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KotOR: Dantooine Public Omega test.
Posted: Wed Nov 28, 2007 4:37 pm
by Caleb1117
Well here is the long awaited release, even if it's not complete yet.
- Download it, run the exe.
Read the Readme, it what it's there for, and its not that big.
Please post all bug/error reports in the W.I.P. topic.
Note: that the Sith troopers are only shiny with lighting settings at medium.
Thank you.
Credit's list.
MajinRevan------------RotE - Dantooine Sources
Lord Bandu------------Dantooine tree, and rock texture.
Penguin---------------Sith Engineer weapon model & load screen.
The_Emperor-----------For his awesome skins, including Juhani and bastila.
Teancum & Qdin--------Conversion pack sources & sides.
FragMe!---------------Exporting my models, and teaching me stuff.
Darth_Z13-------------Dark Jedi & Republic spy skins, Trailer vid
Maveritchell----------For his Force powers & swoop
Squipple--------------His ARF gem & texture, and model pack.
Gogie-----------------For his Mandolorian & Revan skins
Vyse------------------Vibro Blade
[RDH]Zerted-----------Loading screen tutorial
Foolis----------------German Localize (Eventually)
Skyhawk/-_------------Particle Editor Update.
Jawakiller/Dragonum---Kashyyyk weapon models.
NeoMarz---------------Zam Wessel Rifle, converted from JKA, by Darth_Z13, with permission.
Repsharpshooter-------Old Republic trooper skin, And ENV maped Sith mesh, and mesh import program.
Trainmaster611--------Awsome laser textures.
Iryni Forge-----------some kotor item textures.
http://files.filefront.com/Dantooine+Om ... einfo.html
Re: KotOR: Dantooine Public Omega test.
Posted: Wed Nov 28, 2007 5:03 pm
by EGG_GUTS
Sweet DLing Right Away!

Re: KotOR: Dantooine Public Omega test.
Posted: Wed Nov 28, 2007 6:08 pm
by authraw
Ooh, ooh, I have been waiting for this one to come out for awhile now. I'm very excited.
Downloading right away!
EDIT: Wow! It's great! If I get the chance, I'll post a log of all of the bugs I found (it's gonna be a short list!)
Re: KotOR: Dantooine Public Omega test.
Posted: Wed Nov 28, 2007 6:20 pm
by Death_Commando
Nice
Downloading right away
Re: KotOR: Dantooine Public Omega test.
Posted: Wed Nov 28, 2007 6:24 pm
by {501st}Commander_Appo
Good job Caleb,incredible progress!

Re: KotOR: Dantooine Public Omega test.
Posted: Thu Nov 29, 2007 12:13 pm
by Moonwolf=SotG=
Caleb you dissapoint me.
a map this big, huge and fantastic needs the best introduction there is and the biggest campaign to set up
AWESOME
Offtopic:

wow i have this smiley on msn WEEE

Re: KotOR: Dantooine Public Omega test.
Posted: Fri Nov 30, 2007 9:33 pm
by DarkLuke14
ah, can't download... detention to much work!!!

Re: KotOR: Dantooine Public Omega test.
Posted: Wed Dec 05, 2007 6:20 pm
by HobGoblin_264
This is one my favorite maps to play, when can we expect the newest version?
Re: KotOR: Dantooine Public Omega test.
Posted: Fri Dec 07, 2007 6:18 pm
by MandeRek

This map is sooooooo nice! I prefer i above some Convo pack maps actually... I think this is the best in some time... Caleb, this is really sweet! Thank you for this great map
Re: KotOR: Dantooine Public Omega test.
Posted: Fri Dec 07, 2007 7:22 pm
by Caleb1117
Lol, thanks its not done yet though, just you wait till i get the Enclave properly decorated.
Re: KotOR: Dantooine Public Omega test.
Posted: Sun Dec 09, 2007 7:22 am
by MandeRek
Can't wait Caleb!
Off-Topic: After this Dantooine, do you have another thing to work on? Because i might need some building models...
On-Topic Again: You just convinced me with this map to buy KotOR

I like the Force Speed! Can i use it for my Voolvif Monn?
Re: KotOR: Dantooine Public Omega test.
Posted: Sun Dec 09, 2007 11:07 am
by Caleb1117
Thanks, I do have a Map planed after this, anouther KotOR one infact, along with the continued idea of a KotOR side mod. But I'll still take model requests.
You can get the force speed from Maveritchell, he made it after all.
Re: KotOR: Dantooine Public Omega test.
Posted: Mon Dec 10, 2007 1:08 pm
by MandeRek
ok great, for both answers. Should i pm you about this? Because i think it's rather off-topic. On topic is that i really can't stop playing your map! I prefer the Beam Gun the most....so nice

Re: KotOR: Dantooine Public Omega test.
Posted: Mon Dec 10, 2007 3:43 pm
by The_Emperor
I've only just had the time to play it, and....
it keeps on getting better each version! I already loved the first version

I know some stuff you have planned and it'll get even better

to a point of total awesomeness
I'm sorry if this has already been reported, or you already know, but I did find quite a glitch thats easily fixed with some invisable collisions (behind the crystal cave, there's half a a hill under which you can get, and you can run till the very end of the map there)
It did give me a chance to walk around in your underground cave though

and I
almost got into the starforge-map building. Almost.. (those textures in there could be a bit darker imo but I can see that area is WIP, I've been snooping around with freecam a bit ) Those cliff models are impossible to walk through =). I did get inside one through that glitchy hill, but I couldn't use it to go anywhere

I've been everywhere in the entire map (hehe, I used fake console to be friends with the enemy so I could check everything) and that's the only bug I could find. Great job!
Anyway I loved it. As always.
Re: KotOR: Dantooine Public Omega test.
Posted: Mon Dec 10, 2007 4:39 pm
by Xavious
The map is great, everything looks great, but in my opinion the sides were a tad boring. Especially in Old Republic vs. Sith. All you did there was rip the weapons from default GCW, switched around a couple models, and changed some effects. But what I'd like to see is something new. Yes, I know, I say this to everybody, but it's the new weapons and such that give a map good replay value. So add a couple more types of units, switch around the weapons, etc. Do something completely original and unique with them that makes people want to play the map over and over again. And another problematic area I found, the Command Post positions. The way you have the map set up is that there are two sides, and the fighting occurs in the middle point. The problem with this is that there is no CP capture, since all that happens is concentrated fighting at one point in the map. Solution? Add more CPs in positions that both sides can fight for. Maybe have both sides start at opposite ends of the battlefield and work their way to each other through the capture of Command Posts. Anything that makes the battle more interesting than a five minute free for all in the middle of an open field. And I'll shut up now, I've had my two cents.
Re: KotOR: Dantooine Public Omega test.
Posted: Mon Dec 10, 2007 4:53 pm
by (Edwinator)
This is so cool!

I've been so desperate to play this!

Re: KotOR: Dantooine Public Omega test.
Posted: Mon Dec 10, 2007 5:00 pm
by MandeRek
Edwinator; join the club man

Re: KotOR: Dantooine Public Omega test.
Posted: Thu Dec 13, 2007 8:24 am
by -hcbk-mjrldr.killer
nice map u have here

hope u get it released

Re: KotOR: Dantooine Public Omega test.
Posted: Thu Dec 13, 2007 6:37 pm
by {501st}Commander_Appo
He did acutally ,try looking in the first post
Re: KotOR: Dantooine Public Omega test.
Posted: Fri Dec 14, 2007 12:50 pm
by Epena
Wait, no pics for me to drool at? (I don't have BF2 installed anymore, see)