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*WIP* First Strike

Posted: Tue Jul 03, 2007 2:05 pm
by =AOX=Durge
This map: First Strike will be CW only.
Story: The CIS discover a Republic base on an unknown planet. The CIS destory the space defense and land their forces. They find ruins of an ancient city from the long dead Natives. The 289st(Fictional) are stationed at the base and begin to remove the CIS from the planet.
Ohhhhh, screenies...
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Whats done:
Map Layout(changed)
AI Planning
Added a CIS lander and crashed Venator.


Beta Spots:
1. {WRL}Bly
2. Darth_Maul
3. AlexSecura
4. Master Fionwë

RE: *WIP* First Strike

Posted: Tue Jul 03, 2007 2:12 pm
by wazmol
looks great. ideas: vary the terrain and add alot more objects like rocks. and maybe add some foilage.

looks good so far

Posted: Tue Jul 03, 2007 2:55 pm
by {WRL}Bly
Looks good so far! Ill beta test if theres a spot for me.

Posted: Tue Jul 03, 2007 3:07 pm
by Xavious
That terrain color in the first screenshot.... just ugh. Use some other terrain textures than just the ones from Yavin. Maybe a couple Endor textures would do?

Sign me up for beta testing.

Posted: Tue Jul 03, 2007 3:09 pm
by =AOX=Durge
@Wazmol 69: Im planning on putting more rocks and such, but I havn't thought about foilage, I might add it though.
@{WRL}Bly: Of course there are spots open for you to beta test.
@Darth_Maul: Ill try and endor texture now.
I just tried to get my skins ingame. Unfortunately, they are not showing up.

Posted: Tue Jul 03, 2007 3:11 pm
by AlexSecura
i want to beta test,if you want me.

Posted: Tue Jul 03, 2007 3:26 pm
by Master Fionwë
I'll beta test if you still need someone. If you want any skins at all, I have a whole ton of them that I've created. I might be able to help you if you need or want any.

Posted: Tue Jul 03, 2007 6:13 pm
by =AOX=Durge
Id be happy to use your skins.

Posted: Tue Jul 03, 2007 6:40 pm
by Master Fionwë
Okay, then just send me a list of the units, and the meshes, that you want skins for, and what the theme is. I'll get them together a upload them for you. Thanks!

Posted: Tue Jul 03, 2007 6:43 pm
by =AOX=Durge
@Master Fionwë: Ill get on that.
To everyone else, I might,*might*, a clone commando to the map.

Posted: Tue Jul 03, 2007 9:58 pm
by Zahadoom
I'll give you a tip. If you don't want to put in too much foliage, put it around rocks and trees... it kinda makes an illusion to where it seems like there is more foliage, but there isn't.

Posted: Wed Jul 04, 2007 11:15 am
by Phyzzle
Looks great, really looking forward for this map to come out!

Posted: Mon Jul 09, 2007 2:56 pm
by =AOX=Durge
To all you beta testers, the Beta Version will be out soon. I have also removed water from the map, it created a fatal error.
@Zahadoom: Welcome to GT! Thanks for the tip.
@Phyzzle: Welcome to GT!

Posted: Mon Jul 30, 2007 8:43 pm
by AlexSecura
My Review to the first Beta:

The Map is good but needs muchos work :-)
I like that you used some Assets from squeddies :-)

-AI Path needs to be adjusted.
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-Move CP1 to the Middle of the Base.
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and add more Objects and Vehicle Props to the Base.The Hanger and the Barracks are very Empty.
-add some Vehicles and/or Speeders.
-add Custom Units ( I used Master Fionwë`s Side Mod) and if you want add a Republic Commando Unit.
-make all CP`s capturable.
-nearly all Objects,Props,CP`s,Watchtowers and Buildings are floating.
-Cut the Terrain near the Base to open the Way to the next CP.So you dont need to mountaineer.
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Glitch at the Yavin Arena Object
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You use too many different Terrain Textures.I like the Dark Green much.
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Check this Link to the Source Files Threat which contains the Naboo-Prototype Assets
http://www.gametoast.com/index.php?name ... &start=135

Good Work so far,=AOX=Durge

Posted: Mon Jul 30, 2007 11:36 pm
by Master Fionwë
LOL Nice! Playing the map with the jettrooper mod.

EDIT: Alright, I didn't take any screenshots, since I tested with the modtool.exe. However, the same thing as AlexSecura in the first pic. Ai pathing needs to be adjusted, a few places ai were getting stuck, but the tight spots, the ones where you need to manuvoure around small objects, seems to be done very nicely.
Some of your cps are missing regions, two are missing capture regions, and the same two are missing control regions apparently. cp6 and 3 I think.
The temple, the one with all the obelisks sticking out of it, you need to make that a base or something. Place a cp there, becasue that is an awesome spot. Max fly height needs to be increased, as well as unit counts. It was pretty well balanced, but the battle was kinda slow. Add like maybe fifteen to thirty more units to both sides and it should move at a good pace. Terrain is looking great, but you might want to blend the textures so that they don't have such sharp lines. Some objects were partially in the air, and a few cps were also in the air.

All in all, this map is really fun to play. Just a few asthetic things to take care of, and some things to make the battle a little more intense, and it'll be even better. Keep up the great work! :D

Posted: Tue Jul 31, 2007 6:39 am
by =AOX=Durge
Good, Ill go in to fix the stuff right away.

Posted: Tue Jul 31, 2007 7:28 am
by Master Fionwë
One thing I forgot to mention, I really like how you climb a hill, and find yourself looking down at a temple, almost as if it were in a valley. That is really cool.

Posted: Sat Aug 18, 2007 11:46 am
by =AOX=Durge
Sorry Everyone, but because ZE isn't working I'm going to have to halt progress on the map, and It may have to be cancelled, in the end. :cry: