WIP *Porting* Rhen Var: Battlefield - I'm Back!!

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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Karnage
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WIP *Porting* Rhen Var: Battlefield - I'm Back!!

Post by Karnage »

Many of you might have seen this before if you were around Gametoast back in the day.

Image
Image
Image

This is a very old map of mine originally called Rhen Var Battle.

I am now porting it over to Star Wars Battlefront II and making it way better than the original.

Now just because i'm making this map, does not in any way mean I am giving up on Dubrillion: Reconnoissance. I just thought this would be a trouble-free 10 minute map porting.

Little do I know. No map is trouble-free.

So the whole map is set up and everything. The only problem is....no units spawn. I can spawn just fine.

Does anyone know what's up?

-EDIT-

The teaser trailer is up! Rhen Var Battlefield Teaser
Last edited by Karnage on Tue May 22, 2007 4:01 am, edited 5 times in total.
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RE: WIP *Porting* Rhen Var: Battlefield

Post by Teancum »

Yeah, you gotta set up your CP's in the PostScriptLoad() section of your lua
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RE: WIP *Porting* Rhen Var: Battlefield

Post by Karnage »

This is what I have in my lua.
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
I have three command posts, "cp1", "cp2", "cp3."

But i'm guessing these command posts have to be in the ***_conquest.lyr. Right?
Last edited by Karnage on Mon Nov 13, 2006 11:16 pm, edited 1 time in total.
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RE: WIP *Porting* Rhen Var: Battlefield

Post by JackSkratch »

You have WAY to much empty space for my liking. Unless your gonna fill it with vehicles, then mabey you should fill it in with buildings, ETC
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RE: WIP *Porting* Rhen Var: Battlefield

Post by Karnage »

There will be numerous amounts of vehicles for the fortress attackers. And a small amount of vehicles for the defenders.

Besides the fact that there will also be a large war taking place in your "empty space."


-EDIT-
There that's much better. Got the units working (forgot to munge common after editing scripts) and the terrain isn't so blinding anymore.

I'm going to add uber in the script so we can get more units spawning and I will also add the vehicles.

Image

-EDIT-EDIT-
Man i'm on a roll! :P

Got a couple of AT-ST's in the map. Added uber but it's not completely working right now. I think I know the problem. Gave the rebels a Combat Speeder. I'll give them more.

Also thinking of giving the Imperial side an AT-AT. Tell me what you guys think of that.

That's all for now (until I edit my edited edit :? ).
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RE: WIP *Porting* Rhen Var: Battlefield

Post by Protector_Pulch »

Yes, I remember seeing screenies of this map somewhere in the past.
I just have two little ideas:
First: the crates in the middle of the latest screen should be gray, so they fit the dominant colors of grey & white.
Second: It's ok when the battlefield itself is flat, for the sake of gameplay. But outside the fighting area, there's no "excuse" for having great plains. I'd put some hills, even mountains around the fortress, with the attackers starting cp being the only "entrance" to this area.
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Post by Karnage »

Good idea with the boxes and mountains.

I'm however going to leave a little space right here...
Image

...open a little. This is where the Rebel sides vehicles spawn. There are also small stairs that lead from the back there.
Protector_Pulch

Post by Protector_Pulch »

that's okay with me, I just see that the ground textures, well, look like textures instand of looking like real ground, because the darker spot is always on the same position of the tile. Maybe a bit of texture variety would help out.
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Post by Karnage »

Here's the new crates...
Image

...and the new terrain.
Image
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Post by valiant »

Wow. Looks great man.
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Post by Hebes24 »

Looks like there will be oppertunities for some nice snipage from the buildings. :P

Looking good!!
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Post by Razgriz »

Looks awsome karnage!
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Post by =AOX=Durge »

Amazing Karnage! This map will be really good! Any side changes?
Pereza0

Post by Pereza0 »

Id like to see big battle over there. Asking the same as Durge too
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Post by =AOX=Durge »

If your looking for beta testers, I will be one.
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Post by valiant »

Not if I get there 1st lol. I'll help too. I have nothing to do now.
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Post by LordGrievous13 »

=AOX=Durge wrote:If your looking for beta testers, I will be one.
Yeah, me to!
Pereza0

Post by Pereza0 »

I know somebody who would be interested..... Gues who!
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Post by valiant »

Oh gee, you?
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Post by RevanSithLord »

lol. Im in if you want.
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