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Posted: Mon Sep 11, 2006 11:58 pm
by Bac-Talan
O_O... O_O... O_O... O_O_O... O_O...O_O... Guess which one is me right now O_O
Sweetness Yoyam, pure sweetness. I can see the carnage now >_< 0uchies all around...
I'm back to school now, so homework has to come first, but I'll still be workin on this, even harder now.
*Goes back to staring at pics*

Posted: Tue Sep 12, 2006 12:07 am
by Protector_Pulch
I'd recommend that GW mode is using default a mixed Imperial/Republic side( Clone Trooper, Clone Rocketeer, Imperial Sniper, Imperial Engineer/Pilot, Clone Commander, Dark Trooper) on the one hand, and a mixed Rebel/CIS side (Battledroid, Alliance ATU, Alliance Sniper, Droid Engineer, Droideka, Wookíee), so you can have both era battles in one, while the GCW mode is using Míddleearth-Units.

Posted: Tue Sep 12, 2006 2:04 am
by Bac-Talan
Hmm, nice idea, I never thought of that...
Hmm, a mix you say; I think I feel a change in the winds says I...
I Think this is good: Clone Trooper, Imp rocketeer, Clone Sniper, Imp Engineer, Clone Commander (maybe Phase 1), Dark Trooper. Against: Rebel Trooper, Rebel Vanguard, Assassin Droid (sniper), Droid Engineer and Either Bothan+Droideka or Magna+Wookiee, what do you guys think?

Posted: Tue Sep 12, 2006 2:50 am
by blue-one
i think it would be interesting to try out having the rope that legolas threw down to aragorn, make it like a ladder... i dont think that would work, just tryin to help

Posted: Tue Sep 12, 2006 10:24 am
by Mr.Henriksson
Dude! You rock! This Map Will Rock! Keep up with the good work.

Posted: Tue Sep 12, 2006 11:30 am
by jangoisbaddest
That citadel looks sweet, but I'm afraid I have to rain on your parade a little - you forget that bot planning is 2D. You've got the ramps overriding any kind of pathing that would be prudent for the ground floor. What I reccomend is instead having one long ramp that curves up into the higher citadel, then have stairs right inside the first layer of walls that go to the outer walls (if this is unclear, play Battle for Middle Earth's Helm's deep). That way, we minimize overlapping planning graphs, barriers, etc.

Posted: Tue Sep 12, 2006 11:40 am
by Maveritchell
jangoisbaddest wrote:That citadel looks sweet, but I'm afraid I have to rain on your parade a little - you forget that bot planning is 2D. You've got the ramps overriding any kind of pathing that would be prudent for the ground floor. What I reccomend is instead having one long ramp that curves up into the higher citadel, then have stairs right inside the first layer of walls that go to the outer walls (if this is unclear, play Battle for Middle Earth's Helm's deep). That way, we minimize overlapping planning graphs, barriers, etc.
You can minimize overlap by just adjusting the height of the path. Planning AI to go up a path that doubles back is more work, but it's not impossible by any stretch.

Posted: Tue Sep 12, 2006 4:23 pm
by Dohnutt
Holy... stuff.
That citadel is awesome. This map will officially be the best one ever made for SWBF2!!

Posted: Tue Sep 12, 2006 4:24 pm
by Dohnutt
Holy... stuff.
That citadel is awesome. This map will officially be the best one ever made for SWBF2!!

Posted: Tue Sep 12, 2006 4:39 pm
by Xavious
You just posted the same thing twice in a row.

Posted: Tue Sep 12, 2006 5:19 pm
by yankeefan05
Off-Topic: Remember, that can hapen by accident because if u click on the "Post Reply" button and it doesnt redirect u and tehen u post it about 30 seconds after it will post it twice. Simply delete the 2nd post or have an admin do it.

It could easily be an accident.

Posted: Tue Sep 12, 2006 5:46 pm
by Dohnutt
mcdestroyer wrote:Off-Topic: Remember, that can hapen by accident because if u click on the "Post Reply" button and it doesnt redirect u and tehen u post it about 30 seconds after it will post it twice. Simply delete the 2nd post or have an admin do it.

It could easily be an accident.
Yeah, I'm pretty sure that's what happened. The "you cannot post something so soon after your last post" thing came up, so I clicked back, and then tried again like 15 seconds later.... Yeah.
Well, I can't delete it now, because SOMEBODY posted (not mentioning any names... *coughDarth_Maulcough*)
:) Yeah, well... I guess if an Admin could delete the second one that'd be good.

ON-TOPIC:
That Ballista looks pretty cool. That'd be awesome in-game.

Posted: Tue Sep 12, 2006 5:47 pm
by JackSkratch
Oh.. My.. God. :shock:
That is one awsome Hornbug. Just one question: will you be able to accsess the caves from inside the Hornbug?

Posted: Tue Sep 12, 2006 5:49 pm
by Slayer_Hunter_J
jangoisbaddest wrote:That citadel looks sweet, but I'm afraid I have to rain on your parade a little - you forget that bot planning is 2D. You've got the ramps overriding any kind of pathing that would be prudent for the ground floor. What I reccomend is instead having one long ramp that curves up into the higher citadel, then have stairs right inside the first layer of walls that go to the outer walls (if this is unclear, play Battle for Middle Earth's Helm's deep). That way, we minimize overlapping planning graphs, barriers, etc.
Yoyam on Xfire wrote:This map is going to be a nightmare to plan
That, more or less. I'm just going to try my best, get yelled at, then redo until satisfactory. And if you think that citidal is cool......*cough*, you have a lot to see.

Posted: Tue Sep 12, 2006 7:35 pm
by n0bs
I have a new idea of how the wall is going to be destroyed. Right now I'm working on that bomb in the movie that destroys the wall (that spiky looking ball).

Idea 1: How this is going to work is that it will basically replace the remote dets. So instead of the box looking thing a medium sized black spiky ball will be replaced by it. And to replace the remote will be a torch. To "detonate" this explosive you have to be really really close distance to the bomb. Only Uruk Hai Beserkers have the bomb and torch in their inventory and only 3-4 of are allowed to spawn at any time.

Idea 2: The bomb will be something like a turret or something that u have to make with the fusion cutter. Except the bomb(s) will already be in place where that little water thingy is. You will be able to see the bomb but it is at zero health. To detonate the bomb you have to "repair" it to its full health. The fusion cutter will be replaced by a torch. So It'l will only take a couple seconds to "repair" the bomb, but the tricky part is getting there :P

Feel free to add on, make comments or just completely scrap the idea(s).

Posted: Tue Sep 12, 2006 7:48 pm
by Dohnutt
n0bs wrote:I have a new idea of how the wall is going to be destroyed. Right now I'm working on that bomb in the movie that destroys the wall (that spiky looking ball).

Idea 1: How this is going to work is that it will basically replace the remote dets. So instead of the box looking thing a medium sized black spiky ball will be replaced by it. And to replace the remote will be a torch. To "detonate" this explosive you have to be really really close distance to the bomb. Only Uruk Hai Beserkers have the bomb and torch in their inventory and only 3-4 of are allowed to spawn at any time.

Idea 2: The bomb will be something like a turret or something that u have to make with the fusion cutter. Except the bomb(s) will already be in place where that little water thingy is. You will be able to see the bomb but it is at zero health. To detonate the bomb you have to "repair" it to its full health. The fusion cutter will be replaced by a torch. So It'l will only take a couple seconds to "repair" the bomb, but the tricky part is getting there :P

Feel free to add on, make comments or just completely scrap the idea(s).
Hm, well I'd say that Idea #1 is better, but it's a bit too easy.
So, Idea #2:
If you were to do this, then i'd make the health bigger, so it takes more than "just a few seconds" to detonate it. Therefore, it makes it a bit harder for the attackers, then just a few seconds into the game. Meh, that's just my opinion. :wink:

Posted: Tue Sep 12, 2006 8:54 pm
by Tuskenjedi
Great Ideas. This is probably the most creative map, in my opinion, yet. Yeah, and like Dohnutt said, Idea #2 sounds a bit more... better. idk :P

Posted: Tue Sep 12, 2006 10:38 pm
by Bac-Talan
Actually, If you put it in as a destructable object, but with "droid" or something as its health type and make the torch the only thing that can damage "droid" health types...
The only problem with Idea 2 is that it would be hard to tell the thing to 'die' at full health and the problem with Idea 1 is that they would be usable anywhere on the battleground and then you'd get huge explosions all over...

Posted: Tue Sep 12, 2006 11:17 pm
by crazytieguy
n0bs wrote:I have a new idea of how the wall is going to be destroyed. Right now I'm working on that bomb in the movie that destroys the wall (that spiky looking ball).

Idea 1: How this is going to work is that it will basically replace the remote dets. So instead of the box looking thing a medium sized black spiky ball will be replaced by it. And to replace the remote will be a torch. To "detonate" this explosive you have to be really really close distance to the bomb. Only Uruk Hai Beserkers have the bomb and torch in their inventory and only 3-4 of are allowed to spawn at any time.

Idea 2: The bomb will be something like a turret or something that u have to make with the fusion cutter. Except the bomb(s) will already be in place where that little water thingy is. You will be able to see the bomb but it is at zero health. To detonate the bomb you have to "repair" it to its full health. The fusion cutter will be replaced by a torch. So It'l will only take a couple seconds to "repair" the bomb, but the tricky part is getting there Razz

Feel free to add on, make comments or just completely scrap the idea(s).
Do you have a model yet?

Bigger question: Do you need another modeler? I'm decent with XSI and have worked with other 3D modeling programs before, and would be happy to model things with simple to moderate complexity as soon as i finish my new SWBF2 weapon, which shouldn't take more than a week. I can texture it also, but have yet to try my hand at UV mapping. I could probably do it though, once I figure out how... Also, I will export huge masses of things at once, because I don't have the full XSI and will download the trial and export everything every few months...unless you can export.

Back to the main point: I would be happy to model and texture almost anything, but will be unable to export for a month or two.

Posted: Wed Sep 13, 2006 12:35 am
by Bac-Talan
n0bs is one of our modelers. Plus, I (yes, me, the XSI useage deprived person) did a good spikey ball in half an hour or less. It would probably take him about ten minutes. lol.
Same deal with textureing, a simple object like that would only take one texture. (if you need a good one, I could tweak one of the ones Vyse posted in the Rend's tatooine WIP thread)

Oh, Crazyxwingguy, can you PM me screenies of that model?