Page 8 of 10
Posted: Wed Sep 13, 2006 6:58 pm
by trainmaster611
It says that the wait time is about 3 hours or so (I got one hour)

. But it actually only takes between 10 to 15 minutes for you to get eh download
Posted: Wed Sep 13, 2006 7:12 pm
by Dohnutt
mcdestroyer wrote:One problem. I dont pay for "FastPass" on filefront and it hasnt been letting me go to the download page. I get to the page that says MUU or whatever and i click download then i get to a page that says i need to wait 3 HOURS. Whats up with that. The most on Filefront ive ever need to wait was less then a minute b4 it started the download. Is something going on or what?
Hm, I've never had to wait
Lol, I actually haven't played yet, but once I do, I'll give it a "review".
Posted: Wed Sep 13, 2006 8:24 pm
by Bac-Talan
Come on man, you know you're not supposed to bump topics
lol, I guess we'll let it pass this time...
I'll play it when I have time

homework...
Posted: Wed Sep 13, 2006 8:25 pm
by pinioncorp
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Everyone: thanks for your comments. Yes, there are completely new sides on the way, courtesy of Schizo. I know they are practically ready, but the weapons are being a pain to get them ingame... I have made them im XSI but they just don't translate across to the game very well. More trial and error I suppose.
Are there any bugs? This is a beta test...
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Posted: Wed Sep 13, 2006 8:31 pm
by YT-1300
well this might be a bug, you can go under the walkway that is in front of the waterfall building.
also on the second floor of the library, the open door to the cp in the roundish room, wont let you walk through it. (the one that leads to the balcony in the roundish cp room. hope you understand what i am talking about...
i dont know if you are still changing the map layout or not, but i think it would be cool. it you could make a cp that it directly on the roof of a building and have the roof made like a garder area with flowers boxes and trees, kinda like a little park are central area. i think that would be cool. then you could blast people off the edge.
or
make an elevator for the map that goes down to ground level. that would be cool
or
make the tram thing take you to other buidlings, so you can fight all over the area you have now.
so guess i am saying expand on the overall fighting area. dont get me wrong i love the map, i just think it is just a tiny bit too small.
Posted: Wed Sep 13, 2006 8:43 pm
by Teancum
I can't get ahold of the file either. If someone wants to send it to me via XFire, I'll upload here
Posted: Wed Sep 13, 2006 8:59 pm
by Dohnutt
Hm, well I would love to play this game, but at the level loading screen, it shuts SWBF2 off... Did I do something wrong?
Posted: Wed Sep 13, 2006 9:10 pm
by Tuskenjedi
Well Pinion, I've played, I've liked, and I've thought. You' know the sub way car? Well walking backwards is slightly faster than it. I think it's great, but if you can, upping it's speed would be great.
Posted: Wed Sep 13, 2006 10:45 pm
by Teancum
Posted: Thu Sep 14, 2006 12:14 am
by jangoisbaddest
Well done. Excellent design and creativity. However, I would suggest working on the AI planning or something - nobody goes anywhere. They just sit there and wait for the action to come to them. Other than that, expertly done!
Posted: Thu Sep 14, 2006 12:15 am
by Protector_Pulch
Good Map. Somehow strongly reminds me of counterstrike: Real-life buildings, textures covering a big area, several ways to your enemy.
The only "bug" I've found is that you're pushed against the backside of the subway train. Never mind, this map simulates an urban combat very well, although it's not the Muunilist show in the Cartoon.
Posted: Thu Sep 14, 2006 7:28 am
by Alpha
I loved this map. However the train kicks you out if you don't constantly run forward in it. I like how there are multiple levels and multiple entry ways to every area. Great job
Posted: Thu Sep 14, 2006 7:46 am
by Penguin
loved it. only three bugs,
when the train is going from the building station to the station outside, you can walk through the windows.
the health droid in the libary is hovering above the ground
on the second floor a doorway into a balcony of the CP has a collision in the way.
Posted: Thu Sep 14, 2006 8:57 am
by The_Emperor
Wow. I LOVE this map

in a Rends C. city kinda way

absolutely awesome, especially the train. And the many houses. The many paths. The many buildings

great job
Posted: Thu Sep 14, 2006 11:14 am
by Rekubot
Very nice map pinioncorp, really feels like a city map, although I was kinda expecting it to be on the floor, LoL. Anyway, unless you were intending it to be this way, I think that the map's buildings could really do with some shadows to make the overall feel realistic. I also found that it's quite easy to go from building-to-building to the end of the level, so you might be better off with some map boundaries.
Posted: Thu Sep 14, 2006 4:03 pm
by ML_916
Really good map...just got a list of things you´ve gotta do to make it perfect:
1.The AIs are just standing at their command posts most of the time...they should be out fighting...
2.I think the clone commander should be the red ARC-trooper of the original commander...
3.Maybe have Obi-Wan with clone armor like in the cartoon..and maybe Durge for the CIS?
looking forward to the final version...
Posted: Fri Sep 15, 2006 10:19 pm
by NastyMcFilth
I had the same problem the bots were just standing there the whole match I had to run in with Obi-Wan and Dooku most of the time to wake them up
Posted: Sat Sep 16, 2006 6:49 am
by Dohnutt
Aha! I finally got it to work! This map is awesome. From the 5 mins I had time to play it, it was sick!
Posted: Sat Sep 16, 2006 12:14 pm
by Teancum
My only issue with how it look is that it needs lighting. The textures aren't amazing, but good lighting will take care of that.
Oh, and when BF1 pack 1.7.5 comes out Monday morning, feel free to use Durge by adding this to your LUA
ReadDataFile("SIDE\\heroes.lvl",
"cis_hero_durge")
And then you just gotta tell people they need 1.7.5 of the BF1 pack to play as Durge. That way your map keeps a small download size, and the pack gets more publicity.
Posted: Sat Sep 16, 2006 1:16 pm
by pinioncorp
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Lighting isn't done. Though I know how its going to be done now, I'll put the green tinge in the global lighting and use shadow regions for the indoor areas. Though I'm not going to do shadows. Shadows would be really hard to make, as the whole thing is split up into pieces, none of which are self contained (shadow regions need to be completely closed). Plus, the framerate would take quite a hit. There is a bit of shadow in the vaultroom, but for the whole map its just not worth it.
Textures are horrible, I admit. Most of them I made myself, and you can see them slowly get better as I worked on the map. For example, the ground texture for the central area is one of the first I made, and never got to replacing it. Likewise with the glass. They make my eyes bleed but I just don't have the time or the skill to do much about it, but both of those mentioned will be fixed for version 1.0.
As for the AI in this map, they seem to work fine for me. There is both planning hubs and connections as well as barriers for every wall, so why they don't move is beyond me. The CIS seems to be allergic to the vaults, as they never seem to take the station CP. And the droidekas never leave the dome. WTF. Probably won't change much for the next version, as I don't know what I can do about it. I'll chuck in more hintnodes, but other than that there's nothing I can do.
The train is a difficult relationship. Everyone loves the idea, and its awesome to play with in hero assault, but it just doesn't work. I've made some topics about it asking for assistance to get it to work, or at least kill those who get in its way, but it just doesn't work. I'll have to take it out of conquest, and depending on the further multiplayer testing, probably out of the whole map. Its really unfortunate, becuase I liked the idea of opportunistic battles in the automated vehicle, but if I can't get to work with some sort of success its got to go. Heck, its still just the testing model with the horrible recycled texture.
Library Balcony: whoops. The collision problem happened again. Its happened before, but I got it working and forgot about it. Changed something and forgot to test. Whoops. As for the bit under the gardens, I was aware of it, and didn't particually care, as its not in the playing area. Obviously you can reach it, but when I designed the map (Check post one,
loooooong time ago) I had that whole side walled off, so no big gun, no pretty waterfall. It will be resolved for V.1.0.
YT-1300: I really wanted it to be a multileveled warzone, but the AI system simply does not allow overlapping. Which is really unfortunate, because I would have used the ground. I sure hope Battlefield 2142 works better...
Teancum: Thanks, been waiting for him, its not Muunilinst without him

. And I'm pretty sure everyone will have the pack anyway, as if its not
in the pack, no-one but those on GameToast is going to bother anyway.
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