Page 2 of 2

Posted: Fri Dec 29, 2006 2:43 am
by Epena
Don't forget to credit Squipple for the canisters and pots.

Posted: Fri Dec 29, 2006 3:30 am
by Captain_Mazda
I don't forget things.

Posted: Fri Dec 29, 2006 1:30 pm
by Ipodzanyman
I thought it was Jabbaloveslava's skin, I thought that's what Majjin said.... :?

Posted: Fri Dec 29, 2006 2:21 pm
by Elmo
hey, Mazda... if you are a decent skinner why don't don't you add 327th skins in your map... it'll be awesome and accurate since that was Aalya's battalion... and it's way better than the 501st :wink:

Posted: Fri Dec 29, 2006 2:33 pm
by Epena
I thought whatshername was on Saleucami, though...?

Posted: Fri Dec 29, 2006 4:04 pm
by Captain_Mazda
Epena wrote:I thought whatshername was on Saleucami, though...?
Aayla Secura was on Saleucami quite a while before Stass Allie.

Posted: Fri Dec 29, 2006 4:20 pm
by Elmo
correct :D

Posted: Sat Dec 30, 2006 4:27 pm
by Captain_Mazda
Finished planning, barriers, and more crap while working through the night.

The major problem I'm having is with Bandu's palm trees that are completely hollow. I tried to fix the .odf's but no such luck. Interestingly enough, some of the trees are solid whereas a couple others seem to have created solid "ghost" trees.

I'm also planning on putting in a couple fighters and troop transports, but the fog would cause major problems. I'll try my best to figure out the fog and finish up flyer barriers and planning.

I still have turrets to place, more fire effects to add, hintnodes, and a whole lotta skinning left to do. I'll put up updated screenshots later when I'm done testing a bit more.

Posted: Sat Dec 30, 2006 6:19 pm
by Captain_Mazda
Everything's working perfectly. At the moment, each team has a starfighter and a troop transport to spare. It'll make for even more fun. Skilled pilots won't have any problems navigating the tallest bulb plants. If you're a novice or have slow reflexes, leave the aerial combat to AI.

New screenshots:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Posted: Sat Dec 30, 2006 7:26 pm
by RAymo
looking nice 'Mazda! :D

cant wait for this.

Posted: Sat Dec 30, 2006 8:08 pm
by Tuskenjedi
is master skywalker's hero ai script used?

Posted: Sat Dec 30, 2006 9:12 pm
by Captain_Mazda
No.

Posted: Sat Dec 30, 2006 11:45 pm
by yankeefan05
Nice. I like it. The water does in with the background and terrian. remember to put speeder bikes :D.

Posted: Sun Dec 31, 2006 12:07 am
by Captain_Mazda
yankeefan05 wrote:thanks for putting in speeder bikes :D.
Fixed.

Posted: Sun Dec 31, 2006 2:02 am
by crazytieguy
Keep it coming. Looking great.

Out of curiosity, how many AI are there?

Posted: Sun Dec 31, 2006 2:59 am
by Captain_Mazda
Just came out of a major testing session. Everything is done for a public release.

AI numbers? Let me just say this map is even more action-packed than Mos Venur. Lasers flying over your head, explosions all around, the works. AI spawn in huge numbers at all times and can in an instant turn the tables in their favour.

There's a lot of strategy involved as well. No point in trying to rush the major outposts, not even with a vehicle. Bots have laid out mines in key entrances ;)

I'll release this later today, maybe even in a couple hours. Nothing more to add to it at the moment. But you can expect the "Mustafar Syndrome" in this map. This engine is obviously not designed to handle too many special effects happening at once. You may have noticed missing effects for lightsaber sparks, grenades, and rockets on Mustafar. The same happens here on Saleucami, simply because there are so many special effects rendering at once: smoke, fire, ripples on water, mist and fog traveling in the air, hundreds of explosions and laser blasts from vehicles and soldiers, etc.


Released!

Please use this thread to report any bugs and check back for my updates as well. I doubt there are any strange bugs ;)