Tatooine: Outpost (Released)

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[Padawan]Helkaan
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Re: Tatooine: Outpost (beta out)

Post by [Padawan]Helkaan »

I've just noticed a collision problem with the rocks near the tuskencamp:
Hidden/Spoiler:
Image
But I don't think it's your fault.

CW hunt: This is AMAZING! Just one suggestion: to be more realistic, it could be Anakin ALONE vs tuskens.
CGW con: There is no HUD icon for rally with Luke.
I'm testing the rest, I'll post later...

EDIT: No more bug found. Well done, Jendo7. I'm sure you will get very good feedbacks with this map :thumbs:
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Re: Tatooine: Outpost (beta out)

Post by Marvel4 »

I just noticed you used the T-21 blaster, maybe you could try this model instead, I think it looks better. :wink:
Hidden/Spoiler:
[quote="Marvel4"]Update:
This T-21 light-repeating blaster model:
http://jediknight3.filefront.com/file/T ... ifle;68913

Download:
http://www.megaupload.com/?d=BZUV6F3R

Credits:
Monsoontide - for creating the model
Darth_Spiderpig and THEWULFMAN - for converting it[/quote]
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Re: Tatooine: Outpost (beta out)

Post by [Padawan]Helkaan »

I gave this link to jendo7 when he was looking for a T21, but appearently he used another...
Lephenix

Re: Tatooine: Outpost (beta out)

Post by Lephenix »

Hello , awesome map , i didn't received the beta :wink: , can i have it , please ?
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Re: Tatooine: Outpost (beta out)

Post by Anakin »

[Padawan]Helkaan wrote:I've just noticed a collision problem with the rocks near the tuskencamp:
Hidden/Spoiler:
Image
But I don't think it's your fault.

CW hunt: This is AMAZING! Just one suggestion: to be more realistic, it could be Anakin ALONE vs tuskens.
CGW con: There is no HUD icon for rally with Luke.
I'm testing the rest, I'll post later...

EDIT: No more bug found. Well done, Jendo7. I'm sure you will get very good feedbacks with this map :thumbs:
:lol: you added quick sand to your map??
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Re: Tatooine: Outpost (beta out)

Post by Jendo7 »

[Padawan]Helkaan wrote:I've just noticed a collision problem with the rocks near the tuskencamp:
Hidden/Spoiler:
Image
But I don't think it's your fault.

CW hunt: This is AMAZING! Just one suggestion: to be more realistic, it could be Anakin ALONE vs tuskens.
CGW con: There is no HUD icon for rally with Luke.
I'm testing the rest, I'll post later...

EDIT: No more bug found. Well done, Jendo7. I'm sure you will get very good feedbacks with this map :thumbs:
Thanks Helkaan.

For the collision problem, I may cordon that area off, as the higher rocks arn't in the units planning route, or I could use some invisible collision blocks which people may prefer. I'll see if I can find any.

The issue with the two Anakin's is if I only make it so one appears, there will be no Anakin at all when you play as a Tusken. So I'm not sure if I can change that. I had a similar problem with hunt for my Bespin map.

...and thanks for telling me about the missing HUD icon, I'll get that fixed :)

Marvel4 wrote:I just noticed you used the T-21 blaster, maybe you could try this model instead, I think it looks better. :wink:
Hidden/Spoiler:
[quote="Marvel4"]Update:
This T-21 light-repeating blaster model:
http://jediknight3.filefront.com/file/T ... ifle;68913

Download:
http://www.megaupload.com/?d=BZUV6F3R

Credits:
Monsoontide - for creating the model
Darth_Spiderpig and THEWULFMAN - for converting it
[/quote]

Thanks Marvel, It is a very good model. I can't remember that one, so I'll check it out.

Edit: Just had a look at it in your era mod and it looks really good ingame, so I'll be using it. Must be a different model to the one I had before. :thumbs:
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Re: Tatooine: Outpost (beta out)

Post by naru1305 »

so i played the beta and must say: AWESOME!
it makes realy fun and i enjoyed it
great work so far, but i want to say something to some different modes:

cw_conquest:
it is awesome, especially the weapon sound of the Droid Commando
the choose of the units is great, but maybe you can choose a HD-clone msh for the rifleman(you have also chosen the HD-Cody, so this is better )
and i think the heroes are not the final one, right?

hunt:
realy funny, but when i play as Anakin, it is too EASY(i have killed 100 Tusken in 2 minutes )

this is the comment about the modes, all others are AWESOME

to the enviroment: you need sunglasses in any case and a cold drink is not wrong
the enviroment is great, it makes such a nice Tatooine feeling
maybe you can put the Sarlacc in the desert, because sometimes it is too empty(i know it is a desert, but that is what i think)

the sky is very nice, but i love the night sky so much , i can´t get enough of it

so this is my comment only one thing left:
GO ON WITH YOUR AWESOME WORK
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Re: Tatooine: Outpost (beta out)

Post by ACEwithSPADES »

I think this map is AWSOME!! :bowdown: i really liked the movie feel to it and i loved the hunt mode very much (XL to :lol: ) the only thing is that the republic seems to lose in conquest to easy, the untaken cp seems to be closer to the spawn of the droids then the spawn of the clones so it gives a slight feel of unbalanced ness. other than that i love it keep it up :thumbs:
Last edited by ACEwithSPADES on Sun Feb 27, 2011 12:42 pm, edited 1 time in total.
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Re: Tatooine: Outpost (beta out)

Post by Anakin »

:faint: guys haven't you heart about a rule that says not more than 3 smiley per post??
Image

i don't want to minimoderate but this is really too much.


@Jendo7: i haven't much time now but i think i will play your map tomorrow so you get my feedback next week :wink: i'm really glad to beta
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Re: Tatooine: Outpost (beta out)

Post by [Padawan]Helkaan »

Anakin wrote::faint: guys haven't you heart about a rule that says not more than 3 smiley per post??
Image

i don't want to minimoderate but this is really too much.


@Jendo7: i haven't much time now but i think i will play your map tomorrow so you get my feedback next week :wink: i'm really glad to beta
What do you want? This map is so great! I understand why they post this type of message.
off-topic: Is there any rule that doesn't allow you to post more than 3 smilies in one post?
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Re: Tatooine: Outpost (beta out)

Post by TML »

Just played it, and I must say, it's awesome!

I found no bugs or glitches (But I didn't play any of the Clone Wars stuff, I'm not a fan of the prequels :P ).

Just one suggestion before release, and this is pretty minor: In Dark Times Hero Assault, why is there no Leia? I'd recommend replacing Col Serra or Vace Thermite with her, but hey, it's your map!

Overall, great job! :thumbs:
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Re: Tatooine: Outpost (beta out)

Post by Nihillo »

[Padawan]Helkaan wrote:off-topic: Is there any rule that doesn't allow you to post more than 3 smilies in one post?
There used to be one, but apparently it is no longer in effect, it's not in the site rules anymore. :?

Anyway, the twin Anakins in Hunt mode is not much of an issue, the AI controlled Anakin gets surrounded and killed pretty quick and he no longer spawns after that.

Edit:
TML wrote:Vace Thermill
Fixed.
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Re: Tatooine: Outpost (beta out)

Post by acryptozoo »

Just played it and its pretty awesome :D
most of the bugs have been already posted its abit open tho
bug you might want to change those overhangs on all the grates and stuff to a better texture and or model since the white looks abit weird
overall great map :D
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Re: Tatooine: Outpost (beta out)

Post by CalvaryCptMike »

After playing the map even more ( can't get enough ) I noticed a few things that I didn't see earlier:

Anakin has no lowrez texture.
When playing as tuskens the "Leaving Battlefield" voice was by a droid. ( kinda odd for a tusken side to have droid voices )
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")
-- OpenAudioStream("sound\\dag.lvl", "dag1_emt")

-- *****
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
-- *****

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
^^^ that's the part that needs to be deleted from your hunt script.
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Re: Tatooine: Outpost (beta out)

Post by Jendo7 »

naru1305 wrote: cw_conquest:
it is awesome, especially the weapon sound of the Droid Commando :bowdown:
the choose of the units is great, but maybe you can choose a HD-clone msh for the rifleman(you have also chosen the HD-Cody, so this is better :wink: )
and i think the heroes are not the final one, right?

this is the comment about the modes, all others are AWESOME :bowdown:

maybe you can put the Sarlacc in the desert, because sometimes it is too empty(i know it is a desert, but that is what i think)
Thank you naru. In regard to the clone side, I wont be adding any more additions as I think it works fine, and the difference between the HD Cody and the rifleman isn't that much to be worth the change. I also wont be adding the sarlacc pit as I never really liked it in the first game. Thanks for the kind words, and I'm glad you're enjoyong it.

ACEwithSPADES wrote:I think this map is AWSOME!! :bowdown: i really liked the movie feel to it and i loved the hunt mode very much (XL to :lol: ) the only thing is that the republic seems to lose in conquest to easy, the untaken cp seems to be closer to the spawn of the droids then the spawn of the clones so it gives a slight feel of unbalanced ness. other than that i love it keep it up :thumbs:
Thanks AcewithSPADES, I appreciate it. I see what you mean about the balance issue, and I'll see if it's possible to improve it, but the cp placements are final, so it might be difficult.

TML wrote:Just played it, and I must say, it's awesome!

I found no bugs or glitches (But I didn't play any of the Clone Wars stuff, I'm not a fan of the prequels :P ).

Just one suggestion before release, and this is pretty minor: In Dark Times Hero Assault, why is there no Leia? I'd recommend replacing Col Serra or Vace Thermite with her, but hey, it's your map!

Overall, great job! :thumbs:
Ok, thanks TML, I'll consider adding leia. Although she never appeared on the planet much but if more people would prefer leia to Col Serra or Vace I'll change it.

@Nihillo Thanks, I don't think I can change hunt anyway.

acryptozoo wrote:Just played it and its pretty awesome :D
most of the bugs have been already posted its abit open tho
bug you might want to change those overhangs on all the grates and stuff to a better texture and or model since the white looks abit weird
overall great map :D
Thanks acryptozoo. I quite like the white tent textures but thanks for the suggestion.

CalvaryCptMike wrote:After playing the map even more ( can't get enough ) I noticed a few things that I didn't see earlier:

Anakin has no lowrez texture.
When playing as tuskens the "Leaving Battlefield" voice was by a droid. ( kinda odd for a tusken side to have droid voices )
Hidden/Spoiler:
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dag.lvl", "dag1")
OpenAudioStream("sound\\dag.lvl", "dag1")
-- OpenAudioStream("sound\\dag.lvl", "dag1_emt")

-- *****
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
-- *****

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
^^^ that's the part that needs to be deleted from your hunt script.
Thank you CalvaryCptMike, I really appreciate it. I know, I just forgot to delete the line from the hunt script. Also, I'll see if I can give the Anakin model a lowrez.
Lephenix

Re: Tatooine: Outpost (beta out)

Post by Lephenix »

I just played it , it is pure awesomness , my favorite unit is the droid commando , with a new idle anim for the vibro sword :P , and the "bugs/errors/or whatever" as been said earlier , i just notice something , Cody's orbital strike droid 's weapon isn't localised .
You did a very nice job , it is an excellent map :thumbs: .
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Re: Tatooine: Outpost (beta out)

Post by Darth_Spiderpig »

Wow.

Just wow.

All of the "bugs" I found have already been mentioned, except one: In CTF the AI most of the time just stands around and does nothing, pretty cool if you are a sniper and on the quest for the most headshots in one life. :P

There's nothing to complain about, and the feeling is just awesome.
Keep up that excellent work sir!
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Re: Tatooine: Outpost (beta out)

Post by martin105038 »

I have tried conquest, XL and hunt modes and honestly there´s nothing new that hasn´t been already said. Great work :thumbs:
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Re: Tatooine: Outpost (beta out)

Post by skelltor »

I played all modes and I loved them no bugs besides the ones allready mentioned but my eyes did start to hurt after i played all the modes the sand texture was the problem i think maby add spots with a few rocks.
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Re: Tatooine: Outpost (beta out)

Post by Jendo7 »

Lephenix_dor wrote:I just played it , it is pure awesomness , my favorite unit is the droid commando , with a new idle anim for the vibro sword :P , and the "bugs/errors/or whatever" as been said earlier , i just notice something , Cody's orbital strike droid 's weapon isn't localised .
You did a very nice job , it is an excellent map :thumbs: .
Thanks a lot :D The Droid Commando is really awesome, thanks to Kinetosimpetus. It's all his work. In regard to the orbital strike droid, I did locolize it but I named it Strikedroid, not Orbital Strike Droid, so I can easily change that.
Darth_Spiderpig wrote:Wow.

Just wow.

All of the "bugs" I found have already been mentioned, except one: In CTF the AI most of the time just stands around and does nothing, pretty cool if you are a sniper and on the quest for the most headshots in one life. :P

There's nothing to complain about, and the feeling is just awesome.
Keep up that excellent work sir!
Thanks Darth, you are too kind :D

Nihillo also mentioned the same thing about CTF, so I'm going see if I can get those lazy IA moving, hopefully. Or I could change it to sniper mode :wink:

skelltor wrote:I played all modes and I loved them no bugs besides the ones allready mentioned but my eyes did start to hurt after i played all the modes the sand texture was the problem i think maby add spots with a few rocks.
Thanks skeltor. Sorry to hear it hurt your eyes. I could see if adding some rocks might improve thing's. I'll see how it goes.
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