Page 7 of 38
Posted: Sun Mar 19, 2006 7:22 pm
by Narlie-Charlie
It was for me too. Can I still count on it being ready tonight?
Posted: Sun Mar 19, 2006 7:23 pm
by Stager00
Ah, ok I must have changed it during v1.3. Anyway..its fixed now.
I didnt know about the missing victory sounds...Ill look into that now.
Thanks
Edit: Oh, and yes, It should be ready still tonight. Waiting for my wife to get off the SIMS2 long enough for me to move the files to another PC so I can finish it...lol
Posted: Sun Mar 19, 2006 9:06 pm
by SWShellhound
when you release could you make a zip and rar, now that i have
7 zip, it is the only thing that works on savefiles for me, win zip has never worked.
Or you could put on filefront too
Posted: Sun Mar 19, 2006 9:58 pm
by mnl1121
stager u really are amazing! doing all that and still releasing it tonight.
Posted: Sun Mar 19, 2006 10:15 pm
by TheTao
This isn't really a glitch per se, but something that could be remedied:
I think there is probably a solution; maybe restricting flight a little more so we can't see the repeating terrain, or maybe a fog in the sky.
Posted: Sun Mar 19, 2006 10:25 pm
by mnl1121
just create a seperate boundary just for vehicles
stager, oh yeah i forgot to tell u. u gotta raise the flying height level. the highest u can go isn't high enough to get past the big (oh whats it called?) circular thing that isn't finished yet. (AGH my minds going blank right now.)
well anyway whenever i hit the hieght level i end up running into that thing ( <--ugh). it doesn't need to be raised much, just a little so we don't crash into it.
Posted: Sun Mar 19, 2006 11:53 pm
by Delta-038
mnl1121 wrote:just create a seperate boundary just for vehicles
stager, oh yeah i forgot to tell u. u gotta raise the flying height level. the highest u can go isn't high enough to get past the big (oh whats it called?) circular thing that isn't finished yet. (AGH my minds going blank right now.)
well anyway whenever i hit the hieght level i end up running into that thing ( <--ugh). it doesn't need to be raised much, just a little so we don't crash into it.
Well do you have the V1.2 version of the map (aka the updated V1.1 which can be downloaded on page 2)? I have that version and I can fly far above the Trade Federation Lucrehulk Battleship aka the Ring/circular ship you are referring to. Download that map and you'll do the same, I think you have the V1.1 without the update.
Posted: Mon Mar 20, 2006 12:04 am
by Darkwedge
I think NOTHING needs to be done with the fighters or vehicles, so what if the map is like that I dont want my expereince ruined because of that plus I use every pit of those part to do some pretty decent dogfighting with friends. In my opinion I dont think it needs to be altered.
Posted: Mon Mar 20, 2006 12:40 am
by Stager00
v1.4
http://rapidshare.de/files/15974560/Ep_ ... 4.zip.html
v1.3
http://rapidshare.de/files/15949875/Ep2 ... 3.zip.html
NEW SCREENS:
http://rapidshare.de/files/15948616/Scr ... 1.zip.html
------------------------------------------------------------------------------------
v1.2:
http://rapidshare.de/files/15950060/Ep2 ... 2.zip.html
( Ground+some frigates..few bug fixes..added some frigates above)
------------------------------------------------------------------------------
V1.0:
http://www.savefile.com/files/4190401
(Original Ground combat only...lots of action...cant land fighters)
(screenshots=
http://www.savefile.com/files/9367426)
--------------------------------------------------------------------------
A couple issues...
1. The sky dome effect(what produces the prop action in the sky-lasers and ships) makes the hangers appear to be transparent from the ground at times. This effect goes away when you get closer to them.
2. The destroyables on the caps(engines...etc) are disabled on this version..because for some reason...produces terrible lag when viewed from the outside. Ill work on this for the FINAL release of this map.
3. The command posts on the Cap ships had to have their spawns disabled for the reason of minimizing the number of units that ended up in them during battle. To work around this..I added a spawnable GUNSHIP to each hanger...so troops(and players) can still spawn there...but at limited times.
After a few days of feedback from this one...Ill tie up any loose ends on a FINAL. I already know the sounds issue on the ARC's. Thats the last thing Ill be adressing, after everything else gets spotted and ironed out.
Posted: Mon Mar 20, 2006 1:14 am
by Captain_Mazda
Love the map Stager, great work!
Posted: Mon Mar 20, 2006 1:17 am
by Stager00
Thanks Capt. Mazda!
I'm a fan of your work as well!
Posted: Mon Mar 20, 2006 1:44 am
by Captain_Mazda
Just had a blast playing it twice in a row! I love the AI playing as heroes! I love the chaos! I love it all!
I've never done this before, but you got yourself a "perfect" sticker from the Captain
I just have one thought though. The Battle of Geonosis was the first battle for the Clones. I think you should scrap the wrecked AT-TE and LAAT objects. They look like they've been smashed up for years, lol. Just my two cents;)
Posted: Mon Mar 20, 2006 1:53 am
by Stager00
Thanks!
I thought about the wrecked equipment, but I was hoping it would leave the impression that they were destroyed trying to board the enemy ships(because you watch them try over and over). Maybe I need to re-texture the models to look destroyed..but not "old". And maybe add some smokng effects from them.
Posted: Mon Mar 20, 2006 2:25 am
by Jessicka
I love this map but like you said, I feel the big ships take away from the massive ground assualt. I did like though that you put some wrecked ships on the ground in the new version, great for cover fire and maybe as said above the textures could be changed.
Maybe you could do one with like wreckage and stuff but without the captial ships.... and toss in the spire as another chokepoint. Though if you added more to do up there in those ships and even upped the reinforcement numbers it might still retain the action.
I really wish the jedi starfighters were in this. I know it's not accurate to the battle but I love those ships.
Anyway great release.
Posted: Mon Mar 20, 2006 6:04 am
by Sans_Fi
Shouldnt Anakin and Obi Wan not be there? I mean, they never got into action (yes, i know Grievous Dooku and Jango either)
But for the republic ill have used Aayla KiAdi Mundi and Mace with Yoda as the hero. Or maybe, Mace as the hero, and for the third Jedi a new one or even Kit Fisto

Posted: Mon Mar 20, 2006 10:09 am
by Stager00
Ok...last night's update had some obvious glitches in to(floating props)...I HAD to correct this now.
v1.4
http://rapidshare.de/files/15974560/Ep_ ... 4.zip.html
FINAL still will come this weekend after feedback.
Posted: Mon Mar 20, 2006 10:36 am
by adv1
Every single time I try to download a file from RapidShare I get 'Download session invalid'
This is a great map, and I really want to try the new versions

Posted: Mon Mar 20, 2006 10:40 am
by Stager00
Im uploading a savefile version..maybe that'll work for you.
Try this one:
http://s54.yousendit.com/d.aspx?id=363E ... PYQ13AF0D3
Posted: Mon Mar 20, 2006 12:21 pm
by darkmole2006
Ideas for final version:
Proper capital ships and frigates (both destructable like in space battles) and with the points gained by destroying them somehow counting as that many kills??
Rep non hero jedi:
ObiWan
Anakin
Princess Leia (to represent padme)
Mace Windu
Aayla
Mundi
Hero: Yoda
Cis side:
Marine
Upgraded Super (to balance out the jedi on the rep side
Dooku
Jango Fett
Hero: Proper Magna Guard (like with darth mauls moves and stuff)
These are just ideas and i am COMPLETELY loving the map.
darkmole2006
P.S
make the same on hoth with GCW
and the same on Kashyyk with boths sides, wookies for the reps and rebels:)
Posted: Mon Mar 20, 2006 12:23 pm
by adv1
Thanks for the new link, downloading it now
