idea that I thought of would be to include both the normal versions of the ships and the hero versions further back in the hangar encased in a no-NPC zone, so that only the players (and consequently, heroes) could get to them. With the bombers accessible to everyone, it makes for the republic to be crushed way too easily, but if only players could access them, it might help.
Also, maybe you could increase the amount of bots, à la Geonosis: Offensive.
Posted: Sat Apr 22, 2006 10:02 am
by jameswalwyn
moberemk wrote:Also, maybe you could increase the amount of bots, à la Geonosis: Offensive.
If everyone did this it would make their map immediatley better by 1000%
Posted: Sat Apr 22, 2006 10:37 am
by yodaminch
i can keep trying to increase the units, but at the same time, it doesn't always mean they'll do what you want.
Posted: Sat Apr 22, 2006 10:51 am
by Teancum
moberemk wrote:An idea that I thought of would be to include both the normal versions of the ships and the hero versions further back in the hangar encased in a no-NPC zone, so that only the players (and consequently, heroes) could get to them. With the bombers accessible to everyone, it makes for the republic to be crushed way too easily, but if only players could access them, it might help.
Might be possible if you put a 'danger' region in the back of the hangar, but I think that only works for bots while in flyers.
moberemk wrote:Also, maybe you could increase the amount of bots, à la Geonosis: Offensive.
Possibly a good idea, but when bots don't have a clear 'vision' of where they need to go, they get dumb. Therefore, more bots == increased number of idiot bots