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Rattatak Factory

Posted: Sun Sep 06, 2009 6:58 pm
by Commander_Fett
:jango: My first non-Mygeeto Assault map. I got the idea for it as I was playing Republic Commando, I thought the factory would make a good Battlefront 2 map. I modeled the entire thing in sketchup, and fragme! graciously fixed up bugs from conversion and exported it for me.

LINK

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Re: Rattatak Factory

Posted: Sun Sep 06, 2009 7:16 pm
by Nihillo
Have just finished playing it for the first time, it's an entertaining map with a nice layout and original appearance. You should be proud of it.:wink:

Thanks for the release!

Re: Rattatak Factory

Posted: Sun Sep 06, 2009 10:58 pm
by RC-1207
I can't say this map wasn't good. The gameplay was definitly constant and never was there a time I felt bored, but it was to short. I felt like I only started the map when I saw the reinforcement counter was already done to 30 some. I would have like to see a longer lasting and bigger map.
Also, the fighting was bland. You would go into a hallway, find cover, and shoot your gun till its worth crap. Where is the fun in that (other then the big kill count)? It was also, like Mav said on FF, a bit familiar to the stock CP setup. It would have been more fun to see a different setup.

Ok, onto the good. All of the objects were placed nicely. Some of the objects I hadn't reconized before, so that scores points. The sides were great (Rep Commando :thumbs:). And the balance was good, but weighted heavily on the players team.

All in all, this map is worth it, but it seems more like a demo for a more complex map. I sincerely liked it, don't get me wrong, but it was small, no hiding that. I look forward to more maps from the cave of Commander_Fett.

By the way, the Mygeeto maps were nice.

Re: Rattatak Factory

Posted: Sun Sep 06, 2009 11:09 pm
by Commander_Fett
RC-1207 wrote:Ok, onto the good. All of the objects were placed nicely. Some of the objects I hadn't reconized before, so that scores points...

I sincerely liked it, don't get me wrong, but it was small, no hiding that. I look forward to more maps from the cave of Commander_Fett.
The only models I used were the hoth crates and the model I made for the whol map. And I was shooting for it to be a simple, fun small map. Origonaly it was going to have 6 cps, but I ended up liking it more with 4 cps, so that's how I modeled it.

Re: Rattatak Factory

Posted: Mon Sep 07, 2009 8:49 am
by Null_1138
Hehe, the doorways in the last pic are a dead giveaway of Sketchup. :P It looks pretty good Fett, nice job.

Re: Rattatak Factory

Posted: Mon Sep 07, 2009 9:12 am
by obiboba3po
Null_1138 wrote:Hehe, the doorways in the last pic are a dead giveaway of Sketchup. :P It looks pretty good Fett, nice job.
really? because they're just as easy to do in XSI ;) looks nice fett will give a d/l later
edit: on doorways, i just noticed a minor texture bug in the said last pic

Re: Rattatak Factory

Posted: Mon Sep 07, 2009 9:42 am
by Hawk
WOW.
cool map/mod. good work :thumbs:

Re: Rattatak Factory

Posted: Mon Sep 07, 2009 5:40 pm
by RC-1207
Commander_Fett wrote:And I was shooting for it to be a simple, fun small map.
And that you succeeded at.

Re: Rattatak Factory

Posted: Tue Sep 08, 2009 1:01 pm
by mswf
This map was indeed very entertaining. I had a fun time playing it and you did a nice thing on polishing it out. (minimap, no floating hud icons etc.) The battle was nice and short, which I really enjoy.

In an attempt to help you, here are some small (but significant) bugs that I have noticed;
-I'd suggest placing more spawn nodes around a command post. Because of the small nature of this map, it happens a lot of times that one team is driven to one cp. When they spawn, they are piled onto eachother, resulting in the AI shooting at team mates and easy grenade kills. Because of this, as soon as one team is driven back, they are essentially doomed.
-The weapon of the standard battledroid seems a little bit too strong in comparison. Even fighting like a lion for the Republic resulted in losing the game. (I think because of this)

Small suggestions, if you ever plan on rereleasing this;
-There are some fine Droid Commando models out there, you could use them instead of reskinned B1's
-In the area at the canyon, I'd suggest placing some additional cover, like rocks and then use a lot of hintnodes. It could greatly improve gameplay.
-Because of the close quarter nature of the map, the sniper class is slightly redundant. May I suggest making it's sniper rifle slighly less accurate, a make it inflict less damage and then making it semi-automatic (with intervals of 0.5 seconds). It would bring back the usefullnes of the class. (whilst keeping the class for any sniper lovers)

Re: Rattatak Factory

Posted: Tue Sep 08, 2009 2:26 pm
by Nihillo
mswf wrote:-Because of the close quarter nature of the map, the sniper class is slightly redundant. May I suggest making it's sniper rifle slighly less accurate, a make it inflict less damage and then making it semi-automatic (with intervals of 0.5 seconds). It would bring back the usefullnes of the class. (whilst keeping the class for any sniper lovers)
Although yours is a valid suggestion, I feel the need to say that players accustomed to the sniper class can achieve exactly what you described by simply not zooming in and mashing the left mouse button whilst using each shot to adjust their aim, effectively turning the long ranged sniper rifle into a deadly weapon in close quarters combat.

Re: Rattatak Factory

Posted: Tue Sep 08, 2009 3:51 pm
by mswf
Nihillo wrote:
mswf wrote:-Because of the close quarter nature of the map, the sniper class is slightly redundant. May I suggest making it's sniper rifle slighly less accurate, a make it inflict less damage and then making it semi-automatic (with intervals of 0.5 seconds). It would bring back the usefullnes of the class. (whilst keeping the class for any sniper lovers)
Although yours is a valid suggestion, I feel the need to say that players accustomed to the sniper class can achieve exactly what you described by simply not zooming in and mashing the left mouse button whilst using each shot to adjust their aim, effectively turning the long ranged sniper rifle into a deadly weapon in close quarters combat.
True. It would require a lot of balancing. Thinking back, I'm not so sure about the argument either.

Re: Rattatak Factory

Posted: Tue Sep 08, 2009 5:35 pm
by Maveritchell
Nihillo wrote:
mswf wrote:-Because of the close quarter nature of the map, the sniper class is slightly redundant. May I suggest making it's sniper rifle slighly less accurate, a make it inflict less damage and then making it semi-automatic (with intervals of 0.5 seconds). It would bring back the usefullnes of the class. (whilst keeping the class for any sniper lovers)
Although yours is a valid suggestion, I feel the need to say that players accustomed to the sniper class can achieve exactly what you described by simply not zooming in and mashing the left mouse button whilst using each shot to adjust their aim, effectively turning the long ranged sniper rifle into a deadly weapon in close quarters combat.
That's basically how one plays the sniper class on any map that's not Hoth or Kamino.

Re: Rattatak Factory

Posted: Tue Sep 08, 2009 7:08 pm
by myers73
nice map, was fun. Had 1 major collision bug. I believe the platform at CP2. if you panned your view while moving bakwards you fall through the floor.

where i was
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when i bring free can straight down with same angle.
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