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Yavin 4: Sunken Temple;Soon to be Released

Posted: Thu Dec 28, 2006 5:44 pm
by Astute
Well, after much tweaking and planning, i've nearly completed my newest map, Yavin 4: Sunken Temple. Here are some pics

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Yavin 4: Sunken Temple is set in a large temple complex out in a flooded wetland on Yavin 4. The temple itself was once inhabited by Massassi, but it has also been built over by other cultures, illustrated by the differing architecture and more recent additions to the stonework. As far as story goes, the Imp/Rep have landed in the temple and are trying to defeat the rebel/cis inhabitants. Here is the full story.

Republic/CIS:
"After the fall of the Jedi order and the initialization of the new Galactic Empire, the CIS began to deteriorate as a war machine. A few of it's remaining owners utilized the defeated droid armies to help with the research into much more unnatural weapons of war, one being ancient artifacts. On the seemingly desolate and peaceful Yavin 4, Republic troops are on route to disrupt the excavation of many coveted Massassi artifacts by the CIS."

Rebel/Empire:
"The Rebel Alliance, still locked in a struggle with the Empire, sought refuge on Yavin 4. After the destruction of the Death Star, Imperial troops began scouring Yavin 4's Surface. One of the Rebel's well hidden outposts, an abandoned Massassi temple complex, has recently been discovered, and Imperial forces hope to exterminate any remaining Rebel presence on Yavin 4"

---Level Information---
-Supports GCW and CW
-Gamemodes: Conquest, CTF, and my new gamemode Bombing Run(info below)
-Same new units from MMD(Storm Commando and Havoc Trooper)
-New Heroes(info below)
-though not all that exciting, a proffesional looking minimap(finally!)

-New Game Mode: Bombing Run(GCW only)
To make things more interesting, I decided to replace hero deathmatch(since it wasn't feasible for this level) with a new gamemode. The gamemode Bombing Run features 6 spawns, 3 for each side. It functions similar to a conquest match, except that spawn points are destroyed on capture. The team that holds at least one of their spawn points at the end of the match wins. Notice in the first pic that there is a tie bomber, that's where this game mode gets its name. I have scripted bombers to come in and actually bomb the cps, just to add to the authenticity.

-New Heroes
Just like hero deathmatch, jedi and flying heroes were not feasible for this level, so I had to replace them with some static non-flying heroes. Nothing all that big, just a new pistol/rifle wielding hero for each side(except alliance, since they have 3 already)

I believe that's it.
I do have two problems that need fixing, and that is getting my load screen to work and figuring out how to activate my portals. After that, i'll call on beta testers.

Posted: Thu Dec 28, 2006 5:46 pm
by Gogie
I'm most impressed, keep up the good work.

Posted: Thu Dec 28, 2006 5:48 pm
by Darth_Z13
Ooo cool..... I don't like Yavin much but this looks good!

Posted: Thu Dec 28, 2006 5:48 pm
by cloneknight
this is defintally going to be a good one.

Posted: Thu Dec 28, 2006 5:56 pm
by Elmo
wow... a very gloomy environment... spooky atmosphere.. i like it :P

Just one question... why'd you post this map in the WIP forum if it's pretty much done :lol:

Posted: Thu Dec 28, 2006 5:56 pm
by Schizo
Wow, awesome work designing those temples. Looks awesome. I like the whole atmosphere of the map... very spooky and menacing.

The new game mode sounds pretty awesome too. With the scripted bombing runs and all. Can't wait to check that out.

Re: Yavin 4: Sunken Temple 95% complete

Posted: Thu Dec 28, 2006 5:57 pm
by Rikino
Astute wrote: I do have two problems that need fixing, and that is getting my load screen to work and figuring out how to activate my portals. After that, i'll call on beta testers.
Is this the topic you're looking for?

Looks good, it seems to have a abandoned, ruiny atmosphere. I'm totally gonna download when it comes out.

RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Thu Dec 28, 2006 6:02 pm
by Astute
Thanks, just what I was looking for. Now all I need to do is get the load screen working(i've tried to get the tutorial, but the links are broken). I posted the map in WIP because I still need it tested.

Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Thu Dec 28, 2006 6:06 pm
by Elmo
Astute wrote:Thanks, just what I was looking for. Now all I need to do is get the load screen working(i've tried to get the tutorial, but the links are broken). I posted the map in WIP because I still need it tested.
ahh ok..

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Thu Dec 28, 2006 6:10 pm
by Guest

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 1:43 am
by RAymo
nice!

all ur maps are great! love their environments

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 1:53 am
by Linus
I am sorry to say this, Astute, but I must agree with Darth_Z13... Most Yavin 4 Maps are really boring, but this looks promising. Have you added any brand-new units to this Map? If you have, please post some Screenshots !...
Thank you for your time and good luck with the map !...

- Linus

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 2:36 am
by Astute
I'll have to agree with that statement, most Yavin maps are boring. Mabye it's all the trees? To be honest, I don't really care for any map that is set in a forest. In any case, I've designed this map to be more urban, so there should be few trees for you to deal with.

As for the new units, i'll just list them all off

Storm Commando
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Havoc Trooper
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Imperial Hero: Imperial Field Commander
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Republic Hero: Clone Field Commander
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CIS Hero: Droid Field Commander
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The new heroes are more replacements than new additions. The Rebels do not get a new hero because they already have 3 non-flying ranged heroes.

No luck on the loading screen yet. Would anyone happen to have a working link to the tutorials posted for making a custom loading screen?

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 2:55 am
by Bac-Talan
Nice work. I like the way this is coming about. My only suggestion is... well... Dangit, you stumped me... give me a while here guys...

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 2:41 pm
by Epena
[RDH]Zerted wrote:Here is a swf video that goes through the 9 steps of adding a custom loading screen to your map. Video Resolution: 1000x720. There is no readme. Release: July, 9th 2006.

7z Download (9.45MB):
http://129.21.119.74:8088/swbf2/files/ (final releases folder)

Zip Download (13.6MB):
http://129.21.119.74:8088/swbf2/files/ (final releases folder)

The video is broken into two parts (Wink kept running out of memory and crashing :roll: ). To view the videos, double-click on the swf files. If you don't have a flash player installed, the two webpages will run the videos if your computer supports it.

Things seem to go faster than they should because I cut some munging and loading screens out. That way, you wouldn't have to sit and watch my computer load.

(7z is more compressed than the Zip. Get an extraction program here: http://www.7-zip.org/ )
(I used Wink to make the videos: http://www.debugmode.com/wink/ )

Video Scrtip:
Steps:
1) Create a map.
( make sure you munge Common before step 6 )
By default, Visual Munge does nothing when munging Load. This needs to be changed.
2) Enable Load munging.
3) Create the load folder.
We want to replace the standard load image with our own. The standard image is stored in the game's Load\common.lvl.
The name of the load image inside common.lvl is "loadscreen".
4) Create your load image.
5) Create the load's req file.
**Break**
6) Munge Load.
By default, Visual Munge does not copy the Load files over to the map's addon folder. We must do this.
7) Copy the load's munged common.lvl into the map's addon folder.
( make sure to keep the directory structure consistent with the game's )
Now we need to tell SWBF2 to read our custom Load common.lvl when our map starts.
8.) Open up the map's script files and read in our new data file: common.lvl.
( make sure to save the scripts )
9) Munge Common.
10) Have fun.
Note: There are many ways to get a custom screen loaded. The modders ask you to please do it this way.

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 2:49 pm
by Astute
Thanks Epena, but the links to the videos don't work.

EDIT: Well, it seems my load screen probs are fixed, so I guess i'll start the testing.

I'm going to try a different approach to testing. I'll be accepting up to 8 testers for my map. In order to streamline the process, i'll ask those who want to participate to PM me about beta testing. Once i've compiled my list, I'll send out a download link to my testers.

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 3:00 pm
by Ace_Azzameen_5
50 secs. . ..

*Edit*
Heres a copy
http://download.yousendit.com/64A095F90301E7E5

Oh. . .for future reference then.

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 3:02 pm
by Astute
heh, I was already working on it well before Epena posted, just odd now that i found my error soon after posting.

RE: Re: RE: Re: Yavin 4: Sunken Temple 95% complete

Posted: Fri Dec 29, 2006 3:29 pm
by king
i would like to beta test

Posted: Fri Dec 29, 2006 5:07 pm
by Food_Eater
I too, would be interested in beta testing.