Battle Above Endor Map Announcement (Part 2) - By XWingGuy

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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xwingguy

Post by xwingguy »

This is what he said about it when I asked him.
Lord-Bandu wrote:Yea I will be doing...tho i need to sort thro all my files 1st..so gimme abit of time.
That was July 10th
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Post by Ace_Azzameen_5 »

Of course, credit needs to given to the original maker, and you should probably ask first. Someone posted on the xwuap forums that it's ok to use all them if credit is given, it's best to make sure. The XWA community is for the most part located here the XWA Upgrade forums. Also, some xwa opts are conversions from Warlords models made by Eville Jedi.
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Post by Chamboozer »

*removed*
delta_602

Post by delta_602 »

nah not a good idea maybe we will be caught in a web of warnings. well i really want lord bandu to release his tie defender this map wouldnt be great without that ship!:D
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Post by Teancum »

Stop spamming the thread guys. Posts are going to start getting deleted. If it's not about the map, don't post.
Protector_Pulch

Post by Protector_Pulch »

As to that B-Wing thing - now that we've got a tut for converting XWA ships to BF II, we could export XWA's B-Wing and convert it.
Silent_Decimator

Post by Silent_Decimator »

XWA ships convertible to BF2? nice, if i remember right(or maybe i don't) there is a millenium falcon there too with cockpit and all the stuff, plus there should be some TIE's.
or maybe i'm talking about the wrong game.
and by the way, the problem with those rep gunships in GCW, did those get fixed?
Schizo

Post by Schizo »

... I thought minilogoguy made a B-Wing already...
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Post by Rekubot »

Yeah he did, you can fly it in the BF1 Conversion Pack. (Or is that top-secret? LoL.)
xwingguy

Post by xwingguy »

...Wow, I was totally left in the dark about all the fighters in the conversion pack.

Well, I can say one thing about when this map will be released:

It won't happen before the release of the 2.0 version of the BF1 Conversion pack.
timusafa

Post by timusafa »

woh, a map in the BF1 Conversion Pack has the b-wing in it??? :o
which?
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Post by Sniper_eye »

timusafa wrote:woh, a map in the BF1 Conversion Pack has the b-wing in it??? :o
which?
Not sure, maybe to all space maps
xwingguy

Post by xwingguy »

*cough*

*cough*

spamming

*cough*
Alpha

Post by Alpha »

*cough*

Excuse me. :)

So....*attempts to start conversation* is there anything in particular you are working on now, xwingguy?
yoyam

Post by yoyam »

eh its getting there again...
anyways if this hasent already been answered im just wondering if you have figured out what the exact function of the command deck will be. I never really saw it get talked about much and all I know is that its there, so what does it do exactly?
xwingguy

Post by xwingguy »

I've had a little trouble working it out but the main idea is to control the heavy guns. stupid AI problems.

I got some of the tantive doors working again thanks to astute. (so they don't crash the map.)

I've also been working out stuff so (hopefully) AI flyers don't run into as many things.

Something I meant to say....can't remember though...
Schizo

Post by Schizo »

One thing I think would be really cool, if you could somehow implement it, is have each critical system affect some element of gameplay. For example, right now, you've got it set up so that destroying life support will slowly drain the health of the people onboard the ship. I think it'd be cool if you could make it so if say, the communications array is destroyed, the radio messages and stuff you hear in your fighter stop transmitting. Or if you destroy the sensors array, then the mini-map goes all static-y and you can't see any ships or anything. That'd add a really cool element to the gameplay, and make the critical systems seem more... important. Because right now, since none of them do anything (aside from the auto-turret mainframe and shield generator), and they just seem useless. Giving them actual functions that affect the gameplay would make them worth defending/attacking. Of course, I'm not sure whether any of it is possible, it would definitely be cool.
Protector_Pulch

Post by Protector_Pulch »

And destruction of the Engines would cause the main reactor to overload, so there're explosions, lightining and plasma everywhere in the corridors around the corresponding system, blocking the way from one half of the ship to the other.

PS:
I think it would be useless to disable radio messages and so on, for they don't affect gameplay at all.
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Post by Chamboozer »

My Two Suggestions:

One: Make the Heavy Guns nearly impossible to destroy on the outside, so you have to do it on the inside to get any real results.

Two: Perhaps destroying the Comms array will make it impossible to use squad commands?
Jedi_Trooper

Post by Jedi_Trooper »

Chamboozer's ideas make sense.. as for making each critical system affect something may be a little much.. especially the engine idea by Protector_Pulch.. too much to do there i think.. but Schizo's idea about destroyer the sensor array and making the mini map all screwy actually makes alot of sense i think..
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