KotOR Sides Beta

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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SlyCoopersButt
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Re: KotOR Sides Beta

Post by SlyCoopersButt »

I gave it a try just now and I really liked it! I look forward to it's addition to the Conversion Pack.
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Re: KotOR Sides Beta

Post by Grev »

So downloading this. Ill test it asap! I wont get much on Balance unless its obviously out of balance, but other than that, Ill keep an eye out!
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Re: KotOR Sides Beta

Post by ARC_Trooper_phi658 »

I'll probably try this out on the weekend. Thank you very much for your work!
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Re: KotOR Sides Beta

Post by Death_Commando »

Super_Shadowman wrote:Great sides, especially the guy holding two guns at the same time. Lots of hot action on the map.

Image
He's right but i found two bugs:
1:After using the force kill,Darth Malak's hands doesnt want to move and he gets killed
2:HK-47 has human hands
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Re: KotOR Sides Beta

Post by Maveritchell »

Death_Commando wrote:He's right but i found two bugs:
1:After using the force kill,Darth Malak's hands doesnt want to move and he gets killed
2:HK-47 has human hands
Force kill's got a cooldown time, which means you're vulnerable for about a second after using it (i.e. you can't do anything). It only lasts for a second or so, though, maybe you could elaborate on what you mean by "doesn't want to move?"
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Re: KotOR Sides Beta

Post by Commander_Cody771 »

OH MY GOSH!!!!!!!!!!!!!!!!!! Thank you Mav'!!!!
supernewb

Re: KotOR Sides Beta

Post by supernewb »

does this replace the normal era or make an new one
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Re: KotOR Sides Beta

Post by Maveritchell »

supernewb wrote:does this replace the normal era or make an new one
Right now (as the beta download here), it's just an addon map. When it's integrated with the Conversion Pack it'll be an entirely new era.
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Re: KotOR Sides Beta

Post by JPI Dictator4life »

The only bug I found was that darth revan's cape goes through him, not a big bug though. And I also think you should make the dual guns more powerful, maybe giving them double blasts? You know, like the droideka.
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Re: KotOR Sides Beta

Post by Grev »

Is this 1.0 compatible?
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Re: KotOR Sides Beta

Post by Maveritchell »

(JPI)SWBF Map Grader wrote:The only bug I found was that darth revan's cape goes through him, not a big bug though. And I also think you should make the dual guns more powerful, maybe giving them double blasts? You know, like the droideka.
You think he's too weak? I was actually considering depowering him even more, since he basically shoots as fast as a chaingun and has an attack that can push people over. (Whirlwind + pistols is devastating.) I get consistently more kills with him than any other unit. I guess I can make him more powerful, though, but only if other people report the same or similar findings.

(Remember, the objective isn't obscenely powerful units, it's balance.)
Grev wrote:Is this 1.0 compatible?
If addon maps work for you in 1.0, then yes. I wouldn't assume that it is. Why not just upgrade to 1.1, though? You can always downgrade or use a version switcher to play 1.0 online.
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Re: KotOR Sides Beta

Post by JPI Dictator4life »

Maveritchell wrote:
(JPI)SWBF Map Grader wrote:The only bug I found was that darth revan's cape goes through him, not a big bug though. And I also think you should make the dual guns more powerful, maybe giving them double blasts? You know, like the droideka.
You think he's too weak? I was actually considering depowering him even more, since he basically shoots as fast as a chaingun and has an attack that can push people over. (Whirlwind + pistols is devastating.) I get consistently more kills with him than any other unit. I guess I can make him more powerful, though, but only if other people report the same or similar findings.

(Remember, the objective isn't obscenely powerful units, it's balance.)
No, hes great. I pwn with him, but still, the pistols are just a little weak. They go fast, but they damage like an original pistol. Im not trying to be mean, but think about it-2 blasters, both shooting 2 droideka shots at the same time...now THAT is huge pwning! Just a suggestion.
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Re: KotOR Sides Beta

Post by Xavious »

The pistols are fine as-is. Like Mav' said, the goal here is balance, not pwnage.
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Re: KotOR Sides Beta

Post by Maveritchell »

Xavious wrote:The pistols are fine as-is. Like Mav' said, the goal here is balance, not pwnage.
Yeah, I basically want him to be just as powerful as his Sith side counterpart, the Dark Side Adept. In a perfect world, 50% of the time a DS Adept would win and 50% of the time a Jedi Gunman would win.
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Re: KotOR Sides Beta

Post by JPI Dictator4life »

Oh. Well, then you would want to make the DS Adept a LOT stronger.
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Re: KotOR Sides Beta

Post by phazon_elite »

So wait, you managed to finally create DUAL WIELDING!? EPIC!!! I'll give this a try, Mav. Outstanding work!

- EP-782
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Re: KotOR Sides Beta

Post by Grev »

Ive never been this eager to download a shipped map... with kotor stuff... But this is just too cool!
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Re: KotOR Sides Beta

Post by Teancum »

(JPI)SWBF Map Grader wrote:Oh. Well, then you would want to make the DS Adept a LOT stronger.
Yeah, but then you have to make all the other units stronger as well. Follow?
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Re: KotOR Sides Beta

Post by Fluffy_the_ic »

yeah, uh, will the localizations be fixed by the actual era version on the convo pack? 'cuz the sith are still CIS and have droid names when killed and the republic has clone names.
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Re: KotOR Sides Beta

Post by Maveritchell »

Fluffy_the_ic wrote:yeah, uh, will the localizations be fixed by the actual era version on the convo pack? 'cuz the sith are still CIS and have droid names when killed and the republic has clone names.
Yeah, ignore that. There's going to be a new set of localizations added for these, since they're a new era. Right now, since it's just using stock .luas, I kept them being called Republic and CIS, since it doesn't really affect anything.
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