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Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 5:42 am
by Death_Commando
Beta Testers:
Thunder
EGG_GUTS
Darth_Maul
XxDepredationxX
Dragon93
No need for more beta testers!
oh yeah, wazmol69 the mandalorians are yours and i'll make sure that you both get credit!
:vader2:
Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 2:52 pm
by Dragon93
Cool, so when will we be able to test? You can add me on xfire if you want, for when ever its available.
Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 2:59 pm
by Death_Commando
Dudes tomorow i'll send you the link for the beta! :vader2:
Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 3:04 pm
by REivEN
And Death_Commando i just figured out how to replace the cis with the imp

Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 3:28 pm
by Death_Commando
Ok! :vader2:
Re: 22D Mandalore Deffence
Posted: Sun Sep 23, 2007 7:05 pm
by Thunder
ya i like this map but the name makes no sence there are no mandalorions in this map
but yet it is like KotOr
nice map
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 2:12 am
by Death_Commando
Thanks Thunder! :vader2:
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 9:03 am
by XxDepredationxX
Review!
It's ironic that the map name is called 22D Mandalore Deffence but there's no mandalorians to defend it and the Clone legion is not the 22D. 2000 units per fraction is abit TOO much, and a whole lot of the units never made it out to the flat battlefield because they are too busy hit the walls with their head's. I like the way how you place the models and it those look alot like a base!
Here are the bugs:
1) The Acclamator dissapears depends on where you are viewing. But it's the name with other maps that had landed acclamators.
2) The Emag: Toast Camp bunker went through the walls.
3) Again, check the models to see if they are placed firmly on ground and not colliding with ground textures.
Example:

4) AI pathing

5) ...and they kept running into walls
Here's a little problem that I encounter when opening GCW mode

So I can't give further reviews, sorry about that. (Any beta tester get this error?)
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 1:06 pm
by Death_Commando
Well i'll fix the unit count,try to fix the bug with the lander,add some regions,change the skins ,fixing the buildings and remove GCW era!
Edit:to play with the mandalorians you need to place the mnd lvl file in your data folder!
:vader2:
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 3:43 pm
by Dragon93
Oh didn't realise you had sent out the beta, didn't get an e-mail or a pop up in GT. I just need to patch and then ill test it today or tomorrow (only have 20 mins left before i need to shutdown). This map will be the first time ive played BF2 with my new graphics card/motherboard (got them on Friday).
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 4:02 pm
by EGG_GUTS
You need Planing,
Load Screen
Vehicles
More Objects
There's this
And you need to finish texturing this
And the map is HUGE!. Increase Unit count. Maybe Custom Sides.
The barrel explosion is missing it's Effect.
GCW crashes
Oh here's a suggestion. You know the accemloator thing you should add another one with a base inside. With vehicles.
By the way what's the ODF for that?
Anyways hope it helps.
Re: 22D Mandalore Deffence
Posted: Mon Sep 24, 2007 6:59 pm
by Caleb1117
You shoud use a new sky too.
Not the default one.
I have a bunch of custom sky's made by GT-1 if you want something other then the shipped ones.
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 2:21 am
by Death_Commando
I could rally use a new sky, Caleb1117! :vader2:
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 8:00 am
by REivEN
And we could add some extra health to the mandalorians and to give the death commando lightsaber a bit more damage

Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 9:09 am
by Caleb1117
Death_Commando wrote:I could rally use a new sky, Caleb1117! :vader2:
Alright, I'll send you A PM with a download link today.
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 11:44 am
by Dragon93
What everyone else said mainly for the bugs.
Couldn't get Mandos working, so GCW crashed.
Also:
You can't see the leg of the Acclamator for some reason unless you turn slightly to a different angle.
Oh, that's already been said. Well ill test more later, just looked quickly.
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 11:55 am
by Death_Commando
I'll fix them,ok? :vader2:
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 1:54 pm
by Maveritchell
The probable reason that you've got a problem with the Acclamator leg is that, I would guess, it's a scaled-up model. If you scale meshes up too much, they disappear at certain angles. The only fix is not scaling them up as much.
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 2:25 pm
by Death_Commando
Ok[so i have to fix majin's odf...] :vader2:
Re: 22D Mandalore Deffence
Posted: Tue Sep 25, 2007 3:21 pm
by Maveritchell
There's probably nothing wrong with the .odf. The scaling is done in the msh.option file. (It probably says something like -scale 10.0. I wouldn't make that number any bigger than about 2 or 3.)