Yavin: Arroyo Pass -- v1.0

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Should I release the final public beta soon without certain finishing touches (skins and loading screens), or wait until everything is in order? (See top of main post)

Poll ended at Sat Sep 02, 2006 3:48 am

Yes. Release the beta now. I'm tired of waiting and don't care about the skins.
5
26%
No, wait until it's done. I want my first experince with the mode to have all the "bells and wistles".
14
74%
 
Total votes: 19
archer01

Yavin: Arroyo Pass -- v1.0

Post by archer01 »

----------------------------------------------------

Version 1.0 is finally out:

http://files.filefront.com/ArroyoPass_v ... einfo.html

Have fun!


----------------------------------------------------

Okay guys, this project has been dragging on way too long for it's conceptual size. So this REALLY is going to be the last version before v1.0 is released. Even if something is found to be "broken" it's going to have to wait until v1.1 or something. I don't want to be heartless or lazy about this, but I'm in the middle of a move between houses right now so I need to wrap this up fairly quickly.

Since they are easy to implement, these are the few remaining things I'll be willing to change for v1.0:

- The health of the generator
- The number of CPs required for Jedi access in conquest
- Leaving or restoring the skins for the GCW era

Here's the final beta (honestly this time):
http://files.filefront.com/yap+beta+v0+ ... einfo.html

Some final input reguarding the items above would be helpful. Thanks everyone!


----------------------------------------------------

These screens are a little old, but they're close enough to get the point across...
Screens:
http://i62.photobucket.com/albums/h83/t ... e52156.jpg
http://i62.photobucket.com/albums/h83/t ... b3243c.jpg
http://i62.photobucket.com/albums/h83/t ... 325e7e.jpg
http://i62.photobucket.com/albums/h83/t ... 34afd1.jpg
http://i62.photobucket.com/albums/h83/t ... 6910b1.jpg
http://i62.photobucket.com/albums/h83/t ... b1cab0.jpg

More recent screens:
http://i62.photobucket.com/albums/h83/t ... 26f21c.jpg
http://i62.photobucket.com/albums/h83/t ... 5585fc.jpg

Sample:
Image

Testers so far:
-- Alpha --
Hebes24, Karnage, Linus, Rekubot, Thire, valiant

-- Objective Assault Beta --
Rekubot, xdragon


----------------------------------------------------


*NOTE: Old versions of this post were deleted to "clean" it up a bit.
Last edited by archer01 on Fri Oct 13, 2006 1:56 am, edited 19 times in total.
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RE: Yavin: Arroyo Pass (Beta v0.2)

Post by Sniper_eye »

very nice! downloading right now! :D
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RE: Yavin: Arroyo Pass (Beta v0.2)

Post by Hebes24 »

Looking good! I like that skin in the first sample pic. I liked your alpha and am looking forward to seeing what improvements you've made!:D
archer01

RE: Yavin: Arroyo Pass (Beta v0.2)

Post by archer01 »

Visually, there haven't been that many changes. Most of what I've messed with has been in the background (scripting changes and stuff), a lot of which has been stubborn and just didn't want to work no matter what I seemed to do.

At least I fixed that Mindtrick bug! I'm very happy about that.

A few other things that have been modified:
- Sprint energy required for running has been reduced on all soldier units (not vehicles). This allows the more open areas to be traversed more quickly, and also allows you to duck for cover quickly when a Droid Scout ship or Y-wing is flying overhead.
- The jet trooper and dark trooper have been tweeked allowing them to stay in the air longer. You can even do a "skip jump" with the dark trooper by activating his pack, shutting it off mid-flight, then activating is again. It's almost like high speed force jumps, but with jet fuel.
- The CP count needed to access Jedi units has been reduced to allow for better access to them.
- XL mode! Gotta love it!
- It took a while to find the entries for them, but I got most of the sounds working for the vehicles in the GCW era.
- Many other little things that I can't remember

Thanks for the complement on the skin Hebes, it was a fairly quick attempt to try and get some new textures in there. Do you happen to know if there are any "complete side" skin packs out there? I know there are a lot of packs that contain skins for a random selection of units, but I'm hopeing to find a pack that has some symmetry to the different units for each side. I'm not entirely sure what I'm looking for exactly, but I'm sure I'll know it when I see it...
EsKiMo

Post by EsKiMo »

good job man maybe just add some more foliage but overall very nicely done.
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Post by Hebes24 »

Indeed very nice, I still love that clone trooper skin, did you make that yourself? If so, I think that you should make the other troopers the same way. And the cloth says "replace me" might want to get rid of that in the next version, but still a very good map! :D

Good job!!
archer01

Post by archer01 »

Thanks!

...and the "replace me" is a reminder to myself to replace the skins. :P
Aksel3

Post by Aksel3 »

If I wanted to make you some skins for your map, which colour would you want me to focus on ? :wink:
sawyerdk9

Post by sawyerdk9 »

I'd like to know how you've gotten the objectives to work. By objectives I don't mean scripting. I'm quite sure it is by localizing but I think it is different that Battlefront 1.
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Post by EraOfDesann »

Impressive map!
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Post by Hebes24 »

sawyerdk9 wrote:I'd like to know how you've gotten the objectives to work.
Yeah, like the yellow words when you press the "map" button. I just tried to set up objectives like the oher maps but my attempts have failed as well. :?
archer01

Post by archer01 »

@Aksel3
Awesome! Um... now which colours... I think darker colours would suit this map. I don't mean every colour would have to be dark, just the base ones. I'm not sure which specific hues would look best, so I'll let you decide. I have always liked greens and blues though so if you could make something cool with them that would be great, but it isn't necessary to stick to those colours alone.
I can't wait to see what you come up with. Thanks!

@Era
Thanks!

@Others who were wondering about the objective text

Pictures often speak louder than words:

Custom text:

Code: Select all

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, 
                                     textATT = "level.ach.con", 
                                     textDEF = "level.ach.con2",
                                     multiplayerRules = true}
Image

Original text:

Code: Select all

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
Image

It should be easy enough to see (look at the directory tree names in the localizer), but if you have any trouble understanding it, just ask again.

Good luck!
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Post by Sniper_eye »

looks nice ;)
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Post by Hebes24 »

Thanks very much!!! :D
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Post by king »

i downloaded it and played it its awsome . also i noticed that it had jedi suport 1.5 prerealse did u plan that?
archer01

Post by archer01 »

@king
Yup. Ever since I combined all the JediSupport modded levels into one directory, the download size shrunk A LOT (from around 40mb to around 4mb) so I figured I would just combine the two. Originally the map was supposed to be an addon to my mod (it was my first SWBF2 map so I kinda expected it to be average at best), but I like how it came out so now it's sort of become the main attraction. Thanks for the compliment.
archer01

Post by archer01 »

Yes, I know I've been messing around with this thread a lot recently, I thought I had a horrible setback (bug), but it was nothing and I've finally got things settled in terms of my project's progress... Anyway...

Update:
I'm hopeing you guys won't mind working as testers again. Is there anyone that would be willing to give the Objective-based Assault map a few runs through? I'm only looking for a couple people this time. It's not anything really complicated, just an attacker-defender style battle that plays similar to some of the campaign missions. "Difficulty settings" take the role of a configureable starting reinforcement count for the attackers (using the Assault settings point slider). Three basic objectives, playable from both sides. It may not be much in terms of compensation, but I have been keeping track of the testers (see end of main post) so I can put their names into the V1.0 readme when this map is finally done (if that means anything to you). Thanks for stopping by.

Screens:
http://i62.photobucket.com/albums/h83/t ... aa81d5.jpg
http://i62.photobucket.com/albums/h83/t ... b1cab0.jpg
http://i62.photobucket.com/albums/h83/t ... 92ae26.jpg
http://i62.photobucket.com/albums/h83/t ... 31cfc0.jpg
http://i62.photobucket.com/albums/h83/t ... 633691.jpg
http://i62.photobucket.com/albums/h83/t ... 055495.jpg

Sample:
Image


P.S. I know this is a double post, but it has been a while since anyone posted to this thread (around four days)
xdragon

Post by xdragon »

I may be a complete utter noob, but I'm willing to beta test.
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Post by king »

ill beta test
Protector_Pulch

Post by Protector_Pulch »

What about a green reskin for the Jetroopers and for the TX-130 ? Nothing complicated, just replacing red or blue with green.
I wonder how you want to keep the CIS from rushing the GAR within a few seconds.
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