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W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 7:39 am
by vampire_lord
OK, most people in filefront forums and a few here know about my desert map, so here we go.

NORTHERN DUNE SEA Beta 1.0 for Battlefront 2


As it name implies it is located in the Northern Dune Sea, more accurately in a sector making a triangle between Mos Espa and the Mos Espa's Grand Arena (not in the map, just a reference), the area is quite big and open with er... dunes, some rocky formations (a few), and just one or two moisture farms, this map is basically a Tank/Sniper/Daring Tactics Battle, it has eight CPs but just two of them enabled (one per team), Team 1 begins in a little settlement around a cave to the north covered from sight by a small mountain, while Team 2 has a small fort in the south, there are three mousture farms out there, a rock rubble, a Sand Crawler and a small outpost surrounded by a few small rocks.

Both starting CPs provide 2 bikes and 4 tanks with an additional bike and tank in all but the less "civilized" CPs for a total of 16 tanks in battle plus 8 bikes to provide some tactical advantage, some outposts have contention barriers and turrets mounted in them (those may be completely destroyed), supplies are not a problem in settlements and farms but some places need an engineer to build medical and ammo droids, there are 6 Concusion Turrets to balance aganist enemy tanks and some more laser turrets.

That's for the current beta, plot synopsis and custom sides are coming soon, I hope some people can actually test it to find any possible glitches I couldn't find, most "holes" in SWBF1 models were covered but there is a collision I noticed after releasing the beta (nothing the AI can find but human players do).

Screens by ME
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Screens By ELFIE
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Basic Terrain: 90% Done
Wide open desert battle, sniper friendly, team friendly, tank friendly, no loners allowed.

Custom Sides: 0% Done
Clone Wars Era: Galactic Marines (Desert Combat) vs CIS (Tuned Up), 5 Regular Units, 3 Special Units, New Original Hero vs Recycled-yet-misterious-villain.
Civil War Era: Imperial Sand Troopers (More Accurate) vs Rebels (Desert Combat), 5 Regular Units, 3 Special Units, Not-the-same-yet-known-to-CW-hero's-friend, vs Force Sensitive Trooper (may change).

Uber Mode is off right now to help beta testers explore.

For more info check the readme.txt in the file. All feedback is welcome... seriously, tell me what you think...

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 8:01 am
by Taivyx
Landscape of the map looks great, looks very true to the movie, but I'm not sure if that'd result in good gameplay because it is, after all, a desert.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 9:10 am
by vampire_lord
Well, try it out, altough I wonder what do you mean, you know, then I play online I am easily pissed off by the lack of truly open maps (too much Battlefield 1942), I grew tired of "one-man-armies" and how no one cares for their team, so I decided to make an open map without the abusable sniping of Geonosis, as you can see the higher grounds have a good distance from spawn points as well as having "counterparts" scattered around.

In Elite with uber mode it becomes difficult to hold CPs even with all those AIs fooling around, I don't know WHY there are some bots who still ignore both plannings and barriers, I hope hintnodes make a difference.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 10:05 am
by Grev
On the contrary, open maps are the abusable sniper maps!

But the building combinations and landscape looks awesome! I woiuld look further into sides.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 10:51 am
by EraOfDesann
Best-looking Tatooine map I've seen in a while. I'll be sure to check it out later.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 10:53 am
by vampire_lord
Grev wrote:On the contrary, open maps are the abusable sniper maps!
But the building combinations and landscape looks awesome! I woiuld look further into sides.
That's why I included a full load of tanks and turrets, of course turrets are easy targets for snipers... if they can find a good spot before a tank or a bike arrives. :D

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 11:38 am
by Grev
You've got some fx squares. Look at the droideka in the second screen.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 1:37 pm
by vampire_lord
I know, any suggestions? it may be pretty straightforward but ATM I don't even know where do I need to tamper...

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 1:49 pm
by Delta 47
Maybe add a few more rocks in the open areas and have custom sides other than that it looks pretty good :thumbs:

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 5:04 pm
by Sky_216
Looks amazing.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 5:09 pm
by elfie
This is definetly a very well done map indeed. The sides, in my opinion, are never as important as the map itself. If you have great sides but a terrible atmosphere then it wouldn't be fun to play. But if you just do a little something to mix up the sides it makes a difference. Nothing major. Just a few skins here and there. Non default heroes. And maybe a few weapon changes would be nice. I could help you out with the sides if you like. I have had some experience with sides if you need help with skinning/ odf editing. This map looks so good and I want it to be the best it can be. Oh and remember when editing sides always remove lines in the side.req of vehicles/units that you haven't edited. :thumbs:

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 5:45 pm
by Guest
yeah, tatooine dune sea is my favorite bf1 map and this map looks much better
as i understood you plan to make some clones in desert camo, would be pretty nice, can you also make a clone commando with desert camo

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 5:48 pm
by Grev
Vampire lord, while elfie may believe the sides aren't important, I believe they are the most important part! While the map itself looks good, no one downloads a map to look at it. They download it to play, and the more impressive the sides, the more fun! What you can do with sides is unlimited.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 7:35 pm
by Hebes24
vampire_lord wrote:I know, any suggestions? it may be pretty straightforward but ATM I don't even know where do I need to tamper...
When an effect is rendered as squares, you are missing a texture. Once you find the right texture and put it in the correct folder, it should work.

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 9:17 pm
by Sky_216
Huh, you need desert clones...weird....I've hgot some desert clone skins that were gonnan be used on a ,map that never got released...you can have em if you want...

Re: W.I.P - Northern Dune Sea

Posted: Sat Jun 14, 2008 11:31 pm
by vampire_lord
Thanks for your comments (keep them coming, specially on gameplay), how can I be missing a texture by loading a default side in this case?, I mean, that Droideka is not "mine", I am not even loading any custom sides yet.

Right now I finally fixed an issue with my repairing platforms, once I re-check all known bugs I can finally begin with custom sides.

Re: W.I.P - Northern Dune Sea

Posted: Sun Jun 15, 2008 8:52 am
by theultimat
I'd be happy to skin some units for you, when you get round to it :) . Just PM me the ones you want skinned :D.

Re: W.I.P - Northern Dune Sea

Posted: Sun Jun 15, 2008 9:57 am
by elfie
Same here, although theultimat probably is better than me at skinning. :lol:

Re: W.I.P - Northern Dune Sea

Posted: Mon Jun 16, 2008 12:16 pm
by theultimat
Don't put yourself down! I'm probably the same level as you! :D

Re: W.I.P - Northern Dune Sea

Posted: Mon Jun 16, 2008 12:55 pm
by elfie
Yeah, alright. Maybee we could even get like a little "skin team" thing going, that would be pretty cool. Of course that would be up to vampire_lord to decide.