New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
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Executer94
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
I agree with [Skirata]Darman[M]. I think they look very similar.
- Fiodis
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
The impression I got from the mission was that they were commandos RC-style, which are not that similar to each other, not ARF troopers. They have the same model, mostly, but really big, bright, colored stripes. While it's true that Youtube has a pause feature, BF2 doesn't, and that is where the mod is meant to be played. Technically it does, but that's more for options menu handling than picking out armor colorations. I haven't actually seen TCW (cartoons and SW don't mix, imo) but even then:
If those two were running around on Felucia I'd easily be able to pick them apart. Especially the blue one. Big, obvious coloration.
As a final note on the importance of using big colors:
Heck, one even has horns.
Hidden/Spoiler:
Hidden/Spoiler:
As a final note on the importance of using big colors:
Hidden/Spoiler:
- [Skirata]Darman[M]
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
@Fiodis: Yeah, I know Sgt. Boomer, I even made a very nice skin of him, but I thought a blue one on Felucia wouldn't be nice (and easy to hit like you siad). I made them all a little different but they should still look as one team. Those Dark Trooper clones of the BF0 Mod are to different I think. they have such heavy colors so they don't look nice together. And those horns... Well, I better don't tell what I think about that.
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MrCrayon
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Will you be making another map like this? PLEASE? I love how you made the gunship land and pick up at the end. Maybe You could make them start in the gunship at the beginning? And I found it a shame how you couldn't use the STAPs
- [Skirata]Darman[M]
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Yeah, the STAPs. Maybe it sounds silly but I aren't able to manage it to get takeble vehicles. The AATs are vehicle props that work as objects (don't ask why). So I had to use the stap models. Also I think the droids would have grabbed those and drive against some walls immediatlyMrCrayon wrote:Will you be making another map like this? PLEASE? I love how you made the gunship land and pick up at the end. Maybe You could make them start in the gunship at the beginning? And I found it a shame how you couldn't use the STAPs
XD.
The Laat... I tried to get a Laat beginning but it isn't possible (for me) I think, because the Laat moves from the beginning and your spawn points don't. also it is very hard (for KI's impossible) to stay in a moving object. After many, many tries I gave up this idea.
Point 3: Unfortunatly I think I won't make maps any longer. This project was hard enough and had problems with all day working on this and managing school. And now my PC is updated to vista and as you all know, the zero editor doesn't work on vista ( no, don't give me advices to solve this problem, I tried them all, be sure) and also after a few munges of a new project, munge fails, or map fails because it crashes without only one error. Also clean and remunge doesn't help
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MrCrayon
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
NOOOOOOOOOOOOOOOOOOOOO!!!
You made such a beautiful map!!! Better to go out with style than to overstay your welcome I guess...
You made such a beautiful map!!! Better to go out with style than to overstay your welcome I guess...
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Commander_Fett
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Very important note: did you download Frisbee's Vista/ Windows 7 compatible munge? without it, you get a fast munge and a FATAL error when you try to load a map.[Skirata]Darman[M] wrote:Yeah, the STAPs. Maybe it sounds silly but I aren't able to manage it to get takeble vehicles. The AATs are vehicle props that work as objects (don't ask why). So I had to use the stap models. Also I think the droids would have grabbed those and drive against some walls immediatlyMrCrayon wrote:Will you be making another map like this? PLEASE? I love how you made the gunship land and pick up at the end. Maybe You could make them start in the gunship at the beginning? And I found it a shame how you couldn't use the STAPs
XD.
The Laat... I tried to get a Laat beginning but it isn't possible (for me) I think, because the Laat moves from the beginning and your spawn points don't. also it is very hard (for KI's impossible) to stay in a moving object. After many, many tries I gave up this idea.
Point 3: Unfortunatly I think I won't make maps any longer. This project was hard enough and had problems with all day working on this and managing school. And now my PC is updated to vista and as you all know, the zero editor doesn't work on vista ( no, don't give me advices to solve this problem, I tried them all, be sure) and also after a few munges of a new project, munge fails, or map fails because it crashes without only one error. Also clean and remunge doesn't help. Sorry guy
Just one thing, with moving props, gravity will keep a unit on a prop going up or down, but if you rotate it or move it left/right/forward/backwards, the unit won't move with it. So, you can spawn the units in a vehicle moving down, as long as it doesn't move on the x or y axis.
- [Skirata]Darman[M]
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Yeah, I dloaded. It works about five times munging... then crashes all the time. Also making mods without maps (zeroed crashes becasue of runtime error) isn't a real satisfaction, because I LOVE making maps with all the details etc.Commander_Fett wrote:Very important note: did you download Frisbee's Vista/ Windows 7 compatible munge? without it, you get a fast munge and a FATAL error when you try to load a map.
Just one thing, with moving props, gravity will keep a unit on a prop going up or down, but if you rotate it or move it left/right/forward/backwards, the unit won't move with it. So, you can spawn the units in a vehicle moving down, as long as it doesn't move on the x or y axis.
The Laat moves down, but the spawn points not. you would spawn somewhere in the air if you can't choose your trooper fast enough and fall down. Also the AIs would jump out and die... not good.
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CressAlbane
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
You could make the gunship anim start when they spawn (ie enter the reigon)
- [Skirata]Darman[M]
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Now the idea becomes more and more interesting. But like I said, guy I'm not able to do so. I've got a vista and ZeroEd crashes.CressAlbane wrote:You could make the gunship anim start when they spawn (ie enter the reigon)
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501st_commander
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Have you looked here: http://www.gametoast.com/forums/viewtop ... 9&start=20[Skirata]Darman[M] wrote:[.....] But like I said, guy I'm not able to do so. I've got a vista and ZeroEd crashes.
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MrCrayon
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Vista sucks. Get windows 7. I don't know if zeroEd will work, but it would be a shame to see such a promising mapper just leave for something dumb like that.
- Fiodis
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Win7 sucks, get Vista. The thing is that everyone has problems on Vista but not Win7, or on Win7 but not on Vista. If you really want a BF2-modding-safe OS, get XP. Getting Win7 will not necessarily fix your ZE problems.
And, anyway,
And, anyway,
/offtopic[Skirata]Darman[M] wrote:no, don't give me advices to solve this problem, I tried them all, be sure
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myers73
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Fiodis wrote:Win7 sucks, get Vista.
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Commander_Fett
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
oddly enough, ze glitched up a lot while I was using xp, but not on windows 7. I had to get the munge fix, but everything else was fine.
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501st_commander
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
LIE! have you even tried it? /offtopicmyers73 wrote:Fiodis wrote:Win7 sucks, get Vista.![]()
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madcreator12
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Just played this! It's great
apart from the supposedly :quotes:Big
bit at the end where you're supposed to kill the :bobba: guy... basically, I went in, he blasted me with his big shotgun, one shot, one kill
. So then I spawned again and was making my way back to the hangar when suddenly
Other than that it was OK, apart from a few spelling errors in the objective dialogues, but that's just me being pedantic.
Good job!
P.S. I've not had any problems with ZE on Vista, but mabye that's because I haven't munged my map yet.. I dunno.
came up. The poor sucker had managed to get himself killed by the AI. Or maybe by his own accords. I shrugged,Well done men I owe you a beer
and jumped onto the LAAT.Oh well!
Other than that it was OK, apart from a few spelling errors in the objective dialogues, but that's just me being pedantic.
Good job!
P.S. I've not had any problems with ZE on Vista, but mabye that's because I haven't munged my map yet.. I dunno.
- Fiodis
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
I have it and wish I didn't.501st_commander wrote:LIE! have you even tried it?myers73 wrote:Fiodis wrote:Win7 sucks, get Vista.![]()
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501st_commander wrote:/offtopic
- SAMofBIA
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
well this just sucks!, i loved this map, especially the guy with the chaingun, you could just charge it up and start dashing throughout the tunnels causing them to fill with broken droid parts! the bounty hunter gave me trouble though, but as madcreator12 said, he sort of managed to get himself killed by the AI, (i did get him down pretty low though!)
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MrCrayon
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Re: New version: FELUCIA MISSION BOUNTYHUNTER 2.0 !
Heh heh. Yeah. The Bounty Hunter may-be a clone of mr Fett, but you can't clone skill. This proves this very well. Anyway, this map was one of my favourites simply because thed units are really fun. I like placing as many orbital strike beacons as I can and unleashing devastation upon any poor creature within 4 Km. Man, the rain pours death for like a minute. I get all warm and fuzzy seeing the screen shake in a dizzying manner knowing that the leg that flew past my head belonged to a droid. :maulsaber:


