Nelvaan: Village FINAL
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Ace_Azzameen_5
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adrenalinshake
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cloneknight
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i think you should make a hunt mode. Nelvaans vs techno union or something
and in conquest make the nelvaans on one side not an all enemy.
the techno union troops would be so cool.
@moonwolf- it is out look on pg. 4
and in conquest make the nelvaans on one side not an all enemy.
the techno union troops would be so cool.
@moonwolf- it is out look on pg. 4
Last edited by cloneknight on Mon Dec 18, 2006 5:04 pm, edited 1 time in total.
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Food_Eater
Even though its only a beta, it rocks. It's Just the right size. If someone played SWBF2 for the first time with this map installed, they wouldn't even notice that this map was a mod-map because its so detailed like all of the shipped maps. The only bug I found (so far) was that in some areas around the edge your feet would be under the ground. I can't wait to play the final.
Offtopic: Squipple, are you making a new version of Ancient Research Facility? I noticed you had a server up with that map but I couldn't join even though I have the most recent version
Offtopic: Squipple, are you making a new version of Ancient Research Facility? I noticed you had a server up with that map but I couldn't join even though I have the most recent version
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Ace_Azzameen_5
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oh noes!
I just know squipple will forget that I said Obi-Wan needs to stop killing Nelvaanians.
Last edited by Ace_Azzameen_5 on Mon Dec 18, 2006 5:15 pm, edited 2 times in total.
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PvtParts
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Found a few bugs. Since I dont have a screenshot of the minimap it may be hard to describe them.
Firstly, I'd suggest turning grid off in object edit in ze, and lowering all your cp's a bit. they tend to be floating ever so slightly, and I noticed at least one that was doing this in your map. Its one of the indoor cps...its in sort of a hallway.
Second, there is some model/collision clipping issues at one of your cps.
The cp is lower than the rest of the map, its on the very edge.
I'll draw a pic real fast to show what I mean...
http://img336.imageshack.us/img336/2489 ... ed1qr9.jpg
But the ai spawn waist deep in the ground. They seem to be able to walk out of it easily, its not one of those collision-traps of death.
But it does seem to have odd affects on the surrounding area- i noticed invisible barriers in the middle of the walkway..
Anyhow, again this is a really fun map. Nice work
Firstly, I'd suggest turning grid off in object edit in ze, and lowering all your cp's a bit. they tend to be floating ever so slightly, and I noticed at least one that was doing this in your map. Its one of the indoor cps...its in sort of a hallway.
Second, there is some model/collision clipping issues at one of your cps.
The cp is lower than the rest of the map, its on the very edge.
I'll draw a pic real fast to show what I mean...
http://img336.imageshack.us/img336/2489 ... ed1qr9.jpg
But the ai spawn waist deep in the ground. They seem to be able to walk out of it easily, its not one of those collision-traps of death.
But it does seem to have odd affects on the surrounding area- i noticed invisible barriers in the middle of the walkway..
Anyhow, again this is a really fun map. Nice work
- squipple
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@cloneknight - Good point. Someone else also noted that they hated slaying Nelvaanians with obiwan. I think I'll make them friendlies with the rebels and republic.
@Food_Eater & PvtParts - Yeah, I know about the feet-in-the-ground thing by the CP on the lower trail. Thanks for reminding me, that one slipped my mind. I need to adjust the geometry a bit and maybe it'll munge the proper collision there. If not, I'll put a snow patch there to cover it
@PvtParts - I'll double check the CP's. My mountain base model may have changed by a few pixels in my editing process. I usually make sure the CP's are slightly below the surface.
@Food_Eater - I think that server also had an earlier version of this map in the rotation. I was testing it out with a friend, and we didn't want to make it monotonous. Changing up the maps takes your mind off of 'testing' more, and makes you approach things a little differently, so we do that when testing.
@Ace_Azzamen - yeah, that happens with overlapping alpha channels. I'll experiment with edit flags.
Is anyone having any issues with 1-flag? I had some issues early on where the flag couldn't be 'picked up'. If you waited long enough it would eventually get picked up as more and more AI crowded into an AI moshpit of sorts. I raised up the flag and put some different geometry under it (the hay patch) and it seems to have fixed it.
Keep up the testing, I'm getting some good feedback. And if anyone can send Epena a (legal, heh) copy of BF2, his is all scratched and won't install.
@Food_Eater & PvtParts - Yeah, I know about the feet-in-the-ground thing by the CP on the lower trail. Thanks for reminding me, that one slipped my mind. I need to adjust the geometry a bit and maybe it'll munge the proper collision there. If not, I'll put a snow patch there to cover it
@PvtParts - I'll double check the CP's. My mountain base model may have changed by a few pixels in my editing process. I usually make sure the CP's are slightly below the surface.
@Food_Eater - I think that server also had an earlier version of this map in the rotation. I was testing it out with a friend, and we didn't want to make it monotonous. Changing up the maps takes your mind off of 'testing' more, and makes you approach things a little differently, so we do that when testing.
@Ace_Azzamen - yeah, that happens with overlapping alpha channels. I'll experiment with edit flags.
Is anyone having any issues with 1-flag? I had some issues early on where the flag couldn't be 'picked up'. If you waited long enough it would eventually get picked up as more and more AI crowded into an AI moshpit of sorts. I raised up the flag and put some different geometry under it (the hay patch) and it seems to have fixed it.
Keep up the testing, I'm getting some good feedback. And if anyone can send Epena a (legal, heh) copy of BF2, his is all scratched and won't install.
- Epena
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Protector_Pulch
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cloneknight
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- squipple
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cloneknight
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ok that is good to know. and good luck with that.
Last edited by cloneknight on Tue Dec 19, 2006 3:15 am, edited 1 time in total.
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AlexSecura
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Protector_Pulch
But not really fitting...the clones deployed on Nelvaan were Phase II-armoured white standard clones. One couldn't really associate them to a specific legion.AlexSecura wrote:It was a nice experience to play your Beta.That`s the Best Beta Version since Muunilinst.Hope you add more Nelvaanian Props in the Interior of the Mountain Village and an other Legion would be nice (146th).Very good work so far.
I still have got a dream: Making a jawa sandcrawler look like the CR 20 in which the republic deployed. A simple reskin of the front would be enough, you could hide everything else in a terrible blizzard (hey, a blizzard as a border for the map...does that sound good ?) or in a huge snowbank.
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Schizo
... Or alternatively you could just model the whole ship from scratch, since it's a fairly basic shape. But it'd probably best not to, since the ship was landed way out in the forests, not near the cliff. I think the map's layout is fine as it is. Just a few things need tweaking, like the Nelvaanians' throwing animations and such.
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Guest
Protector_Pulch wrote:Err, no. They didn't. Nelvaan appears during the last 5 episodes of the "Clone Wars" series. And Episode 22 introduced the Phase 2 armor. I'll just search for a fitting picture...but I've not found one yet.JK514 wrote:Map is great. But on Nelvaan clones used Phase I armor.
- squipple
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Protector_Pulch
