Page 1 of 1
Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 10:17 am
by bobfinkl
Ok after a lot of hard work I have finally finished it. Only thing I can say is read the readme and look at the screens.
And now for screens
For more screens go to my WIP thread:
http://www.gametoast.com/forums/viewtop ... 29&t=15039
Download Link:
http://files.filefront.com/Eriadu+Mount ... einfo.html
Enjoy!
Re: Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 3:23 pm
by Ka-Ching
thanks for includin the lightning and rain like i suggested bob,it really fits the map
Re: Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 3:45 pm
by bobfinkl
No problem it really is perfect for the map.
Improvements for v2.0
More health and ammo droids scattered about
Added support units for each team
Generator objects creating the acid rain "shield" around each building
If anyone has anymore suggestions please post them here thanks.
Re: Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 5:23 pm
by tsurugi13
I'd trim down on the number of buildings, and maybe use the hoth cavern bridges to make catwalks between the buildings. Glad to see another new unit though!
Re: Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 5:28 pm
by Hebes24
I really like this map. It has a great overall atmosphere because of the fog. Great work.
Re: Eriadu: Mountaintop City
Posted: Sat Aug 09, 2008 5:45 pm
by bobfinkl
Hmm that sounds like a great idea taking those hoth bridges, though aren't they a part of another model or something?
Thanks for the positive comments everyone you can look forward to v2.0 soon I don't have much work to do on it

.
Re: Eriadu: Mountaintop City
Posted: Mon Aug 11, 2008 12:38 am
by authraw
This is an excellent example of a good idea that needs polish. I like this map, but you definitely need to add some variety to the objects. If nothing else, it would be nice if you could put some miscellaneous objects inside the houses and in the streets--you'd be surprised how much a few unique props can spruce up a map.

Keep going with it--you're off to a great start!
Re: Eriadu: Mountaintop City
Posted: Mon Aug 11, 2008 1:48 pm
by tsurugi13
bobfinkl wrote:Hmm that sounds like a great idea taking those hoth bridges, though aren't they a part of another model or something?
Thanks for the positive comments everyone you can look forward to v2.0 soon I don't have much work to do on it

.
I wish they were. It'd make setting up those caverns a lot easier. Another thing that might be good in this map is some of the BF1 assets, maybe a couple rhen var buildings. To get the BF1 assets, just dl the bf1 modtools and delete everything but the assets folder.
Re: Eriadu: Mountaintop City
Posted: Mon Aug 11, 2008 3:55 pm
by bobfinkl
Alright thanks I'll get to that, now I just need to solve this floating weapon icons then the sides are done.
If you have a suggestion go ahead and post it I'll accept any suggestions you might have and try to incorporate them as best as possible into the map.
Re: Eriadu: Mountaintop City
Posted: Tue Aug 12, 2008 7:31 pm
by Culvar
Nice map! The effects from Kamino really fit in. One thing I noticed was one of the buildings near a CP(Forgot which one) is floating halfway off the landscape. Also, Is the Heavy Stormtroopers Anims scaled up?
Re: Eriadu: Mountaintop City
Posted: Tue Aug 12, 2008 9:22 pm
by bobfinkl
Yes a few of the buildings are a bit above the ground the terrain and placement of objects don't show up correct in ZE I ussually have to do fixes like that by memory though they are all fixed now. Yes the Anim is scaled up and the SBD also is a bit bulkier than the original from the assets. I'm gonna have more screens from newer version for you guys in a few days so look forward to that

.
Re: Eriadu: Mountaintop City
Posted: Tue Aug 12, 2008 10:49 pm
by Wolfblader
This map is really good. I think it could use some cover. The streets seem a little bland and you are an easy target out in the open.
Re: Eriadu: Mountaintop City
Posted: Wed Aug 13, 2008 4:02 pm
by bobfinkl
Don't worry there's much more cover now and actually I've blocked off a few streets with destroyed pillars to make gameplay a bit more interesting if you can get on top of them.
Re: Eriadu: Mountaintop City
Posted: Wed Aug 13, 2008 5:43 pm
by Wolfblader
Thank you. I always kept dieing cause there was nowhere do keep from getting shot. I noticed that the republic has an advantage of some kind. Its hard to win as the cis and if the game is left alone the republic wins.
Re: Eriadu: Mountaintop City
Posted: Wed Aug 13, 2008 6:54 pm
by bobfinkl
The CIS has been given extra troops now so it's balanced and a new unit has been added "Support" acts as a kind of medic with a high powered quick to over heat gun and thermal detonators. I just have to give it to a few more beta testers to see for improvements and then I release it.
Re: Eriadu: Mountaintop City
Posted: Mon Sep 08, 2008 7:36 pm
by bobfinkl
Sorry for the double post but this probably wouldn't be noticed.
Now Eriadu is finished so might as well post the link to my fellow GTers.
http://starwarsbattlefront.filefront.co ... City;93792
All the info and readme is in the link
Enjoy! Any feedback is welcome

.
Re: Eriadu: Mountaintop City
Posted: Mon Sep 08, 2008 8:28 pm
by RED51
I just played your map, and here are my thoughts:
1. The lag is gone like you said which made me very happy.
2. Theres more rubble on the streets, but not enough rubble. You should use them Tbuster props which are insanly useful.
3. The sides. There has been improvments since v1.0, but there not good enough for this kind of map. That's what killed this map for me. If you want, I could make you a good clone legion, and I made a B1droid side mod that is being uploaded right now and might be great for this map.
4. The buildings are placed very nicely, but you may want to put some objects in them. There was a model pack that had some crates that were made into a barrier, which well be very useful in the buildings.
Other then above lines, this map is perfect.
Re: Eriadu: Mountaintop City
Posted: Mon Sep 08, 2008 8:50 pm
by bobfinkl
Ya I'm gonna improve this until I get the models for my next map, which may take a while and I'll only release it again once I get those models unless I decide there is no more room for improvement. I am moving on now to the interiors destroyed bars and such that were stuffed with crates and computers by the CIS and Rebels.