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Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 12:42 pm
by bobfinkl
I've finally decided to post a WIP topic for my new map Galidraan, which is of course a snowy forest map.
Now on to the details about the map, I've added more to this map than I have ever before. There is Conquest (of course), 1 flag CTF, and Campaign (assault mode is campaign) 10 objectives total. In general it's a small forest map with a cave complex and trenches.
I'd say the map is about 85% complete, this includes every aspect of the map. However I plan to release it only in December.
I'll let the videos describe the rest (sorry for them being lowrez xfire doesn't make high-res movies):
http://www.xfire.com/video/487a1/
http://www.xfire.com/video/4878f/
And a couple of old pictures:
http://www.xfire.com/screenshots/bobfinkl/
Credits:
Christopherbart(Caedus): Beta testing, German Localization
Theultimat: Beta Testing
Black9_Knight: Beta Testing
Goolash: Beta Testing
JediJack: Beta Testing
Glusent: Beta Testing
Possibly a few more beta testers whom I forgot about
Comments, questions? any feedback is appreciated.
Edit: Public beta link:
http://files.filefront.com/GADrar/;1249 ... einfo.html
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 1:23 pm
by Taivyx
Hey, this looks really nice! Most impressive.
You made a snowy forest really nicely, and even though the environment isn't snowing you still made the sky fit well.
One thing I can think of that could be a problem is the amount of foliage.
Lower-end machines may have trouble running a map with that much foliage.
Try adding other pieces of scenery, namely logs, rocks, smaller trees, etc. that don't involve foliage.
Water also spruces (no pun intended

) up a map's potential quite some bit.
A small creek in this snowy environment would go well with the pristine environment this map is takes place in.
Overall, great work. It's always nice to see a map with a campaign mode.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 1:32 pm
by bobfinkl
Just got back from making myself hot chocolate (yum!).
Ya I've been thinking of where to put some water but it's eluded me since the map is so small the design just really doesn't exactly work well with it.
Thanks for the motivation to add more logs/rocks I left out so many because I have to use the same models over and over but I think I can make it work. Oh and by the way it is snowing just I have my graphics on lowest and the xfire video/pictures don't help out much.
Oh and I'm thinking of a public release "demo" of campaign mode.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 1:56 pm
by Nova Hawk
Wow, looks really nice! But will there be any custom sides??
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 2:31 pm
by bobfinkl
There might, I'm thinking about changing up the CIS sides, the battle droid would be the main unit, the SBD in place of the magnaguard, and the magnaguard in place of the droideka.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 3:34 pm
by H_BOMB
Gosh darnit. I've been working on a Galidraan map for a long time now. Guess you beat me to it. Except mine will be a bit different, mine will be based more on how it appeared in Jango Fett: Open Seasons. (Nobody else steal my idea plz!)
Anyhoo, the map looks excellent, I can't wait to play it.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 3:59 pm
by Eggman
Wow, I love that environment. A stream might be nice, but it would probably just end up causing lag for lower end machines that would otherwise be able to handle the foliage. I actually like the amount of objects/foliage right where it is. The view distance on the foliage looked like it was set low enough to look nice, but not cause much of a problem for low end computers. The only tiny thing I didn't like in the environment was the size of the sun. It looked like it was unchanged from the stock Hoth sun, and that one is ridiculously large, in my opinion.
Another tiny detail that I would change is that at the end of the second video, the rebel troops you need to kill all have arrows over them. Ordinarily that wouldn't be a bad thing at all, but because of the number of units I'd recommend removing the arrows to avoid having flashing yellow all over the screen. It looked like that objective was a general "kill everybody" kind of thing, so the player should be able to figure out what to shoot at without the arrows.
Great job, I'll definately be giving this a try when it comes out.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 4:07 pm
by trainmaster611
Looks very professional. Looks like you got the objectives working

Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 4:33 pm
by bobfinkl
Thanks for the tips
Eggman, oh and by the way that IS the default Hoth sun

, I'll be sure to change that though, ya I'm gonna change that last objective to "Kill for 10 seconds" or something similar to that since the arrows don't want to leave.
Thanks Trainmaster and there's a total of 10 objectives setup for the map (you can't imagine the amount of spare time I have around Thanksgiving

), 3 of which require some editing.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 4:39 pm
by Nova Hawk
Oh, so this is gonna be a RPG? Didn't know that.
Re: Galidraan: Snowcapped forest
Posted: Thu Nov 27, 2008 4:44 pm
by bobfinkl
No it's not there's just a lot of objectives.
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 8:59 pm
by Null_1138
Wow, Bobfinkl. This reminds me of Kafah Minor, just more suiting of the environment. What sort of back-story do you have in mind?
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 9:10 pm
by bobfinkl
Well how about you play it and find out

?
Download link:
http://files.filefront.com/GADrar/;1249 ... einfo.html
it's only a beta so don't expect too much.
Readme:
Galidraan: Snowcapped Forest
CW Story: A large force of droids have taken over Galidraan, Dookus has made his command
center in the former mandalorian bunker where he killed off the True Mandalorians.
GCW Story: A traitor has been siphoning valuable information to the Rebellion, Darth Vader
has been tasked with finding and eliminating this traitor. He has discovered a small but important Rebel communications post
on the frozen planet of Galidraan and goes personally with a contingent of the 450th to capture the base in hopes of tracking down
the traitor.
Bugs: None that I know of
Credits:
Christopherbart(Caedus): Beta testing, German Localization
Theultimat: Beta Testing
Black9_Knight: Beta Testing
Goolash: Beta Testing
JediJack: Beta Testing
Glusent: Beta Testing
Possibly a few more beta testers whom I forgot about
Installation instructions:
1. Unzip GAD
2. Copy and paste GAD into your addon folder
Enjoy!
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 9:29 pm
by Null_1138
Is this a joke?

JK, but you do need to fix the link.
And nice back story.
EDIT: I was nice enough to post the real link.
http://files.filefront.com/GADrar/;1249 ... einfo.html
Your welcome.

Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 9:36 pm
by bobfinkl
Thanks for fixing the download link Null.
Perhaps it is a joke
If you find anything that you think should be changed tell me here and I'll fix it. Oh and don't worry about the ambushers not being localized I know about that just don't know how to fix.
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 9:52 pm
by Null_1138
I think this should be addressed: the blue/purple trenches, those gotta go.

And the trench with the CP in it acts as if light bloom is on, even when I don't have it on and my lighting is at 35. Add a pause before Victory, too
so i can kill the rebels :maulsaber: .
So far I only played GCW Assault, but the map looks great. Excellent work.
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 10:04 pm
by bobfinkl
Haha I noticed the blue/purple trenches right now, just turn down your lighting settings it'll be fixed before next release, but ya they gotta go

. And I'll let you kill off those last pesky rebels, and the light bloom is purposeful just shows up better on objects.
Re: Galidraan: Snowcapped forest
Posted: Fri Nov 28, 2008 10:09 pm
by Null_1138
Alright, Bob, sounds good. Keep it up. One more thing I think was already said, get rid of some of the foliage. That's it, no more bugs from me.
Re: Galidraan: Snowcapped forest
Posted: Sat Nov 29, 2008 10:48 am
by (RAPTOR)BENSTWO{SGT}
Wow, that looks like a really awsome environment. Nice job.

Re: Galidraan: Snowcapped forest
Posted: Sat Nov 29, 2008 12:16 pm
by Eggman
I played through GCW conquest and the objective mode and enjoyed both. Good work.
The bloom effect that you added to the lighting was an interesting idea, but I think it should be toned down a little bit. For the objective mode, some of the grammar in the pop-ups was awkward, mostly because of punctuation. The only gameplay problems I noticed were with the last few objectives. For capturing the trenches, I think the capture region should be slightly larger. On the next objective, the AT-ST tries to follow the AI planning into the tunnels. Last, it might be a good idea to reduce the number of rebels running around the tunnels when the player tries to capture the command center. I was never able to make it past the bridge before all of my reinforcements were depleted.
Again, good work. With a few minor details fixed up, this will be a great map.