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Dee'ja Peak

Posted: Sun Nov 08, 2009 6:48 pm
by biohazard
Suprise, suprise! My next two maps are not included in my todo list. Why? I dunno, I just didn't feel like modelling Taris ATM and my Khomm map was giving me grief. Dee'ja peak is a city on Naboo, and it is much like Theed (stock Naboo map)

This time around I'm getting a little lazy and the assets are 100% stock. I wanted to experiment with a city layout, and the Naboo building models seemed perfect for the cause. I'll be ensuring that the sides have some top-notch modifications, though.

Screenie (in-game video coming soon, gotta do AI stuff first):
Hidden/Spoiler:
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ATM my plan for the next map is Saleucami (to be based off the one in Renegade Squadron)

Re: Dee'ja Peak

Posted: Sun Nov 08, 2009 8:12 pm
by destos
might i suggest if you are looking for a more close quarters urban map to put the buildings slightly closer together, Recently i made a urban map, but though it looks close together in ZE, it felt like i was a midget in the city and everything was farther apart than I realized.

though if you have tested the map in BF2 and like what you saw, then thats fine, just wanted to give some tips. the map looks pretty sweet BTW, but i would suggest adding props as well if you plan on keeping the map layout as is, since it would be annoying to not have anything to hide behind when running to another building on the opposite side.

just my 2 cents

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 7:19 am
by biohazard
Yea, I player it a little and I liked the layout, and I do plan on adding more cover.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 7:30 am
by Grev
Those streets will end up being really big. Adding tanks would fix that a bit, or you should add more cover and trees and whatnot.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 8:24 am
by biohazard
I've collectively worked on this just a couple hours, I said I would add more cover, did I not -.-

And the streets are no wider than I had expected them to be. I intended for them to be the size they are.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 1:08 pm
by Anakin
is there a galeri for sniper??
if not it would be better to have such a(on naboo isn't a gslleri :cry: )

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 5:24 pm
by biohazard
Sorry, but I make a concious effort to make sure snipers have no significant advantage over regular troops on my maps. I like to play as a sniper, but I find camping at a safe spot that overlooks a large part of the battlefield like the one you describe very cheap, so I try to refrain from such atrocities. (and I believe the word you are looking for is "gallery") For example, I despise Geonosis, especially online, for this very reason. (Too many good sniping spots, too little infantry cover) Kamino is alright, though, because if you're careful you can find plenty of cover from snipers, and there a few really good places for a sniper to camp.

There are already a couple good sniping spots, anyway, but I've been careful to place them so that any sniper sniping from said areas have minimal cover, preventing overuse.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 6:42 pm
by genaral_mitch
There's a few Naboo buildings that have doors or walls cut out to include interiors, like maybe you can use jedi temple insides for interiors. Or maybe something from Rends' Coruscant City assets. By the way, the screenie looks good!

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 8:40 pm
by Eggman
biohazard wrote:I find camping at a safe spot that overlooks a large part of the battlefield like the one you describe very cheap
:? That's the whole point of the sniper class.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 9:23 pm
by CCO!
Very nice, I like it that you are trying to keep snipers balanced, if I may add a tip, one idea of mine would be to make a sort of sniper triangle. So that all the sniper positions have TWO other sniper positions that can be exploited to take them out. This would balance gameplay a bit more. For vehicle, AT-RTs against AATs would seem right, but I would edit with the AAT's odf to slow them down a bit. So it looks more like they're moving with the infantry as support in the street fight, I notice that on stock naboo the speeders often just drive, even when there are firefights they just speed past. Many times I have uttered various "colorful" phrases when my buddies drive past sporting a nice piece of armor. In other words try to have those vehicles come through slowly make them BIG game changers.

Next Order of Business are Sides.
I would try to set up sides like this
Infantryman
Stock guy, Rifle Nades etc.
Sniper
Sniper Rifle, Nades, no autoturret
Support
Pistol, Health+ammo packs, Mines, autoturrets
Officer Class
Not sure what, just seems right.
(For Reps/Rebs)
Naboo Native
Weaker Rifleman Local

Studies show that 100% of CCO!s won't mind if you ignore these comments, but will be insanely happy if you use them!

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 9:45 pm
by biohazard
Vehicles just won't work because there are so man chokepoints. Maybe speeder things. Maybe. The map really isn't that large, though.

As for the sides, I'm completely undecided as of yet. I like your ideas though, I'll keep them in mind. Your sniper triangle idea is nice. I'll work on that.



And for me, snipers don't work for their kills. IMO in order to have a fun map, even for the sniper himself, the sniper must constantly be under fire and in need of cover. It's a game, so fun's the aim, and at least I think just picking off enemies without any fight at all is pretty boring.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 9:53 pm
by Ping
It's a game, so fun's the aim, and at least I think just picking off enemies without any fight at all is pretty boring.
But that's what snipers are supposed to do. We're not asking you to make a map that becomes a shooting gallery for snipers, but having a balanced map where almost every unit or every unit can play an equal role will definitely add to the quality.

Re: Dee'ja Peak

Posted: Mon Nov 09, 2009 9:58 pm
by biohazard
And in my mind, a sniper who has no threat to his own well-being is overpowered.

My map. My hatred of snipers. :p

I'm open to suggestions, but I just have a particular biff against snipers. Sorry. I make it balanced, but snipers with no opposition, even if that's the way it's meant to be, are very unpleasant in my eyes.

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 11:40 am
by Fiodis
Eh, it is your map. Beware of monotone ground textures.
Also, snipers always have opposition....from other snipers, if no one else. On Geo, sniper wars can sometimes be fun....

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 12:36 pm
by destos
though it is a monotone ground texture, i beleive that is kinda the point, I mean it's a city with only 1 brick lining for it. of course if you were to say how you would go about making the texture i might be able to see what you are talking about.

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 2:26 pm
by Fiodis
Those are some odd streets, then, if the bricks run even under palisades.

EDIT - Nope, wrong word....porches? What I mean is, see how the columns of some buildings rise out of the bricks with no warning?

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 5:23 pm
by biohazard
Arial Trooper
will have shotgun and blaster rifle
good arial mobility and can stay up a while, but not very fast vertical movement
16 points to unlock

Hidden/Spoiler:
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Obviously not done yet.

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 5:29 pm
by CCO!
Very nice, Very nice.

That will be a fun way to get snipers. Pop-Ups were never so annoying. I also do like what I can envision coming out from a jet trooper class here. What will the droids have as a counter?

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 6:05 pm
by biohazard
A very speedy-running (battle?) droid with very limited jet jump. Probably.

Re: Dee'ja Peak

Posted: Tue Nov 10, 2009 7:33 pm
by Nova Hawk
Very nice skins, but you need to have Commander Ponds since he has basically the same markings as your clones do.

Here's a pic of him:
Hidden/Spoiler:
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