Mos Eisley Spaceport beta3

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Executer94
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Re: Mos Eisley Spaceport beta2

Post by Executer94 »

This looks AWESOME!
:bowdown: :thumbs:

Like the real tatooine from the movie!
Can't wait to play full version!
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Re: Mos Eisley Spaceport beta2

Post by lesovikk1 »

nice to see your back rends. i loved all your maps so far so i cant wait for this map. oh from the beta map i kinda thought the original cantenia was a bit out of place and maby a new one could be made? but totally up to you. love it. is the slave 1 flyable?
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Re: Mos Eisley Spaceport beta2

Post by Rends »

Well the slave1 is/was made flyable. I used it as flyer on a testmap but i changed it to nonflyable for this map.

About the Cantina. I only have a lowres scan from Mos Eisley Encyclopedia layout that i used to create the map layout.
I thought that the Cantina is at the correct location North/East in Mos Eisley (if the top of the bookside is north)
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Re: Mos Eisley Spaceport beta2

Post by Xavious »

Rends wrote:About the Cantina. I only have a lowres scan from Mos Eisley Encyclopedia layout that i used to create the map layout.
I thought that the Cantina is at the correct location North/East in Mos Eisley (if the top of the bookside is north)
I'm assuming he meant the cantina itself, not the loaction.
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Re: Mos Eisley Spaceport beta2

Post by Rends »

Xavious wrote:
Rends wrote:About the Cantina. I only have a lowres scan from Mos Eisley Encyclopedia layout that i used to create the map layout.
I thought that the Cantina is at the correct location North/East in Mos Eisley (if the top of the bookside is north)
I'm assuming he meant the cantina itself, not the loaction.
Yes you are right. I missunderstood his posting. My fault.
Thx for clarifying!
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Re: Mos Eisley Spaceport beta2

Post by Rends »

Ok guys,
i uploaded the beta2 version on filefront.
Link in the first post of this threads.

Have fun, hope for feedback!

Notice that the major works went into the GCW Conquest gamemode. Others need more improvement but except for the 2 flags mode all should be playable.

EDIT: Maybe a mod can move this thread to the map released forum?
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Re: Mos Eisley Spaceport beta2

Post by CodaRez »

The great Rends double-posts? :shock: haha j/k(but seriously, quite strange for a veteran)

But anyway, ur map ROCKS. I have nothing much to report mapwise in bugs, well mainly cus didn't have time and its so big!

Well the only kink I have for the map(in conquest mode) is:

-Too little units, hard to find action

-I believe some of the underground or hidden tunnels didn't have proper pathing for the units to exploit them properly.

-If you localize all the weapons to their designated names, then "sniper rifle" should be called "E-11s" and "rocket launcher" be called "Minimag PTL blabla"

-Some locals weren't localized, I believe more accurately for the UK English version?

-Stormtroopers could be localized into Sandtroopers

And I do have a few suggestions:

-if u are REALLY into it, you can give the civvies weapons so that if u ACCIDENTALY shoot them they fight back.

-Surprised ur Boba didn't have the EE-3. I am guessing it isn't from the stock sides cus the 1.3 patch would hvae easily replaced it.

-
CodaRez wrote:
Pauldron Colours:
Normal troopers are - black
Lieutenants - white
Squad Leaders - Default orange

Just incase though. Just for a bit of realism, and it won't take much of effort to white/blacken the pauldron only.
This is the main reason why I said this. All of them look quite the same, so the officer doesn't really have a special differentiation. Mind adding pauldron colours?

-The sandtrooper sniper could have his backpack removed...(honestly why would a sniper carry a heavy load, and still be fast?

Thats all for now!

Oh and lastly, random glamour shot:
Hidden/Spoiler:
Image
"C'mon out Solo!"

Hehe gj Rends! :thumbs:
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Re: Mos Eisley Spaceport beta2

Post by negah »

This is a great map indeed, until today I had the first beta in my addon folder.

However Im agreed with CodaRez, reskinning the pauldrons would be more movielike (and I have a feeling that it WAS your intention to make this map as much movielike as possible :P ), although I cant imagine a sandtrooper without a backpack (and in the movie the guys who carried DLT-19 had backpacks).
The lack of action can be fixed by increasing the AI count in the game, so its not really a problem.
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Re: Mos Eisley Spaceport beta2

Post by Delta-1035 »

Downloading now...
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Re: Mos Eisley Spaceport beta2

Post by Hawk »

Rends wrote:
Hidden/Spoiler:
Image
And the Slave1 even if it´s not finished.
Wow!
the Slave 1. GOOD work, man! :thumbs:
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Re: Mos Eisley Spaceport beta2

Post by impspy »

CodaRez wrote:
Rends wrote:
Hidden/Spoiler:
Image
Just noticed, is the orange pauldroned sandtrooper gonna be the main trooper in ur map?

Cus apparently, they are squad leaders, not normal troopers.

Pauldron Colours:
Normal troopers are - black
Lieutenants - white
Squad Leaders - Default orange

Just incase though. Just for a bit of realism, and it won't take much of effort to white/blacken the pauldron only.

And I wasn't from ur time, but I heard u were a LEGEND :shock: Great to see u back. Curious, is this ur closing curtain for ur modding life though?

Btw, ur coruscant city ROCKS!
actually white is sergeant (in the Star Wars: Empire Comic What sin loyalty? Tk-622 is a sergeant and his pauldron is white)
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Re: Mos Eisley Spaceport beta2

Post by H_BOMB »

I'm ashamed to say that at first glance I wasn't too impressed by the map. And then I downoaded it and I was like, "WAOW". It's a pretty awesome map. My only suggestions would be an XL mode for more big and exciting battles, and perhaps a hunt mode of some sort. And possibly some boxes or debris scattered around the streets for cover. Although that would probably obstruct the landspeeders' path. Also, that one shuttle in the docking bay near the Slave 1, you can walk through and shoot through some if no most of it.

Anyways great map, and I'm looking forward to the next release.
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Re: Mos Eisley Spaceport beta2

Post by Rends »

thx for first comments.
Localization will be done in the next release
About the Pauldrons. I remember someone made them in different colors already. Need to find out were to get them and how to make different skin workable.
Pathing should be fine. I´ve seen Bots running through every tunnel.
About Boba using the stock weapon. Well the Imp side was made long before the 1.3 patch. Maybe i can update Boba to 1.3 standart.
I could increase AI numbers a bit but i don´t want to have a big battle in Conquest.
Maybe it´s a good idea to add an XL mode so those guys who want an epic battle in Mos Eisley have something to play.
And yes the transport spaceship does have a deactivated collsion model because original it´s one of the Dome flyers.
Need to change that.
Slave1 model will be fixed soon too.
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Re: Mos Eisley Spaceport beta2

Post by FragMe! »

Tried this out too, very nice, nicely laid out too.
There were a few collision problems like on the smaller round docking bays, for lack of better description, you can run across the top of them and can't jump out of them from the inside. Not sure if they are suppose to be that way. Of course the static Bantha and Dewback have no collision, could export some with it if you want.
Other than that good job. Good to see you back too.
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Re: Mos Eisley Spaceport beta2

Post by DarthD.U.C.K. »

its great
yes, the there is no hole in the small dockingbays ceilingcollision
and the driving-around droids dont have chunks
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Re: Mos Eisley Spaceport beta2

Post by Rends »

I tried to fix the collision bug on the smaller dockingbays several times but with no luck yet.
I even made a collsion model but it seems that my XSI model has a bug and i don´t know why.

FragMe! Would be great to have the static Bantha and Dewback with correct collision model!!!

And yes the droids doesn´t have any chunks yet.

BTW: I rechecked Boba and it says that he has the EE3 gun.
Last edited by Rends on Sat Aug 15, 2009 4:48 pm, edited 1 time in total.
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Re: Mos Eisley Spaceport beta2

Post by StupidJedi »

Slave I isnt flyable!? :| darn. If you do make it flyable make the guns shoot from the area under the cockpit like in AotC :jango: . The Slave I in The Dark Times mod shoots from the bottom 2 laser cannons which makes it difficult to aim. :bobba:
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Re: Mos Eisley Spaceport beta2

Post by General_Nate »

Wow, played it, and it was great!! Tatooene maps are over done, but you pull this off very well. The only problem is the collision. A lot of objects have weird collison, or lack there of. But other than that, this map was great! :thumbs:
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Re: Mos Eisley Spaceport beta2

Post by FragMe! »

Rends wrote:I tried to fix the collision bug on the smaller dockingbays several times but with no luck yet.
I even made a collsion model but it seems that my XSI model has a bug and i don´t know why.

FragMe! Would be great to have the static Bantha and Dewback with correct collision model!!!
have you tried a .option file for the msh with -donotmergecollision in it? Worth a try if you haven't.

Will do for the Bantha and Dewback.
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Re: Mos Eisley Spaceport beta2

Post by Rends »

FragMe! wrote:
Rends wrote:I tried to fix the collision bug on the smaller dockingbays several times but with no luck yet.
I even made a collsion model but it seems that my XSI model has a bug and i don´t know why.

FragMe! Would be great to have the static Bantha and Dewback with correct collision model!!!
have you tried a .option file for the msh with -donotmergecollision in it? Worth a try if you haven't.

Will do for the Bantha and Dewback.
Man you are my hero!

The option file did it! Finaly...

Thx!
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