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Re: Kashyyyk: Kachirho v1.0
Posted: Fri Oct 30, 2009 7:46 pm
by DarthD.U.C.K.
its a very good map and it catches the atmosphere of a big battle very well
i found some bugs though:
-this red thing (possibly an emitter?):
-2 floating marquees:
-floating (and weirdly textured) barrels:
and this fountainpart seems to be placed a bit incorrectly (with reason?!)
the game also crashed 2 times when i died once with the rifleman and once with the AT-RT-driver
(but i died al lot more

)
improvement suggestions:
-give the wookie a real ryyk-blade (i think t551 released two versions)
-use the improved feluciatrooper
-use the improved clonecommando
-maybe remove some of the naboo objects in the upper levels, they look a bit "unexpected"
-credit also Neomarz/Mars Marshall, Vyse, Teancum, Qdin and Dragonum for the clonecommando assets
-give the wookies the normal sprintanim instead of the forcesprint
-maybe add some fighting dome-ships
-give the repuplic some At-RTs and generally some more vehicles
these are just suggestions which i imagine could make the map even better, maybe you can pick on eor two if you like them
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Oct 30, 2009 9:47 pm
by genaral_mitch
I can't believe this is done! I was waiting since I joined!
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Oct 30, 2009 9:50 pm
by Nova Hawk
DarthRogueKnight wrote:Nova Hawk wrote:I've already posted this in the WIP thread, but the only thing I didn't like about this map was that Commander Gree had the long DC-15A rifle rather than the smaller DC-15s rifle that he had in the movie.
Who cares? He's a commander, most carry the DC-15A's.
No, most commanders carried the DC-15s rifles, not the DC-15A's.
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Oct 30, 2009 9:56 pm
by destos
Didnt you say this was your first map? If this is true, than this has to be one of the greatest, if not thee greatest first maps in the history of modding, only 2 slight things slightly bug me
1. how the support trooper has a rocket launcher and a heavy machine gun, that would be one heavy load to carry, but thats just my opinoin, it works great though since there is only 2 rockets... but it still has a slightly lacking realism to it, but i digress
2. it would seem too add more cover if you added artillery foxholes (or basically artillery made foxholes) since it would make the map look more battle torn, of course im assuming the battle takes place at the start, and for that i understand if you would rather leave it as is.
I do have one question, how did you get the sniper barrage to stick to units and be invisible (well the little laser thing) because i dl one online, but the ordanance just bounces off objects and then goes flying into space somewhere.....
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Oct 30, 2009 10:18 pm
by genaral_mitch
The map's always crashing. After about two minutes. the game crashes.
Re: Kashyyyk: Kachirho v1.0
Posted: Sat Oct 31, 2009 9:48 am
by allthetutorials123
genaral_mitch wrote:The map's always crashing. After about two minutes. the game crashes.
The map does crash in some places, but it's never only been 2 minutes. I get most of my crashes when I fall of the tree in 1 or 2 CTF (I forgot which one.) Or, in coquest when I look up at all those many, many, many objects in the trees.
Other than the crashing, (which you can't really help to much,) the map is pretty good. The best kashyyk map I have seen. The only suggestion (along with everyone elses of course

) is to mabey add a mode with more CP's in the trees (sort of like a tree fight.) The trees are amazing along with the assets. They are wonderfully planned out so why don't you take advantage of them? I think it would be really great. I'm glad you took all the time (over a year

) to make amazing map...
Re: Kashyyyk: Kachirho v1.0
Posted: Sat Oct 31, 2009 11:19 am
by andrija
yay its out so small dl size looks like best kashyyyk map out there

Re: Kashyyyk: Kachirho v1.0
Posted: Sun Nov 01, 2009 6:30 am
by eliminator
nice work very cool

, but sometimes the map crashes

how did you make the knifes?
http://www.gametoast.com/forums/viewtop ... 27&t=21008
I saw this in your map and ask myself how to....
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Nov 06, 2009 8:52 pm
by DarthD.U.C.K.
i made a (in my opinion) wookieesque bench you can use if you want:
i couldnt stand the naboobenches
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Nov 06, 2009 8:58 pm
by CodaRez
DarthD.U.C.K. wrote:i made a (in my opinion) wookieesque bench you can use if you want:
i couldnt stand the naboobenches
Lol Darth Duck, I am a bit scared now

Re: Kashyyyk: Kachirho v1.0
Posted: Fri Nov 06, 2009 9:00 pm
by DarthD.U.C.K.
why?!
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Nov 06, 2009 9:21 pm
by CodaRez
DarthD.U.C.K. wrote:why?!
You made that when you *couldn't stand it*
now I am afraid of what u can do when u *put ur mind into it*
Oh wait *looks at past releases*
....yeah....
Re: Kashyyyk: Kachirho v1.0
Posted: Sat Nov 07, 2009 1:05 pm
by Anakin
the mini pic of the handblaster looks very good at all mods i've seen the blasterpistol ther is the old symbol of the blaster
Re: Kashyyyk: Kachirho v1.0
Posted: Sun Dec 13, 2009 1:52 pm
by jangoisbaddest
My goodness! Sorry about the long absense in this thread, as I lost my GT password due to a reformatting and, through a series of improbable circumstances, couldn't do anything about it until recently.
Jediguy wrote:As far as balance is concerned, it was a bit easier to win as the droids. Perhaps you could give them a few less vehicles, or add a native side using the Wookie Demo expert and Madclaw. In Hunt mode,Wookies have it rough, because the Republic has a Commando. I would also suggest upping the health on the Madclaw, as it only has a single melee weapon. Also, I think you should up the ammo on rockets to 4, even though they're more powerful. 2 just isn't enough. Also, I like the idea of powerful, 1 shot per clip sniper rifles, but getting spam killed by AI running around the frontlines witha sniper rifle is a little frustrating. Snipers are meant to be behind the lines, picking off targets, not charging like an assault trooper. On a final note, Commander Gree is a tough hero to play as. He only has an advanced rifle, some grenades and Sniper Barrage, which is ingenious but difficult to use. OOM-12 is a great hero, and outmatches Gree.
Overall, an excellent and well designed map with a few minor flaws.
8.5/10 :clone:
Thank you for the complements and the constructive criticism. It took me ages just to tweak the balance so that the CIS didn't win by a landslide every time. I guess I didn't fix that as well as I thought.
As far as the hunt sides go, I think it's fine the way it is. I was able to win on either side. The Madclaw doesn't just have a melee weapon, he is basically a wampa. He can sprint, jump, and groundcrack clones in the space of a few seconds. In fact, I was concerned that he was OP compared to the commando.
I think you're right about the rockets and Gree.
Ping wrote:Somehow, an award weapon bug snuck in there. Tried to switch weapons as the regular trooper, and then the game froze on me. But seeing how much work you put it into this, I guess I shouldn't complain too much.

Mav said something about that too in the Battlefront Files description. I never had a problem with this before, so I'll have to look into it.
DarthD.U.C.K. wrote:its a very good map and it catches the atmosphere of a big battle very well
i found some bugs though:
-this red thing (possibly an emitter?):
-2 floating marquees:
-floating (and weirdly textured) barrels:
and this fountainpart seems to be placed a bit incorrectly (with reason?!)
the game also crashed 2 times when i died once with the rifleman and once with the AT-RT-driver
(but i died al lot more

)
improvement suggestions:
-give the wookie a real ryyk-blade (i think t551 released two versions)
-use the improved feluciatrooper
-use the improved clonecommando
-maybe remove some of the naboo objects in the upper levels, they look a bit "unexpected"
-credit also Neomarz/Mars Marshall, Vyse, Teancum, Qdin and Dragonum for the clonecommando assets
-give the wookies the normal sprintanim instead of the forcesprint
-maybe add some fighting dome-ships
-give the repuplic some At-RTs and generally some more vehicles
these are just suggestions which i imagine could make the map even better, maybe you can pick on eor two if you like them
Those are quite helpful. Good eye!
allthetutorials123 wrote:genaral_mitch wrote:The map's always crashing. After about two minutes. the game crashes.
The map does crash in some places, but it's never only been 2 minutes. I get most of my crashes when I fall of the tree in 1 or 2 CTF (I forgot which one.) Or, in coquest when I look up at all those many, many, many objects in the trees.
Other than the crashing, (which you can't really help to much,)
Yeah, I'm pretty sure that the crashes are a direct result of the large object, unit, and effect counts (or perhaps the sheer number of severity 2 errors), both of which I can't do much about. It is for this reason that I'm still debating if I should bother releasing a v1.1.
allthetutorials123 wrote:the map is pretty good. The best kashyyk map I have seen. The only suggestion (along with everyone elses of course

) is to mabey add a mode with more CP's in the trees (sort of like a tree fight.) The trees are amazing along with the assets. They are wonderfully planned out so why don't you take advantage of them? I think it would be really great. I'm glad you took all the time (over a year

) to make amazing map...
If I do decide to do a 1.1 version, I'll add another gamemode that will be exclusively played out in the trees. Right now, though, I'm still in the planning stages of my other project. I've given it very little attention. Also, I've incorporated the trees into the battle in XL and 2Flag CTF, so there's that anyway. Originally, I had the gardens as part of the battle as well, but the barrier/hub limits and overall gameplay experience forced me to cut that area (AI don't understand that you can't hit someone lower than you when you're standing on a platform).
DarthD.U.C.K. wrote:i made a (in my opinion) wookieesque bench you can use if you want:
i couldnt stand the naboobenches
That is awesome. Yeah, the Naboo benches were kinda out of place...I just didn't have any other benches to work with.
Thanks for all the comments, everyone!

Re: Kashyyyk: Kachirho v1.0
Posted: Sun Dec 13, 2009 2:04 pm
by DarthD.U.C.K.
i also made wookieboxes
(two single boxes and 4 different stacks)
just tell me when i shall send them to you

Re: Kashyyyk: Kachirho v1.0
Posted: Tue Dec 15, 2009 1:48 pm
by jangoisbaddest
DarthD.U.C.K. wrote:i also made wookieboxes
(two single boxes and 4 different stacks)
just tell me when i shall send them to you

Whenever it is convenient for you, my friend.

Re: Kashyyyk: Kachirho v1.0
Posted: Tue Dec 15, 2009 11:18 pm
by Jodandotson
This was a great recreation of movie kashyyyk. There were only to things that bugged me. The first is how the platforms and walls and pretty much everything in the trees did not blend that well. Retexturing the platforms to blend in more with the trees like they do in the movie will do wonders for the look of the map in my opinion. I also think you should change the sand texture to a better sand texture; maybe a custom one. I never really liked the stock sand textures given for SWBF2. The second thing is the game play. I felt that the game play was weird in this map. The bots did not seem to fight very aggressively and there never was much of a front line. Everyone seemed to be just mixed up. I also thin that the droid command posts should all be across the water and not on the beach so that the clones have a few seconds to prepare for the battle. This might also help for the scrambled up battlefield that I mentioned earlier. Other than these things, this map is incredible. I am beginning to get a crave for highly detailed movie accurate maps, and this is one of them. Just retexture things a bit, move some cps back, and you have just satisfied all my needs of a Kashyyyk map.
Re: Kashyyyk: Kachirho v1.0
Posted: Thu Dec 17, 2009 8:27 pm
by JackTHorn
Wow, great map! I've only played it a couple times in Conquest mode so far, but I'll take a more thorough look at it soon, and have more to say I'm sure.
For now, though:
I love the inclusion of new elements in the upper-tree-levels, the Naboo and Mygeeto bits and so on, it makes this the first map that really shows the Wookiees as having an advanced civilization with many different aspects. Like many others, the upper-tree-levels are my favorite part of the map (well, that and the sides) -- I'm constantly frustrated by how the only ten square miles of the entire planet that has accessible ground (Kachirho) is the only part of Kashyyyk that anyone seems to map, and one of the map ideas I've been slowly working on the longest is a Rwookwrorro map that is (like 99.9% of the planet), all treetops and platforms. Anyway, great job there, especially the Mygeeto generator towers or whatever they are, it does a lot to combine the primal forests of Kashyyyk with the advnaced technology of the Wookiees.
As I mentioned, I love the sides. I like how the Super Battledroids are actually dangerous and worth playing, unlike the stock versions. I like that you made a strong effort to make Gree more special than just an amped-up trooper, though a little more work in that direction might still be needed to really set him apart and make him accessible. I'd agree that the Wookiees would do better with the regular sprintanim than the Forcesprint.
I like the CIS Gunships as regular ships rather than CIS-only landers. I did notice that AI enemies seemed to just walk casually past AI allies without being fired on, which led to a lot of jumbled battle, where a few droids would just casually walk past two Clone CPs, get ignored, and start shooting. Also, like any big map, it took me a while to get around, and some locations I still haven't gotten to yet, but I tend to like the big maps. Maybe some speeders would be nice, though.
If you ever end up making a treetops-only Kashyyyk map, I'll gladly share the work I've done so far if you're interested, might be worth pooling ideas and efforts. Let me know.
Okay, I'll play more and post again later. Great work!
Re: Kashyyyk: Kachirho v1.0
Posted: Fri Dec 18, 2009 1:29 pm
by jangoisbaddest
JackTHorn wrote:I love the inclusion of new elements in the upper-tree-levels, the Naboo and Mygeeto bits and so on, it makes this the first map that really shows the Wookiees as having an advanced civilization with many different aspects. Like many others, the upper-tree-levels are my favorite part of the map (well, that and the sides) -- I'm constantly frustrated by how the only ten square miles of the entire planet that has accessible ground (Kachirho) is the only part of Kashyyyk that anyone seems to map, and one of the map ideas I've been slowly working on the longest is a Rwookwrorro map that is (like 99.9% of the planet), all treetops and platforms. Anyway, great job there, especially the Mygeeto generator towers or whatever they are, it does a lot to combine the primal forests of Kashyyyk with the advnaced technology of the Wookiees.
Glad you liked the Naboo assets in there. I wanted to have a gardens in there because it seems like Wookies are so in touch with nature. It just seemed like the right thing to do. As for the grey tower-like things, those are actually from the BFII stock Kashyyyk assets...I just don't think they're used in the stock map.
JackTHorn wrote:I like the CIS Gunships as regular ships rather than CIS-only landers. I did notice that AI enemies seemed to just walk casually past AI allies without being fired on, which led to a lot of jumbled battle, where a few droids would just casually walk past two Clone CPs, get ignored, and start shooting.
There's really very little I can do about that.
JackTHorn wrote:If you ever end up making a treetops-only Kashyyyk map, I'll gladly share the work I've done so far if you're interested, might be worth pooling ideas and efforts. Let me know.
I had considered it at one point, but believed that the assets we have at our disposal just weren't enough to make it very pretty. But if you want some constructive criticism, I'd be happy to take a look at your map.
