In ZE go into water edit mode, and press the buttton called "Clear Map!" save, munge, no more water!archer01 wrote: As for the water... I wish I knew how to get rid of it.
Yavin: Arroyo Pass -- v1.0
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Hebes24
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- king
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Rekubot
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That looks much better archer~
. About your most recent version, apparently you're better than me at this game (most people are, LoL) because no matter how hard I tried I couldn't destroy the shield generator. My first strategy was to go straight in as a heavy trooper, but even if I was lucky enough to release all my rockets onto it all it did was lower its health by less than a quarter! Another time I went in with a fightertank only to be blown apart at the entrance by 2 AAT's and all of those anti-vehicle turrets! Finally out of desperation, I waited by the fightertank spawn while the AI captured the CPs, and as soon as one spawned when the CPs were captured I headed straight for the shield generator, only to find that the missiles did about the same damage as a single rocket! My suggestion would be to either lower the health of the shield generator (recommended) or give the Republic more time to destroy it.
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Hebes24
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he made it himself, there is no campaign mode in the shipped game, though you can unlock the shipped levels in Instant Action by downloading a new shell.lvl made by [RDH]Zerted at this thread.trainmaster611 wrote: that's awesome! how did u get the objectives to work? what mode is it listed under in the game???
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archer01
@Rekubot
Yah... The generator should probably be toned down. Even the defenders have too easy a time defending it I've found (although not every time... once it was down to about 4% health before I finally finished off the attackers). So I'll probably tone it down a bit. I have a tactic of my own for taking out the generator, but I don't want to ruin it for people who haven't played the mode yet. I'll send it to you as a PM to see what you think.
@trainmaster611
At the moment it's a closed beta (the version on the first page doesn't include it). As to the selection of the mode... I tried making a Hero Assault mode, but the map doesn't lend itself well to that style of play, so I decided to "borrow" that catagory for this mode. Once version 1.0 is out, it can be selected even without [RDH]Zerted's shell (though his version of the shell still rocks).
Yah... The generator should probably be toned down. Even the defenders have too easy a time defending it I've found (although not every time... once it was down to about 4% health before I finally finished off the attackers). So I'll probably tone it down a bit. I have a tactic of my own for taking out the generator, but I don't want to ruin it for people who haven't played the mode yet. I'll send it to you as a PM to see what you think.
@trainmaster611
At the moment it's a closed beta (the version on the first page doesn't include it). As to the selection of the mode... I tried making a Hero Assault mode, but the map doesn't lend itself well to that style of play, so I decided to "borrow" that catagory for this mode. Once version 1.0 is out, it can be selected even without [RDH]Zerted's shell (though his version of the shell still rocks).
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crazytieguy
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Look in the Campaign's LUA scripts. I'm making a campaign-like map with my brother...Same objectives; It definitely is possible.trainmaster611 wrote:that's awesome! how did u get the objectives to work? what mode is it listed under in the game???
Commentary on the map: One of the best mod maps I have ever played. Great job. HOWEVER...
-Needs more AI units.
-Needs more reinforcements by default.
Finish this, and you will become very well known as a great modder. Well done, archer01.
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archer01
Wow, thanks for the compliments guys!
@crazytieguy
First off... So you're making a campaign style map too? That's awesome! A little advice: If you're using the multi-objective container, beware of a few "characteristics" about it that you may need to modify. There are a few functions in there that may not work as expected depending on the situation. The most noteable being the one that makes it so the attacking team's final reinforcment point can only be reduced to zero if it is a human player that is killed. Something like that might be a problem if you have a team that is all AIs. Personally, I skipped using the container and made the objectives myself (but it probably would have been easier to just modify it slightly though). Anyway, good luck on your project!
Now to your suggestions:
Is 64 units per side (128 total) really not enough? The XL mode is obviously larger, or is that what you were referring to? I'm not even sure the map will run effectively (if at all) in multiplayer with the count it currently has.
Actually, your suggestion brings me back to an idea I've had in my head for a while now. I've been trying to decide if I should make the XL mode exactly like the conquest mode, but with more units/reinforments. Since the camp CPs aren't capturable anyway, there is no danger of a conquest victory, and it would give the player something more to do instead of just killing things. I know that very few custom maps are played online, but I'm hopeing that this one will be at least multiplayer compatible by the time I'm done (in fact I just recently fixed a bug that caused the map to crash in multiplayer, so don't bother trying to load the public beta, it won't work). Do you think the XL change might be worth while?
As to the reinforcement count... I'll try a few things out. I want to make it so the two defaults balance well. I can only figure out actual numbers by testing, so I'll see how it goes.
Thanks for your input!
*EDIT
One other thing... You've overloaded your addon folder right crazytieguy? Although this installs into a single folder, it adds several maps to the map list. I was wondering how the game reacts to this? Basically my question is: Does this install act like one or many maps in terms of the game reading it? It would be helpful to know since it would be easy enough to package a little tool that will add/remove the extra Jedi-Support maps depending on what the user wants (but I'd rather not waste my time if it isn't needed). Thanks.
@crazytieguy
First off... So you're making a campaign style map too? That's awesome! A little advice: If you're using the multi-objective container, beware of a few "characteristics" about it that you may need to modify. There are a few functions in there that may not work as expected depending on the situation. The most noteable being the one that makes it so the attacking team's final reinforcment point can only be reduced to zero if it is a human player that is killed. Something like that might be a problem if you have a team that is all AIs. Personally, I skipped using the container and made the objectives myself (but it probably would have been easier to just modify it slightly though). Anyway, good luck on your project!
Now to your suggestions:
Is 64 units per side (128 total) really not enough? The XL mode is obviously larger, or is that what you were referring to? I'm not even sure the map will run effectively (if at all) in multiplayer with the count it currently has.
Actually, your suggestion brings me back to an idea I've had in my head for a while now. I've been trying to decide if I should make the XL mode exactly like the conquest mode, but with more units/reinforments. Since the camp CPs aren't capturable anyway, there is no danger of a conquest victory, and it would give the player something more to do instead of just killing things. I know that very few custom maps are played online, but I'm hopeing that this one will be at least multiplayer compatible by the time I'm done (in fact I just recently fixed a bug that caused the map to crash in multiplayer, so don't bother trying to load the public beta, it won't work). Do you think the XL change might be worth while?
As to the reinforcement count... I'll try a few things out. I want to make it so the two defaults balance well. I can only figure out actual numbers by testing, so I'll see how it goes.
Thanks for your input!
*EDIT
One other thing... You've overloaded your addon folder right crazytieguy? Although this installs into a single folder, it adds several maps to the map list. I was wondering how the game reacts to this? Basically my question is: Does this install act like one or many maps in terms of the game reading it? It would be helpful to know since it would be easy enough to package a little tool that will add/remove the extra Jedi-Support maps depending on what the user wants (but I'd rather not waste my time if it isn't needed). Thanks.
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crazytieguy
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archer01
@somedude210
Soon actually, in a day or two (whenever I hear back from one of my current testers). I'm planning on releasing one final public beta here on GT before finalizing version 1.0. With a public version I'll hopefully be able to work out any final problems that might crop up (balance issues, bugs, etc) before submitting version 1.0 to SWBFFiles.
@crazytieguy
Thanks, that saves me from wasting some time. As to Force Kill... Um, more creative... I'm really not sure what else I could call it since it's such a straight-forward power... Any suggestions?
Soon actually, in a day or two (whenever I hear back from one of my current testers). I'm planning on releasing one final public beta here on GT before finalizing version 1.0. With a public version I'll hopefully be able to work out any final problems that might crop up (balance issues, bugs, etc) before submitting version 1.0 to SWBFFiles.
@crazytieguy
Thanks, that saves me from wasting some time. As to Force Kill... Um, more creative... I'm really not sure what else I could call it since it's such a straight-forward power... Any suggestions?
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Rekubot
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crazytieguy
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crazytieguy
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Rekubot
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Hey archer, I've just played the latest version and I actually completed it! LoL. The new republic skins are awesome, they go really well with the map. Here's another few suggestions/bugs:
-The shield generator is easier to destroy now, (and it seems you removed the damage region from it) but I would suggest that you don't make the anti-vehicle turrets auto-repair, as it can get really annoying. It would also make it harder for the CIS to defend.
-Pictures speak louder than words:
http://img237.imageshack.us/img237/5706 ... entss9.jpg
That was taken from a previous version, but the command post is still sunken into the ground.
-What is 'Unit Reset (Remove msg for v1.0)'? Is that what makes the opposite team stronger if there's a player on a certain team?
More to come as I find them... you've done a good job on the rainshadow regions and AI pathing; looks just as good as the shipped pathing.
-The shield generator is easier to destroy now, (and it seems you removed the damage region from it) but I would suggest that you don't make the anti-vehicle turrets auto-repair, as it can get really annoying. It would also make it harder for the CIS to defend.
-Pictures speak louder than words:
http://img237.imageshack.us/img237/5706 ... entss9.jpg
That was taken from a previous version, but the command post is still sunken into the ground.
-What is 'Unit Reset (Remove msg for v1.0)'? Is that what makes the opposite team stronger if there's a player on a certain team?
More to come as I find them... you've done a good job on the rainshadow regions and AI pathing; looks just as good as the shipped pathing.

