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
FIXED VERSION UPDATES:
The lighting has been improved, GCW conquest has been fixed, and all the ground textures/height differences have been redone. If you make any good screenshots, please post them here, I may use them as the new loadscreen (the current one I had was really bad, right now it doesn't have one).
No custom sides yet, but I'm leaving for a week tomorrow, and I wanted to know the opinions on this new version.
Download V1.0.5:
Maveritchell has reviewed my first map, I'll post his review + new screenshots here:
Description:
"Tatooine: Suburb Fight," by mswf, is a rarity in that it is both a "first map" and a decent map to boot. The map is an urban Tatooine setting, which, while displaying shades of stock Mos Eisley, is different enough to feel original.
The best thing about the map is easily the AI planning and barrier work. One of the toughest things about creating a map with a lot of small spaces is that the AI needs to be held by the hand and directed through those spaces. Mswf has done a nice job of setting this up - and of making sure to use a few effective AI hint nodes (snipers on buildings, much like stock Mos Eisley).
It's also refreshing to see a new mapper use some skydome changes and add some lighting, which has been done notably here. It's a twilight setting and works pretty well with the light (although it would be neat to see some actual lights on in the city to complete the effect).
The only complaint I had with design is in using the stock Tatooine assets, the edge of some buildings (which is intentionally scored with dark dirt) is too dark to fit with the other buildings or the terrain. This could do with a retexture, or just sinking the buildings further down. I also noticed that there was at least one place where too many textures overlapped and caused hard (and not blended) edges to the ground texture. This should be fixed.
Finally, the (at least GCW) conquest lua wasn't set up properly - I saw a victory countdown start without all the CPs captured, which means that at least one was left out of the conquest setup. Make sure to fix this!
All in all, it's a pretty decent map. Give it a try!
-Mav
Screenshots:
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Readme:
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Tatooine: Suburb Fight
v1.0.5
Set in Tatooine, Suburb Fight makes good close and mid-range combat. It's my first map (as in, very very very first map. The hills were the first things I ever made with Zeroeditor), although I'm pretty proud of it.
Story:
The rebelling faction attacks the local garrisson of a major city on Tatooine. As the troopers attempt to pursue the intruders, the gate lock behind their backs, leaving them cut off from reinforcements. The guerrillas however, have come prepared...
Notes:
1.0
-made improvements on barriers, planning, hint nodes etc.
-Changed some object placements after commentary
-Changed the lighting after commentary
Planned for future releases:
1.1
-ad custom sides
1.2 "final"
-fix all bugs
Credits:
-Pandemic - SWBFII and modtools
-Lucasarts - Star Wars
-Gametoast - Tutorials, idea's, comments. You guys were a great help!
-Fierfek - His tutorial, which got me started on mapping
-Nihillo, Commander_Fett - Great feedback
-Skyhammer_216 - Giving me an extra psychological boost to make this map shine.
-DarthD.U.C.K. - Fixed tatooine stairs and the "stool"
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
Set in Tatooine, Suburb Fight makes good close and mid-range combat. It's my first map (as in, very very very first map. The hills were the first things I ever made with Zeroeditor), although I'm pretty proud of it.
Story (If you've got a better one, please post)
The rebelling faction attacks the local garrisson of a major city on Tatooine. As the troopers attempt to pursue the intruders, the gate lock behind their backs, leaving them cut off from reinforcements. The guerrillas however, have come prepared...
v0.9 "beta" notes:
-not released to SWBFfilees
-Hasn't got a loadscreen
-Map's name is not yet changed
-no minimap
Planned:
1.0
-Fix any bugs that were found
-Choose a loadscreen out of the glamour shots that can be posted on this topic
-make a minimap
-release to SWBFfiles
1.1
-I'll try to ad custom sides
1.2 "final"
-fix all bugs
Screenshots:
Credits:
-Pandemic - SWBFII and modtools
-Lucasarts - Star Wars
-Gametoast - Tutorials, idea's, comments. You guys were a great help!
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
I'm aiming to hammer out all the bugs from this version, so please;
Commentary and feedback is appreciated!
Video of the current version:
Last edited by mswf on Fri Aug 14, 2009 5:25 pm, edited 21 times in total.
Nihillo wrote:I'm not going to rate or review it yet, seeing as this is still a beta
Well, I'm pretty confident in this version, it's only called a "beta" because I'm not releasing it on Filefront before I've heard everyone's opinion about this, so could please please please reconsider writing a review?
(the only difference between this version and 1.0 would be fixing the small bugs, and adding loadscreen + minimap)
Although Tatooine: Suburb Fight (tentative name?) is a first map, it definetely does not look like one. This small suburb in the outskirts of a seemingly large city plays like a finished map and looks like a legitimate Star Wars location; I am glad to say that there are no obvious flaws in it, Mswf managed to create a well constructed district through an elaborate use of Tatooine assets, the AI never gets lost, there are no floating objects (that I noticed) and there is plenty of cover for the player.
Visuals are definitely above average, the lighting on the buildings is pretty and sort of surreal (I overuse this word), a nice effect, but there is a possible downside to it: the ground is oddly green. I noticed that this may be actually a feature instead of a problem, this strange coloration is pretty unique for a desert map and, along with the night time setting, makes this map stand out from other Tatooine maps by it's originality; however, some may find it awkward and unconvincing. There are many areas in this suburb to be conquered and explored, for me it's refreshing, either when I am wandering in the alleys or walking along the dunes, it's a different sight from the usual Tatooine.
The only problem I noticed is the lack of a barrier to stop the player from jumping the northern wall and seeing what he is not supposed to, those debris placed as cover near the wall may be used as ramps and there is also the possibility of a Jet Trooper or Dark Trooper flying there, therefore, I suggest placing more buildings behind that wall, to prevent the player from getting to the other side.
Overall this map is a refreshing sight and a complete work, I will give it a 8.5. Thank you for sharing your first map with us.
Thanks, I'll take a look into all your advice! I'm really happy with the fact that you couldn't even find any floating objects/AI running into stuff. Shows that it was worth the time to use barriers as well as planning + lots of hint nodes. I think I may look at that green lighting again, maybe I'll lessen the green just a tickle. (I also think it gives a twist, though I also agree with the fact that some may find it distractive.)
BTW, who voted in the poll without playing this map? The dowload size is only 11.94 MB, it's not like that can be a reason to hold back. It's not that I want to play detective, but I'm just being curious.
Better?
I've also toned down the green a bit, it should be a bit less obvious. (I've also been fixing several objects who weren't connecting precisely the way I wanted them to)
Well, as I posted, I noticed that because of the higher wall, you could hardly see the city anymore, so theyve been lowered for a bit. It is now completely impossible to jump over the wall with a regular trooper. And when you do get over the wall, you'll immediately get the "You're leaving the battlefield" message.
Yeah, I could get over the wall when you released the alpha and no leave-region appeared - so that's good.
Mind sharing again how you set up the region? Isn't it you make a circle region and call it something then call for it in the lua? I can't remember the lua call anyway
It's in the faq. (it's correctly explained in AceMasterminds post)
The way I did it, was make a boundary called boundary, do what the tutorial explains to your ***.req file, then munge. If it doesn't work, do a manual clean.
Very very nice!! At first i didn't like the green ground, but it grew on me. I absolutely LOVED the lighting effects and the layout...I especially liked how i could fight in close quarters or snipe from a distance There were some issues with the buildings...some of them didn't fit together properly... but thats a fairly easy fix. overall...i'll give it a well deserved 9/10. It's a LOT better than the average tatooine map, but it can use just a LITTLE improvement. Oh!! one more thing! I really liked how the AI didn't get stuck in random places!!! haha one of my pet peeves lol... nice job on a VERY nice first map.
Actually, I've already fixed the lighting for a bit (just a little bit les green, it scared people away ). And I'm working on those buildings, I've already realigned half the city (check out the vid for some of the changes)
Yup, you're right. But it had gotten late tonigh, so at that time, I thought it was good enough (not the best move ever). But that's why it's still called a "beta".
Grev wrote:I hate to be George Banks (cookies to anyone who understands) but I think you should fix all the bugs BEFORE you release a map.
But in releasing it, he can get INPUT on what to change or fix in the next version from the wonderful people here at Gametoast!!
And to mswf: ok cool...I actually did kinda like how the ground is different from the other 5 billion (exaggerating) tatooine maps out there.
Checked out the video: the ground is still a LITTLE too green for my tastes...maybe thats just me (I don't speak for every one)...and maybe you've changed it since then...I don't know...
The buildings looked a little better in the video...couldn't tell for sure, but it seemed better...
Anyways...
I think this map is great so far and has GREAT potential!! Keep up the great work!!
My problem isn't the green ground, it's that you call it Tatooine. Tatooine is a DESERT planet... no green. Either change the color, or change the planet.