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Lotashi Z: X Province

Posted: Sat Jan 10, 2009 2:23 am
by a_speck_of_dust
****Hi all, it's definitely been a while. I picked up on one of my favorite uncompleted maps over the past holiday, and it's almost done.


may I present to you:
LOTASHI Z: X PROVINCE
:bowdown: by a_speck_of_dust


Lotashi Z: X Province is an urban/mountains map. It's medium-large, and has 8 command posts. It's got a multi-leveled ruined city, icy mountain passes, and very detailed subterranean command centers. The map is currently 95% complete.

I've worked my arse off making this map – more so than any other maps that I've made. Balancing was especially a challenge, and I've finally succeeded (I think) after literally 100's of hours (over a year or two) worth of time doing balancing work (while multitasking and doing other unrelated stuff.)

This map is largely based off of ic3_d3linqu3nt's super awesome map, Planet Z, which can be found in the long list of star wars battlefront 1 maps on filefront. I started making an exact replica for BF2, and then realized that I had some good ideas on how I could improve it. I've changed the position of somethings, added others, changed the lighting, and made the overall map more fair for both sides. The whole thing is refined over its BF1 original.

The sides are pretty basic (sorry if that disappoints anyone, but I ain't changing them!) I've also used custom textures for the lasers to make them look more accurate to the movies (yankfan and I have used these in just about all of our maps...)

This map harkens back to the good old BF1 days, yet is still definitely BF2. The BF1 map, Planet Z, had only the GCW era. I focused on GCW more than I did on the Clone Wars. This map is meant for GCW, yet it still works great for both eras.

I seriously think this is my best BF2 map. It's really got infinite replay value, because the battle can go so many different ways with so many different CP possession configurations.

I also have made an accurate in-game map in the style of BF2 shipped maps. (really proud of that!)
**beta testing is now in progress
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The only changes to the sides:
Hidden/Spoiler:
-Republic:
[list]a)new custom skins[/list]

-CIS:
[list]a)B1 battledroid
b)Magna Guard renamed to "toxin droid" and msh replaced with Marine Msh (like in all my maps)
c)Traditional BF1 CIS color scheme (assualt droid's paint is blue, while droid assassin's paint is red)
d)blaster pistol laser color now yellow[/list]

-Empire:
[list]a)blaser pistol laser color now green
b)ATST 16000 health (originally 8000) + customized ATAT laser as primary weapon (yep, pretty tough to take down)[/list]

-Rebel Alliance:
[list]a) Blaster rifle and pistol lasers now yellow (for aesthetic reasons relating to laser lights on the environment)
b)Sniper rifle laser now blue
c)Engineer model changed to pilot msh (like in BF1)[/list]

-And if that wasn't enough for you, NO HEROS :thumbs:
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The release date is not set, but I expect to submit it within a month.

:vader2: Screens:
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Updates –these are quotes of further details on this map that can be found later into this topic's forum.
:clone: shtr Clones and the map:
Hidden/Spoiler:
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:atatpilot: Map Setup

-CPs 2,4,5, and 7 is the city.
-CP1 is the starting point of the CIS/Rebels.
-CP6 (which is in an underground command station) is the starting point of the Republic and Empire.
-CP3 is an up-for-grabs territory in a valley. When spawning there, players spawn in that small underground structure directly to the bottom right of it.
-CP0 is a CP that gives the Republic and Empire vehicles to assault the city with.

:stormie: Strategy

-Capturing the City (CPs 2,4,5 and 7) is one objective that may lead to victory, depending on how many troops the other team has. If one team captures the city, the battle becomes a siege.

-Capturing Every command post outside of the City will also lead to victory if your team has more reinforcements at the time of capture.

-This map is very dynamic. CPs get swapped rather often compared to many maps out there.


:clone: Tactics

-When defending the city, sniping is a good choice

-When attacking the city, hiding behind rubble and shooting from that concealed position is the best way to go. When the coast is clear, run into a building and take a CP.

-DON'T go in aggressively shooting and expect to live very long.
:vader2: two more shots of the city:
Hidden/Spoiler:
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Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 2:38 am
by Sky_216
Dude.....wow. This seriously looks amazing. 100's of hours hey? Certainly looks like it. Item placement looks great, effects look great, seems pretty big too from those shots. Anyway, very nice looking map, looks like your best yet.

:thumbs: :eek: :thumbs:

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 2:43 am
by a_speck_of_dust
@Skyhammer: Thanks man!

If anyone's got any questions, I'll be glad to give you an answer :)

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 2:47 am
by Nova Hawk
Speck is back?! Yes! I love a lot of your maps, like the Khimera ones are my favorite. I also do like your map, looks great.

But uhh.. what hero will there be for the clones? Because it seems that you only use Mace Windu in your maps...

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 2:59 am
by a_speck_of_dust
@Nova Hawk
-And if that wasn't enough for you, NO HEROS
sorry to disappoint you, but I'm not having any heroes for this map. I'm going for a more BF1 feeling - no heroes in BF1. It also messes with the balancing... I took them out because after hours of testing, I found heroes make the map way too easy.

like the Khimera ones are my favorite.
heheh, Khimera was one of Yankfan's first maps.. I'm happy to know you've enjoyed our maps though!

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 3:01 am
by Nova Hawk
Oh, lol I got mixed up... hehe. Sorry, didn't read the whole thing, I mainly look at the screenshots, and if they're good then I'll read the rest, but if not then maybe not...

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 3:17 am
by Sky_216
Hey speck, just a question about sides:

Are the sides you're using exactly like the basic ones in terms of odfs? ie only changes are appearance/effect changes?

If answer is yes, I've got a technique that means (a) people with side mods installed can play them on your map and (b) you can reduce file size enormously.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 3:28 am
by a_speck_of_dust
hmmmmmmm. well I did the sides last year... hard to remember.... I don't think the odfs have been changed except for the droid marine's... what's your method?

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 4:32 am
by Guest
Looks nice, especially the indoor parts. And the atmosphere rocks.

Not sure about yellow laser bolts though.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 9:04 am
by Sky_216
@speck; Pretty simple, found it by accident:

Textures in your Worlds/XXX folder overwrite texturesin your sides folder if they has the same names. Now I *think* you need to place an object with that texture to overwrite, but I'm not sure. Eg if you wanna replace the laser textures for clones, place an object from your Worlds/XXX folder somewhere (ie underground) that you've set to use com_sfx_laser_blue texture. Edit the texture as you see fit (or just paste your texture over it). That should replace all lasers that use com_sfx_laser_blue in your level with your one. Repeat this technique for all other visual aspects. You can't use it for odfs as it'll break online compatability.

Not 100% sure it'll work or 100% sure you actually need an object with the texture in the map to get it to work, but it's happened to me (dead clone objects in my Kadrala map, skins of said clones overwrited default clone skins) and should cut down file size a ton.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 9:24 am
by Ping
All's I can say is WOW! Great job! :thumbs: Of course, I've never played the original Planet Z map, but I will in the future, just to see what you improved on it, speck. Also, wasn't this going to be in a mappack? I was bored one day and surfed the WIP forums and saw a topic that said something like: a_speck_of_dust's Lotashi Z mappack.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 10:12 am
by Smug
W0W :eek: This looks pretty good.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 10:49 am
by Fluffy_the_ic
This looks great! I loved your maps, and so did my friend (you were his fave mapper) and this just looks like it tops the rest. And if you think heroes are too unbalanced, there is the AI hero support thing.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 10:58 am
by lesovikk1
WOW when this comes out im downloading it looks cool :eek:

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 11:32 am
by a_speck_of_dust
Thanks guys :)
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Would I be spoiling it if I released a shot of the in-game map?
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@Skyhammer:
Thanks, I'll try it out and see what happens.

@Ping:
I was bored one day and surfed the WIP forums and saw a topic that said something like: a_speck_of_dust's Lotashi Z mappack.
That's true. This map used to be part of a map pack I was planning to make, with 3 maps all taking place on Lotashi Z. I made a second map, Lotashi Z: Y Procince and haven't liked it too much :? .. I may release it in the future if I can improve on it (it's VERY VERY large, and VERY VERY chaotic, yet very cool looking, so it's got hope :wink: )

@Fluffy
And if you think heroes are too unbalanced, there is the AI hero support thing.
I'm not having heroes at all, but heroes aren't everything. I'd have to redo all my balancing work.. And I'm quite satisfied with how the gameplay is.


@Negah
Not sure about yellow laser bolts though.
I changed the color of the laser bolts because this is a dark level. Since there is very low ambient lighting, the lasers (at least on medium/high lighting) cast light on everything they pass. The level is mostly grey, so any color stands out against it. The Rebels' laser's colors were changed because the game looked a lot more boring with only red lasers lighting up the place. I needed to add some more color.
In my opinion, the yellow lasers add a whole new feel to the weapons...

Anyways, it doesn't matter too much.. doesn't effect the gameplay.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 11:39 am
by Fluffy_the_ic
a_speck_of_dust wrote:@Fluffy
And if you think heroes are too unbalanced, there is the AI hero support thing.
I'm not having heroes at all, but heroes aren't everything. I'd have to redo all my balancing work.. And I'm quite satisfied with how the gameplay is.
Good enough. If you're satisfied, then chances are most of us will be too.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 11:47 am
by a_speck_of_dust
Well I'm a bit worried that the map is too much tuned to me playing it.. Should I ask for a few Beta testers?

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 12:13 pm
by RED51
This looks like a really great map, Speck! Your Shakara map was my favourite map of all the maps you' ve made. Anyway, the caves look really awsome and the lighting really is great.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 12:16 pm
by Ping
So I was right about the mappack. I guess the maps were going to be called, X, Y, and Z province by the sounds of it. Anyways, speck, you should definitely recruit beta testers. They can tell you about bugs, gameplay, etc, so the full version will be even better.

Re: Lotashi Z: X Province

Posted: Sat Jan 10, 2009 12:26 pm
by Null_1138
You and Yankfan are legends! :bowdown: I loved Pharosis and Tokania, and this map looks even better! Such unique uses of Rhen Var objects.

Oh yes, send betas. Just like Ping said, you get a lot more feedback from different eyes. Someone might be able to see a problem you missed (not saying you did, the map looks great!) It would be an honor to beta test this map.