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Tifon III: Atoll

Posted: Sat Jan 06, 2007 1:48 am
by Maveritchell
A long time ago in a galaxy far, far away...

At the onset of the Clone Wars, crucial to the survival of the fledgling Republic army was the constant transport of new batches of clones from their facilities on Kamino. In an effort to disrupt this flow, the CIS has based itself on the third planet in the Tifon system, neighboring the hyperspace route to Kamino. Using a powerful interdictor field, the CIS would hope to grind to a halt the Republic's gears of war...

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Our story begins with a Republic cruiser that was brought down a little too sloppily. The Acclamator Hurricane managed to relay a brief message back to Coruscant, opening the way for Jedi general Obi-Wan Kenobi to take a strike team of clones down to the surface of Tifon III in an effort to end the menace posed by the CIS there.

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This map is in shape essentially a donut, the atoll into which the Hurricane crashed. The CIS has entrenched itself, while general Kenobi has made rendezvous with the marines of the Hurricane.

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Some issues I'm working on right now (and feel free to provide answers):

-Assigning a commandflyer a team from the start of the level, and not just when someone enters it.

-Forcing AI flyers to land.

I've also got to fix some sounds, try again to make a local side, balance the sides, etc.

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Screens:

Image 1

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Image 3

Image 4

Image 5

Image 6

RE: Tifon III: Atoll

Posted: Sat Jan 06, 2007 1:52 am
by JackSkratch
*drools uncontrollibly* :shock:

RE: Tifon III: Atoll

Posted: Sat Jan 06, 2007 2:04 am
by Ipodzanyman
Is that a new model? *looks at last screen*

RE: Tifon III: Atoll

Posted: Sat Jan 06, 2007 2:10 am
by Protector_Pulch
Oh my. It becomes epidemical. Crashed Capitals and rain. Who is responsible for this illness ?

Anyway:
The story sounds plausible. A good story is worth a new model.
The terrain truly looks like an Atoll, except for the fifth screen.(if these areas with an alternate ground texture are meant to depict areas with water)
The CR-20 (or was it an CR-25) is incredible ...where is it from ? Is there a newly released model pack or something like this ? Or is it a piece of Maveritchell's fine Craftmanship ?

My personal suggestion:
Get rid of the rain and the "storm" skydome , there's way too much rain out on the maps of nowadays. Rely on the other extreme: Make this atoll a typical perfect holiday paradise atoll. Palms, sun, friendly natives, great CIS droid waiters...wait, why are the latter carrying blasters ? *blaster noises* *screams* *stertorousness*

And to achieve individuality with your crashed cap: Install some rooms right in it, and some hallways to connect them to each other and the outside. And maybe a reskin could make your crashed cap a bit more remarkable amongst all these crashed caps that are on maps of today

PS: Am I the first one to post in your thread ? Not again!

Posted: Sat Jan 06, 2007 2:26 am
by Maveritchell
@Ipod + Pulch: Yes, it's new, although it's not the greatest skin on the model, and it's not really to scale (I couldn't quite scale it like that, though, or it would be unreasonable for a flyer). It's a modified AA-9 Freighter.

@ Pulch:
As much as I'd love to set this map apart from other maps by scenery, this was the only way I envisioned this map - and when I got back from Christmas break to find a spat of rainy maps, I could only grin and bear it. I think it's Seasonal Affective Disorder striking GT. :lol:

And I like the idea of including a pseudo-interior to the ship, and would love any suggestions as to how. I tried a few things, but the problem is that the Acclamator model is a solid model, and even terraincutters can't get through it.

Posted: Sat Jan 06, 2007 2:32 am
by Protector_Pulch
Maveritchell wrote:@ Pulch:
As much as I'd love to set this map apart from other maps by scenery, this was the only way I envisioned this map - and when I got back from Christmas break to find a spat of rainy maps, I could only grin and bear it. I think it's Seasonal Affective Disorder striking GT. :lol:

And I like the idea of including a pseudo-interior to the ship, and would love any suggestions as to how. I tried a few things, but the problem is that the Acclamator model is a solid model, and even terraincutters can't get through it.
Seasonal Affective Disorder ? More daylight for everyone...put the DS II's fusion reactor right above GT !

So if you can't work with the "space acclamator", you could use the landed one by Majin Revan, which has a ramp leading to the cargo bay.

Posted: Sat Jan 06, 2007 2:40 am
by Maveritchell
Is this Acclamator of MR's in one of his source packs? If not, where might it be, and if so, you're sure it's an Acclamator and not a Venator?

Posted: Sat Jan 06, 2007 3:29 am
by Rikino
Maveritchell wrote: And I like the idea of including a pseudo-interior to the ship, and would love any suggestions as to how. I tried a few things, but the problem is that the Acclamator model is a solid model, and even terraincutters can't get through it.
You could get the part of the ship with the hole for the hanger, and rotate it onto it's side a bit. Block off most of the hole, but leave an opening for a corridor inside or somthing.

Like-a so:
Image

Posted: Sat Jan 06, 2007 3:37 am
by Kane13
that is the best picture i have ever seen.

Re: Tifon III: Atoll

Posted: Sat Jan 06, 2007 3:43 am
by AceMastermind
Maveritchell wrote: Some issues I'm working on right now (and feel free to provide answers):

-Assigning a commandflyer a team from the start of the level, and not just when someone enters it.

-Forcing AI flyers to land.
1. Assign the command flyer to a "team" in ZE.
2. I believe placing "hint-nodes" in ZE will tell AI flyers to land.

Re: Tifon III: Atoll

Posted: Sat Jan 06, 2007 12:38 pm
by Dohnutt
Maveritchell wrote:[This map is in shape essentially a donut, the atoll into which the Hurricane crashed.
I'm flattered.

Re: Tifon III: Atoll

Posted: Sat Jan 06, 2007 12:53 pm
by trainmaster611
Dohnutt wrote:
Maveritchell wrote:[This map is in shape essentially a donut, the atoll into which the Hurricane crashed.
I'm flattered.
I would be too :P , now if only somone would make a map shaped like a train...



@On topic: The freighter looks amazing! I noticed that there are venators in the background. What are those doing there? I thought only the acclamator came down :?

RE: Re: Tifon III: Atoll

Posted: Sat Jan 06, 2007 6:35 pm
by Epena
look at Rikino's picture. :P

RE: Re: Tifon III: Atoll

Posted: Sat Jan 06, 2007 6:37 pm
by Fusion
The Stick Figure needs to be saying "Bleargh" for it to be a work of art :P


Anyway, It looks like a good map, maybe I'll actually download.

Posted: Sun Jan 07, 2007 2:02 am
by Protector_Pulch
Maveritchell wrote:Is this Acclamator of MR's in one of his source packs? If not, where might it be, and if so, you're sure it's an Acclamator and not a Venator?
Yes. I don't exactly know in which one, but I've already seen this in a map whose (is there a corresponding form of "whose" for words with the grammatical gender of neuter...any native speaker here ? ) author wasn't MR. (it was some kind of Hypori Map...I don't really remember)

-and-

Yes. You can tell that it's an Acclamator from the characteristical shape of the bridge.

Posted: Tue Jan 16, 2007 1:11 pm
by Maveritchell
It turns out there's a rather large discrepancy taking screenshots with video settings on "low" versus on "high." You'd have thought I would have realized this sooner.

I'm still working on implementing a solution to killing the "dead space" that is the Acclamator in the center. I'd love to have a tunnel system that goes "into the ship," but I can't find an appropriate terrain cutter - I need one that ramps down, because the straight-in cutters, like the ones on Hoth, for example, look trashy when angled down.

I'm also really having a hard time working the AA-9 in. My goal is to have this as a roaming command post, uncontrollable by the human. Unfortunately, I can never get AI to land it as a "commandflyer." I tried changing it to a "commandhover," but because of its size, I'm having a hard time making collision spheres that keep it high enough off the ground and keep it level. Also, as a hover vehicle, I can't attach the thrust effects.

I took some screenshots, but with my low-ish-end CPU, it's tough to take screens that don't graphically glitch (with water) on "high" settings. So when I release a beta, I'll need someone, preferably with a decent processor and graphics card, to be a screenshot taker.

Image 1

Image 2

Image 3

Posted: Tue Jan 16, 2007 8:10 pm
by [SBF]ATATFIGHTR
Awsome looking map, cant wait to see more of it.

Posted: Tue Jan 16, 2007 10:20 pm
by t551
You've tried landing hintnodes, right?

Posted: Tue Jan 16, 2007 10:29 pm
by Maveritchell
t551t551 wrote:You've tried landing hintnodes, right?
Of course. You'll notice that getting transports to land was even a problem for the developers, if you pay attention to the stock space maps. If there were some way I could force it to spawn units midair, then that would probably work too, but as far as I know, my only option for a commandflyer is to get it to land first.

Posted: Thu Jan 18, 2007 9:04 pm
by stealth#a$$a$in{bf2}
This is an awsome map :shock: ,definetlly going on my dloads list,but i got something to ask you,is there any way to get water inside the downed cap ship from the effect of the heavy rain pouring,so to have the corriders flooded maybe halfway?Oh and I think using all this rain and hurricane like weather is perfect for this map it fits right in.

I just love the maps that have water,rain,thunderstorm weather gives a nice cool feel to em. :)