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Posted: Sun Apr 02, 2006 10:20 pm
by pss_2002
Jessicka wrote: One thing that would be great, and I'm not sure if this is possible but to have AT-TE Carriers come down from the cap ship and drop AT-TE's into the fray. I bet the bots would crash though. I don't know how possible this is either, just after watching the movie again, it looks really cool.
Thinking about what Jessicka said, you could try to have an AT-TE spawn inside a Cap ship and have it walk out of the ship's hanger and possible fly down to the ground on its own like when a player jumps out and flys down but doesn't die. I know I can do that as a hero but not sure with just a regular soldier. I don't know if that is at possible, maybe just wishful thinking on my part, but a cool thought.


And, Stager00, could it be possible to have maybe some fighters spawn IN the CID ground hanger so they can take off from there. I know about 80% of the AI would probobly wreck before they even got out of the hanger. Would be neat though to fly out of a hanger that is on the ground an take off to the sky.

Posted: Sun Apr 02, 2006 10:42 pm
by Stager00
Nice idea about the hangars..Ill see how well they can fly out of it.

Im doing an entire re-work from ground up...to ENSURE any unstable elements are cured.

Posted: Sun Apr 02, 2006 10:49 pm
by Jessicka
This carrier thing that flys the AT-TE in and drops them off, does the model exist for bf2 already? http://upload.wikimedia.org/wikipedia/en/e/e6/Laatc.jpg

If you had 4 on the map, 2 could be on the ground already, 2 could be flown in and dropped.. it would help get them up and down the battlefield easier, but I hope you read the strengthening of the turrets stuff I keep saying.

Whatever happens, I'm looking forward to the next release. I love this map, it's the most fun I've had yet in SWBF2. I can't wait to see your next projects Stager.

Posted: Sun Apr 02, 2006 10:57 pm
by Stager00
Thanks Jessika

I most certainly WILL strengthen the Turrets...thats a good idea. The ATTE carrier isnt modeled unfortunately.

I appeaciate all the great feedback you give!

BTW..next big project is UTAPAU.

Posted: Sun Apr 02, 2006 11:08 pm
by Jessicka
I might be able to do a model for it, but I don't know how it would work with the AT-TE or what the limits are. I'm not sure if I could either. I do player models and architecture, not too good at vehicles, although I haven't tried too much. It might be cool. Maybe someone else made one though. That carrier piece doesn't look like it would have to be too high poly, but the detach part, that functionality would require some coding. Even if all that was done... I wonder if the AI could land those without crashing into a mountain or flying upside down?

Can't wait for that next map. Based on how you seem to translate film to game action really nice, I have a feeling the map will be amazing.

Posted: Sun Apr 02, 2006 11:45 pm
by pss_2002
Was just looking over a few previous pages and thought of something for the jedi. The jedi, the sith lord for example, you have their health regenerating over time. What about giving that to all the jedi, they are after all suppose to be sorta powerful. After all jedi a hard to kill, by the way they deflect fire and use the force, it would just be a good way of showing that power and give a feeling of being a jedi when playing them.

Posted: Mon Apr 03, 2006 12:13 am
by Protector_Pulch
Stager00 wrote: BTW..next big project is UTAPAU.
Hey ! And what about your "4 Cap Ships Space Coruscant" ? You said you'd add the sames masses of Bots as on Geonosis. We URGENTLY need a Space XL.

@ Topic:

Maybe you should ask someone who's a experienced terrain since BF I to reskin your terrain - it simply doesn't fit to Geonosis Piles, Bunker, etc. for it's to dark.

Posted: Mon Apr 03, 2006 12:47 am
by Stager00
All in time. I work on Space COR..Utapau...Mustafar..and Geonosis a bit each day. They'll all come around.

Posted: Mon Apr 03, 2006 1:36 am
by pss_2002
Currently playing Geonosis and was looking around the map. Could it be possible to darken the white around the hanger doors of the cap ships. It looks too bright.

When aboard the CIS ship I can't get out of the hanger with a soldier or jedi, although I can get out of the hanger on the Republic. The barrier at the base of the forcefield on the CIS ship is even to the floor and not on the Republic ship, maybe make them even so you could look down on the battlefield from the hangers edge.

Also I have been noticing AI that spawn in the cap ships just sit in a corner, some do take off but not a lot.

Sorry if I am getting annoying, I just want to let you know what I see as a player.

Posted: Mon Apr 03, 2006 5:57 am
by DarthDoy11
Stager, for Utapau are you gonna do what I should've been like: with the 2 RACs hovering over the sinkhole and landing platforms for CIS ships on the ground?

Posted: Mon Apr 03, 2006 10:29 pm
by pss_2002
What about puting anti-aircraft turrets where the heavy turrets are suppose to be on the Cap ships. You could also put in the turrets from Kashyyyk or Bespin Platforms, but don't know how they would go with the map (Geonosis).

Posted: Tue Apr 04, 2006 1:20 am
by Stager00
Yup..turrets are going on the ships. Turrets are 5 times a durable now.

Done a complete overhaul of the base. Geonosians and jedi and acklay are now locals. A cp inside a acklay hive has to be taken(ouch).

77 geonosian locals and 77 jedi locals...looks like starship troopers..lol
160 CIS..160 Rep on screen.

Sorry, Cant put fighters in geonosian hangers...they cant get altitude to take off...

Acklay screens: http://rapidshare.de/files/17158383/geo ... y.zip.html

Posted: Tue Apr 04, 2006 2:44 am
by Jessicka
I can't wait to test this Stager :!: The acklay thing, so happy you stuck it in. I think it will make things really interesting. I hope it's difficult. The game in general (not your map) is a bit easy. I like long battles and struggles. Your map is a lot closer to how the game should be.

Posted: Tue Apr 04, 2006 8:13 am
by lord.of.the.sith.lords
hey stager can u put abit more of an interior on the capships?
+can you make it that we can spawn from the command posts on the capships so we don't have to wait for a transport to get there so we can just use the fighters?

Posted: Tue Apr 04, 2006 8:45 am
by Stager00
The problem with spawning on the ships is the AI wants to do it too. And with such a thick battlefield below..the troops die by the dozens and try to respawn in the ships. It isnt long until half of the battlefield is herded up inside a cap ship waiting for a ship to go down. By spawning with a gunship, it effectively limited the number of spawns up there for a more efficient trooop recycle.

The interiors of the ships I might can do something with. Im trying at this point to cut back on polys as much as possible, but well see how much of hit it takes with more space.

Posted: Tue Apr 04, 2006 4:30 pm
by Jessicka
Have you been using their portal/sector system to section areas off to reduce lag? A lot of the custom Ut2004 maps I've played or worked on myself had a much larger budget but through zoning (or anti-portals), it lets you put in as much detail as you like. I'm unsure how polished this engines version of that is, but you could put portals up to occlude everything going on such as up on the hill where that cp is and the acklay. Or at the cap ships hanger doors themselves, tunnels, middle cp mesh etc.

Distance fog too or "dust" so the graphics engine would ignore anything completely hidden even partially would help. Some engines also have a terrain sector size function for terrian optimization but I didn't see that in this editor.

I'm sure you read up on all this with the documentation included with the editor, I just remember on that one amazing map Delinquent did (raxas prime), it didn't seem like he had placed any portals up yet, and if I remember right he had stated that he didn't know how to at the time, and was just pushing the graphical element.

Posted: Tue Apr 04, 2006 4:37 pm
by Wadi
jedi are now locals...please tell me that means we can now have Yoda!

Posted: Tue Apr 04, 2006 4:55 pm
by Thrawn
.........I liked having the jedi as playable characters....I suppose you cnat please everyone

Posted: Tue Apr 04, 2006 5:04 pm
by salporin8
you're doing a great job with this mod , really something i hoped for !

i hope to see something like this on kashyyyk that would be awesome and i can;t wait for your conquest XL version of utapau !

keep up the great work :wink:

- salporin8

Posted: Tue Apr 04, 2006 5:05 pm
by Jessicka
Hopefully he meant the generic Jedi are locals, not Anakin, Obi-Wan and the other heroes. I'm pretty sure we can still play those. This is like the only map in my opinion that it's fun to play the heroes and still get good balance to regular infantry.

It would be cool if Yoda was there or at least AI controlled.