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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Mon Apr 25, 2011 8:18 pm
by Fiodis
Alpha347 wrote:Anyone hero is always better than no hero...
Not necessarily. Personally I dislike BF2's hero system. Imo you shouldn't throw a hero into a map simply for the sake of having him there.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Mon Apr 25, 2011 8:53 pm
by modmaster13
Alpha347 wrote:
Suggestion: Is it possible to add some vehicles on the outside CP? It would be great.
No because there isn't enough room. Thats part of the reason why I took away the particle cannon turrets.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 1:32 am
by Marth8880
Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.
EDIT:
Oh, and I'd like to beta.
On another note, this: :chew:
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 2:34 am
by AQT
Marth8880 wrote:Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.
Off-topic: That is highly an incorrect and false statement. And it's more of a polygon limit rather than an actual object limit.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 8:20 am
by Anakin
yeah the map become better and better but i found something to fix
do you see??
at the door the msh didn't fix together. there is a break
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 4:00 pm
by modmaster13
Anakin wrote:yeah the map become better and better but i found something to fix
do you see??
at the door the msh didn't fix together. there is a break
What are you talking about? Post an edited pic pointing out the problem.

Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 4:05 pm
by Fiodis
I think he's talking about the miniscule little space in front of the CP where you can see a tiny bit of white poking through a hole between the meshes. A really small thing to complain about, imo.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 5:31 pm
by modmaster13
Oh. I'm not gonna fix that. Not, a very big bug at all.

Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Tue Apr 26, 2011 10:56 pm
by Marth8880
AQT wrote:Marth8880 wrote:Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.
Off-topic: That is highly an incorrect and false statement.
Oops, sorry, my bad. I was just drawing up an old memory from a rule I thought I had read.
AQT wrote:And it's more of a polygon limit rather than an actual object limit.
Ah, that makes sense.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Wed Apr 27, 2011 6:35 am
by Alpha347
LOL, if you really complain about that minuscule white line, what should I had to say for the missing hero and the missing weapon of the other hero? Or the see-through-walls?
I think it is right to give the proper respect for other people's work... and not blaming for such things.
End offtopic (if it is really an offtopic).
I' m waiting for the final release of this wonderful map like few things I'm awaiting for.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Wed Apr 27, 2011 8:32 am
by Anakin
modmaster13 wrote:Oh. I'm not gonna fix that. Not, a very big bug at all.

yeah it's small but there. maybe it's only there because you moved with the freecam
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Wed Apr 27, 2011 5:13 pm
by modmaster13
Currently I am having trouble getting Kit Fisto ingame. Quick qusetion, if you have a custom REP side w/ cold assault troopers in, should it still work if you have the kit.lvl in it?
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Wed Apr 27, 2011 10:27 pm
by The Nasal Abyss
As long as you are loading the Kit.lvl you should be fine. Just add him like you would any other hero.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Thu Apr 28, 2011 12:19 am
by THEWULFMAN
modmaster13 wrote:Currently I am having trouble getting Kit Fisto ingame. Quick qusetion, if you have a custom REP side w/ cold assault troopers in, should it still work if you have the kit.lvl in it?

Where did you put the kit.lvl file you dled?
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Fri Apr 29, 2011 3:43 pm
by CalvaryCptMike
Kind of swaying from the current topic but...: When I was beta-ing I really liked the turrets outside. They were actually really fun I thought and I wouldn't take them away.
Also you REALLY need to get a really good mini-map as the one that was there wasn't even finished. An indoor map like this needs a great minimap and the one you had wasn't very complete.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Sat Apr 30, 2011 8:42 am
by Alpha347
I agree.
Those turrets make a bit harder to take external CP, as it should be, giving a real possibility to use assault classes for both sides.
Without them, the whole match would be just too easy and rocket classes useless...
On the minimap, I also share what he said.
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Sat Apr 30, 2011 9:15 am
by Lephenix
Can i beta if it isn't too late , please ?
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Mon May 02, 2011 10:18 am
by [Padawan]Helkaan
I've just noticed some problems with the objects (walls), the AI sucks in some corridors and the republic snow troopers have the purple marine FPM. I'll report the rest soon.
EDIT: Would you be interested by a snow/white rebel smuggler skin?
Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Mon May 02, 2011 4:49 pm
by modmaster13
[Padawan]Helkaan wrote:Would you be interested by a snow/white rebel smuggler skin?
That'd be cool. Yes I am interested.

Re: Rhen Var: Church (UPDATE #7 BETA INFO.)
Posted: Mon May 02, 2011 9:05 pm
by CalvaryCptMike
I have a white camo bothan if you'd like that too.
