CressAlbane wrote:I just played the map. Really nice work!
A few issues were present.
-Some of they snow patches seemed a little blocky as they emerged from the ground. --No fix, the terrain in ZE is too low-poly (I don't know what the proper term would be for the terrain) to make it not blocky
-The all_inf_officer is localized as 'Bothan Spy' in English. --No fix, it's either this or the units in the standard GCW are unlocalized, although I've been contemplating localizing my sides instead of the stock ones because everyone knows the stock sides and not so much my sides
-The Vanguard's weapon, the 'Blaster Pistol', was not a pistol at all...? --No fix, same issue as the "Bothan Spy"
-The map description could do with a period at the end. (English) --I'll check if the stock maps included the period at the end if they didn't no change will be made, if they did I will add the period
-Also, the stamina-draining guns were a bit taxing. --I'd think it's quite a fair trade-off being able to fire infinitely with such a powerful rapid fire gun while standing still
-A tiny bit more cover in the streets would be great. --Will fix, but if anyone by any chance knows of a street lamp model, could they provide a link?
All in all, the map was very fun, and I liked it. Exceptional job with the tanks! Really nice urban combat in my opinion.
Fusion wrote:I'll go through again later tonight to check some other things, such as the Mod GCW Rebel team and do my favorite thing in the world- running into every wall in the playable area to see if the collision is actually there.
I did it. The walls were, surprisingly, glitch free from what I could see. There was one building were you could get in through the hall openings and hide, but seeing as the only way to get there is with a Dark Trooper or Jedi, there's really no point to being there as the only good weapon to use would be the Dark Trooper's Pistol.
Just fix up those last few issues and you've made quite a good map that will definitely be staying in my addon folder.
I played through the map and there were very little bugs/glitches to be found except for some missing localization. Other than what the other beta testers have already mentioned, you've got a good map!
lucasfart wrote:Just wondering, why can't you localize the unit?
Because both my units (and weapons) and the stock units (and weapons) have exactly the same name odfs, you can only localize a single odf name once so they both use the same localization in both eras.
Fusion wrote:I did it. The walls were, surprisingly, glitch free from what I could see. There was one building were you could get in through the hall openings and hide, but seeing as the only way to get there is with a Dark Trooper or Jedi, there's really no point to being there as the only good weapon to use would be the Dark Trooper's Pistol.
Just fix up those last few issues and you've made quite a good map that will definitely be staying in my addon folder.
The only way I could think of to block off that area would be invisible collision, but it's not awfully important so I think I'll just leave it be unless other beta testers say something about it.
-Also, the stamina-draining guns were a bit taxing. --I'd think it's quite a fair trade-off being able to fire infinitely with such a powerful rapid fire gun while standing still
You can't infinitely fire the gun while standing still, your stamina still goes down.
CressAlbane wrote:You can't infinitely fire the gun while standing still, your stamina still goes down.
The Imperial's T-21 can fire infinitely while standing still, well nearly infinitely to the point that you will never even if you were trying to lose all your energy lose more than 1/4th of the energy bar. The DLT-9 SMG (only other gun with energy draining) doesn't have enough ammo per clip to be much of an impact on the energy that would be beyond what I intended it to be.