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Space Assault map with Dragonum's models and more!

Posted: Tue Jan 30, 2007 5:34 pm
by Ace_Azzameen_5
Dragon's Lair Nebulum
A space map with Dragonum's Venator and Providence class capital ship models and a large dose of [GT]Ace Azzameen 5.
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I set up your basic Clone Wars assault map using the new models. I had to get creative since the models, though in separate pieces, were not designed to be used for assault. Oh well, I slapped the extra destroyables on and got creative with the bridges, used a bunch of LUA work-arounds, and now assault is playable.

[GAMEPLAY NOTES]
To destroy the republic's bridge, you have to blast their weak points, the main window! Vent the atmosphere and let those meatbags freeze and suffocate.

The Providence's bridge is divided into two structurally isolated halves, but destroying one half should take out the other!

Features
-Dragonum's models, yay!
-An auto-turret like mainframe to take out or reactivate indoor roof turrets.
Problems
-Some of the fighter spawns are a little too high
-The Providence has a glitchy hangar floor, must use other models to work around.-FIXED, Mr. Floor has been Dealt with.
-AI Gunships like to ignore the land command node on their spline. . .so, take back the cockpit if one drives you too close to the CIS hangar floor.
-lod distance maybe needs some work
-ship objective icons are mis-oriented
-targets missing destroyed geometry
Todo List
Complex Interiors- The interiors are simple and slapped together and use the crummy defualt layout, I plan to change this
-Better turrets, bottom turrets
-Maybe a new side with faster fighters but probably not
-Frigates.
-More flyer splines. Yay splines.
-More fighters in the air.
-Balance . ..
-portals and sectors
-destroyed geometry-make a blown up looking texture for everything and use it. Maybe I'll stick some "rubble" objects in.
-Tatooine-FIXED-now a blue purple awe-inspiring nebula, either the dragon is one of them Mystical Dragons, or I'm painting it orange red and yellow.


This list may now be inaccurate, since I switched to Dragonum's new versions with proper collisions.
Download Link


Just in case no one noticed his name everywhere,
Cred's to Dragonum for the ships, which are the backbone of the map.
The Invisible hand models wer originally made by, as referenced in Dragonum's readme, Bertie.
I still deserve lots of credit for putting setting up assault, making the interiors, and the security console. And the splines, .. .so many splines. . .
Screen shots from _vader_ instead of words that weren't wrote: Image
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Posted: Tue Jan 30, 2007 5:39 pm
by Clonedude55
Looks nice

Posted: Tue Jan 30, 2007 5:39 pm
by _vader_
Dude, this map is probably the most fun map i've played because it just really gives you the whole "big battle" feel its awesome! Great job! May I suggest one thing though, you should post more screens, cause the one you posted doesn't do your awesome map justice! (dont take offence from that im saying your map is great!) Also, i will post some screens for you to use soon and you may use them or not I dont care but anyways great map!

Posted: Tue Jan 30, 2007 6:01 pm
by Rekubot
Sounds nice. Very nice. Downloading now!

Posted: Tue Jan 30, 2007 6:14 pm
by Ace_Azzameen_5
LOl, and I spent an eighth of the time I spent on my unreleased WIPs. . .
Keep it simple, I guess. Anyway, I'll eventually release another one once I feel I've added enough stuff.

Feel free to post your own screens.

Posted: Tue Jan 30, 2007 6:27 pm
by _vader_
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Posted: Tue Jan 30, 2007 6:32 pm
by Ace_Azzameen_5
Thanks Vader, good screens.

I never knew how much splines could do. The AI follow them good, but they always seems to jerk around or something, I think I need to set a rotation property on them or something.

Posted: Tue Jan 30, 2007 6:37 pm
by Warpedout
Oh my dear God, that looks sweet!

Posted: Tue Jan 30, 2007 6:52 pm
by _vader_
np and yes the splines are sweet some ships fly out in the cieling exit and others in the forward exit. One problem i dont know if its possible to fix. When ships fly out of the forward, they shoot and its very hard not to get hit and i die half the time by being tked but i dunno if its possible to fix that.

Posted: Tue Jan 30, 2007 7:01 pm
by Razgriz
Last one is a nice glamour shot but id like to see outside

Posted: Tue Jan 30, 2007 7:18 pm
by -(DW)-Arc9[E]
You could put a couple auto turrets in the side hangars,just so the gun barrels *just* stick out of the force field

Posted: Tue Jan 30, 2007 7:32 pm
by t551
You're solving a nonexistent problem, Arc9.

Posted: Tue Jan 30, 2007 7:56 pm
by -(DW)-Arc9[E]
It could make it movie like. Anyway,Is it possible to spawn in the bridge?

Posted: Tue Jan 30, 2007 8:29 pm
by t551
There were no auto-turrets in the hangars in the movie. There were lateral gunports, but those are quite different from hangars, and did not mount auto-turrets.

Posted: Tue Jan 30, 2007 8:32 pm
by timusafa
This is amazing!!! I just got finished playing this map and... i'm speechless :shock:
I really don't know what to say, it was such a good map. just like _vader_ said, the most fun i've ever had in a space battle, not to mention the "big battle" feel is all over this map. The textures were good, the ships were good, just say one conflict with the hallways in the CIS cruser, one of the pannels was crooked. :roll: Ah, well, this is definitely staying in my addon folder. Did Dragonum ever make a realistic ISD? Because if he did i'd very much like to see that in game as well.

Thanks soo much Ace for setting this up! Oh, a few tips. Put the crusers closer together and somehow make the autoturrets fire colored bolts, that would give the map a more... Star Warsish feel, not to mention it would be fun dodging red bolts everywhere :P

Posted: Tue Jan 30, 2007 9:04 pm
by Food_Eater
Best space map ever. I noticed that the wall behind the droid's Security Turret Mainframe seems to lack a collision (kinda weird since it's a shipped model). Also the game crashed after playing for 20 minutes (no big deal). Can't wait to see the next version.

Posted: Tue Jan 30, 2007 10:02 pm
by SWSOE1
It was a very fun map. There a couple of things that could be fixed. Some of the colision geometry in the floor of the CIS hanger is not working. The security turrets in the bottom of the Republic crusier shoot at the sheild because when I walk around, the shield is abopve my head. The CIS hanger is very big and I thought you could have a little vechical drive people around to there ships. Maybe the bridges should be linked to the hanger, and a little vechical drove people drove you around. Last thing, the CIS ships are floating. Overall this was a very good map. It gave me the Star Wars feel espically when I flew over the Republic crusier and all the turrets shot at me.

Posted: Tue Jan 30, 2007 11:25 pm
by _vader_
also, for the next version, perhaps you could fix a glitch that comes when i spawn at the hangar in the rep ship, i walk towards the arc 170 and fall thru the floor. Also, maybe up the unit count up alot because it would be much more "big battle" feeling. And i also like the idea of a hangar "shuttle" to carry you across the long distances. Also, everyone is so used to the default ship interior and changing the interior would make this the best map (space or not) ever, because of its realism. If you upped the unti counts, there would be a lot of people so being big would not be bad as there would be others to keep you company! And umm... who's beta testing your next map? *Nudges Ace very discreetly*

Posted: Wed Jan 31, 2007 12:08 am
by Ace_Azzameen_5
Food_Eater wrote:Best space map ever. I noticed that the wall behind the droid's Security Turret Mainframe seems to lack a collision (kinda weird since it's a shipped model). Also the game crashed after playing for 20 minutes (no big deal). Can't wait to see the next version.
Both those problems confused me. I don't know whats wrong either. If someone wants to play it in bf2modtools for 20 mins, its a client-side only crash.

Unit Count Doubled.

I also thought of a trolley thing for the hangar, if only I could get my hands on one, some kind of moving platform with a droid head like the rebels have.

Speeder bikes also would seem wrong.

Dragonum is making an interior model for the Venator and I think maybe I could get him to cut some holes in the CIS hangar.

Posted: Wed Jan 31, 2007 1:28 am
by Epena
I really really love this map Ace. I know most of it is Dragonum, so props to him, but still Ace. LOVE IT!

I too had a weird crash after some time, as did Schizo and Fusion... oO