*WIP* Mygeeto: Storm

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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should i keep barricades or get rid of it?

leave barriers
13
81%
get rid of barriers
3
19%
 
Total votes: 16
Elmo
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Post by Elmo »

Alright, Ace has offered to make enlarge the bridges in XSI for me, to avoid the "disappearing" problem. Not to mention squipple will make me bottoms for the bridges-- I may be able to get the map, multileveled! :P
Clonedude55

Post by Clonedude55 »

That is awesome.



But I can't get my maps I have made to work it either crashes and says couldn't open mission LVL or the map you begin with comes up what am I doing wrong?
raz1992

Post by raz1992 »

Clonedude55 wrote:That is awesome.



But I can't get my maps I have made to work it either crashes and says couldn't open mission LVL or the map you begin with comes up what am I doing wrong?
Off topic: Try search. I'm sure there will be a perfect solution to your problem.

On topic: Very nice looking map, Elmo. I really hope the UT-AT makes it in, and good luck with the rest of it :).
Razgriz

Post by Razgriz »

Yes im really looking foward to the Ut-At too.
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Post by Thire »

Just thought I would post some pics for you guys. :)

Image

Image

Image

I'll work on getting some more later...
SymbolS

Post by SymbolS »

Still looks like an all-out war with no objects or anything :( But effects are good.
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Post by trainmaster611 »

@Elmo: I have one suggestion...you should move the crystal hills farther away or lower them since they weren't that close in the movie...plus more buildings :P

I see you finally mastered that infinite dpeth of ash and nothingness look :wink:

I have such good ideas for maps. I just wish I had as much time as you :cry:
FullMetal_Alchemist

Post by FullMetal_Alchemist »

those are some beautiful screenies Thire. nice job.
Protector_Pulch

Post by Protector_Pulch »

Uah, what's that ugly glitch on the Clone in the first screen? Anyway, the other screens are really good. I just want to know how the LAAT behaves in-game.
-and-
Who is the creator of the UT-AT? Maybe you could ask him to resize the UT-AT. Resizing a single model is way easier than resizing everything on the map...but on the other hand, if you're already getting new bridges, a simple resize isn't that complicated.
FullMetal_Alchemist

Post by FullMetal_Alchemist »

it says on the home page that the UT-AT is now in RotE 4.
-(DW)-Arc9[E]

Post by -(DW)-Arc9[E] »

Image
Personaly,i think you should release 2 versions,1 with the fog and one without.But for realism and a sense of a planet and not a bunch of...*water*,i go for a fog less version
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Post by Penguin »

Its not fog, Its smoke and phumes(sp?) If I'm correct. Add some genosiss explosions around ((geo_prop_splash.odf, remember to get the .fx and .msh file!))
Razgriz

Post by Razgriz »

Yea its really just smoke a debree and it would be kinda a waste of time to release two versions just because of the fog
No offense
SymbolS

Post by SymbolS »

Penguin wrote:Its smoke and phumes(sp?)
Fumes Penguin ;)

Yeah, you can see in the sky where the smoke from those explosions end.
Elmo
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Post by Elmo »

Penguin wrote:Its not fog, Its smoke and phumes(sp?) If I'm correct. Add some genosiss explosions around ((geo_prop_splash.odf, remember to get the .fx and .msh file!))
where? on the bridges? :?

And Symbols, do NOT worry! cover will be added!!!
FullMetal_Alchemist

Post by FullMetal_Alchemist »

so, let's gestimate that you're about 90% done? Just editing a few things and it should be out say within the next 2-3 weeks maybe? (depending on your schedule- work, school, life, etc)
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Post by FragMe! »

Hey Elmo

I am neither complaining or suggesting anything about fog but just giving an idea.
There is a cloud odf in the assets (can't remember the world of the top of my head)
but if you do a search for cloud you will find it. The thing about it is that since it is an
object you can place it in ZE where ever you want and as many as you want you give the
desired affect. You can also adjust the parameters to change the color and density of it.
I believe there would be 3 files to move the odf the mesh (it may have and option file) and
the dust.fx file. I have played with them a bit and they look realistic enough plus I like being
able to put it where I want.

Regardless your map is looking good
Elmo
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Post by Elmo »

FullMetal_Alchemist wrote:so, let's gestimate that you're about 90% done? Just editing a few things and it should be out say within the next 2-3 weeks maybe? (depending on your schedule- work, school, life, etc)
I have no idea-- I have lots to do.. still.

Get larger bridges.

add "locals"

put bottoms for bridges...

make map Multi leveled (MAYBE)

UT-AT ingame

explosion/fire effects..

cover/more objects.

speeders (CTF)

And i know there are other stuff, but i can't remember.

Anyone have ideas about making the map multi leveled? (getting to one bridge to another? One's higher and *MAYBE* lower (doubt it)
FullMetal_Alchemist

Post by FullMetal_Alchemist »

i would love that, it would give the feel of a real city. but there weren't locals in the movie, so i see no reason as to add them.
raz1992

Post by raz1992 »

I think he means Republic and CIS locals, to simulate the fighting on the lower/higher bridges, where you can't spawn or travel to.
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