Rhen Var: Church (UPDATE)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Who thinks I should convert this map to BF1?

I do!
6
43%
I don't!
8
57%
 
Total votes: 14
modmaster13
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Re: Rhen Var: Church (UPDATE #3 Skins Added)

Post by modmaster13 »

THEWULFMAN wrote:That deosnt matter.its how many objects areloaded altogether. If you have 2 layers, eac hwith 700 objects, abnd both are loaded for the match, it will crash. boom. :o
Man, that is TOO bad. I spent alot of time on a new tunnel. :runaway:

Update #4, I am working on a new CIS sith, called Asjra Nemona (Based off of Asajj Ventress)

Here is a topic of me working on her: forums/viewtopic.php?f=27&t=25784&p=441917#p441917

Pics of CP's

Corridor
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Gallery
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Church Hall
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Main Entrance
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Cathedral
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Frozen Tundra
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Outpost
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Here is my new, homemade Cold Assault Trooper skin.
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Random Pics:
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:thumbs:
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Re: Rhen Var: Church (UPDATE #4 Skins Added!)

Post by [Padawan]Helkaan »

Wow, this looks seriously polished. It looks like a final version for me :P Great work on the map, I really like the Sith name ^^
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Re: Rhen Var: Church (UPDATE #4 Skins Added!)

Post by The Nasal Abyss »

Very great use of dynamic lighting. I'll be downloading this one just for that!

BTW, are these lights all placed in ZE or are they odf lights?
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Re: Rhen Var: Church (UPDATE #4 Skins Added!)

Post by Anakin »

wow that's great
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Re: Rhen Var: Church (UPDATE #4 Skins Added!)

Post by modmaster13 »

Sadly, I may hold off on the Asjra Nemona and TFU mode. It just seems like too much work. :cpu:

What about Dark Times? Should I make it compatible with this map?

@The Nasal Abyss: They are .odf lights. Why?
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Re: Rhen Var: Church (UPDATE #5 Decisions)

Post by [Padawan]Helkaan »

Maybe a support for the KotOr era or BFX?
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Re: Rhen Var: Church (UPDATE #5 Decisions)

Post by modmaster13 »

[Padawan]Helkaan wrote:Maybe a support for the KotOr era or BFX?
I don't like KotOr, maybe BFX. I think it would be cool to play DT. :vader2:

UPDATE #6

I will have 10 Beta testers. Who would like to be one of them? :cpu:


EDIT
Does anyone wanna be a Beta tester for my Rhen Var: Church map?
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Re: Natural Map Pack (24 glamour shots)

Post by Alpha347 »

modmaster13 wrote:Does anyone wanna be a Beta tester for my Rhen Var: Church map?

Here I am :D


I' m very new to the community so if you think I have no enough experience I will understood.

If you tell me what to do (and how ^) I' ll be glad to give all the feedback I can.

I can literally start now testing (playing) your beta map. :wink:
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Re: Rhen Var: Church (UPDATE #6 BETA)

Post by CalvaryCptMike »

I will beta! This actually looks really neat. :) You probably don't need 10 beta testers, that's a tad much. 5 can can get the job done just as well.
@alpha347 Welcome to gametoast! Hope you enjoy your stay. :mrgreen:
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Re: Rhen Var: Church (UPDATE #6 BETA)

Post by Alpha347 »

CalvaryCptMike wrote:I will beta! This actually looks really neat. :) You probably don't need 10 beta testers, that's a tad much. 5 can can get the job done just as well.
@alpha347 Welcome to gametoast! Hope you enjoy your stay. :mrgreen:

Thanks man. :wink:

I agree there is no need for such a number of testers - as others already said, it seems already finished - but Maybe it is better to do not put such limits, so that there would be more "space" for people who wishes to test (and taste) it.

Imo.
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Re: Rhen Var: Church (UPDATE #7 Beta Info.)

Post by modmaster13 »

Hey thanks for the help guys! Happy Easter! That means I may not be able to get the map to you today, but I will be sure to send you all the beta around Monday night. Sorry I sent [Padawan]Helkaan a broken version of the map :cpu:

Btw, how many objects in the sky can you have at once?
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Re: Rhen Var: Church (UPDATE #7 Beta Info.)

Post by THEWULFMAN »

modmaster13 wrote: Btw, how many objects in the sky can you have at once?
As far as I know, there is no limit, at least until you hit the normal barrier of how much can be in a map.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

THEWULFMAN wrote:
modmaster13 wrote: Btw, how many objects in the sky can you have at once?
As far as I know, there is no limit, at least until you hit the normal barrier of how much can be in a map.
Oh...ok. Beta is being sent out to contestants...NOW!
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by CalvaryCptMike »

I pm'd you my report. Good Job!!! :thumbs: It was truly awesome. This will probably be staying in my addon folder for a while. In my opinion it would've been convo pack worthy :mrgreen: !
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Alpha347 »

As from istructions, I will now report on the topic.


I found the map pretty well made and gameplay excellent funny. Nothing to move on the "artistic" side.

However, I found 2 graphic bugs on map for now.

I cannot take screenshot from game, so I can only try to explain what & where. If someone told me how to, it will make a great service to the testing of maps like this.


First bug:


One of the wall of the church allow to see through.

Watching carefully, you'll notice it is not a matter of solid or not: the pieces don't fit one to another, they are separated in lenght by a few inches, and maybe not on the same line, slightly.

It is a matter of inches, but it is more than sufficient to cause such effect.


Now I have to explain where it is, with no screenies I rely on mini-map:


it is an external wall of the complex, you can see its position on minimap at the left of the central CP;

there is a short wall running from up to down on the minimap.

Here you can see the problem simply by running through the corridor between the wall itself and the pillars facing the snowy land. It is very evident, and a bit disturbing for immersion imo.


Second bug is very little in size and importance, but I report it for complete feedback:


always around the central CP in minimap, there is an exit from the complex to the external environment.

Where the floor ends to leave space to snowy terrain the ending section of the floor is not stable: it constantly change from floor texture to snow one, like a lamp that switch from off to on, depending on position from wich you're watching. Unluckly, you surely see it when approaching the exit going down from the upper stairs.

It is a very small section, and it is not so important, but it would be better if can be fixed.


If someone tell me how to take screenies, I reboot the map just to show you those things and their position.

I already know that it would be sufficient to press print key and go to the game folder or paste it to paint, but neither of those methods work for me...

Hope I was useful anyway.


UPDATE:

I edited this message to follow the site rules (thou shalt not double-post).

I had finished a new testing run right now. Well, to be frank, I started a new match just for fun - your map is great - but I was able to discover a few new bugs on my way.

Again, I cannot take screenies, but this time they are not so necessary except for #1.


#1 Graphic Bug:

It is easy to locate on the map: on the way between the two CP on the low-left in the map, in the interiors of the structure, floor texture is flashing. Not ALL the floor, just some small sections, but all the way long.

#2 Graphic Bug:

CIS Hero Darth Maul (excellent choice, imo) is Missing his weapon. Cannot see it. It makes very hard to play with, for the precision you need to place hits. It results to make him almost useless - and I usually RULE with Maul. :maulsaber:

#3 Probable Bug:

I was NEVER be able to unlock Republic Hero. OK, you can see it's me, but I was able to unlock CIS Hero several times a match, and with Republic I made at least three times the points I did with CIS: capture several CPs, slayered tons of Droids, etc, and so I was able to unlock all units (within jetpack).

But Republic Hero, is still unknown. So you could put an eye on his unlocking points. :wink:


Anyway, Great map, you did an excellent work.

I think it is better if you can solve Darth Maul missing weapon first, it is the biggest bug in map (apart Rep Hero one, which is in doubt).

Thanks in advance
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

The republic hero is Kit Fisto, I am having trouble getting him ingame. The mixed floors issue, sadly I can't fix because I would have to completely rearrange the church. I didn't think there would be this many bugs :shock: . I'll definatly get to work on these problems. :wink: :cpu:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Alpha347 »

The floor graphical bugs are very little important, I said it first. :wink:

Hero problems are instead primary: missing weapon and missing hero (!) is something important.

What about the walls matter? I mean that wall that didn't fit together...did you cannot fix this also?


Anyway, for Republic Hero, the most evident, simple and efficient solution is replace him... maybe Obi Wan? He did not appear often in stock game...
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

Alpha347 wrote:The floor graphical bugs are very little important, I said it first. :wink:

Hero problems are instead primary: missing weapon and missing hero (!) is something important.

What about the walls matter? I mean that wall that didn't fit together...did you cannot fix this also?


Anyway, for Republic Hero, the most evident, simple and efficient solution is replace him... maybe Obi Wan? He did not appear often in stock game...
The walls I will try my best to fix.

Kit Fisto was in the Rhen Var Citadel and Harbor maps for the Xbox D.L.C., so no I won't change him. IMO, he fits in perfectly. :bdroid2:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by THEWULFMAN »

Alpha347 wrote:maybe Obi Wan? He did not appear often in stock game...
No, he :quotes: didn't

BUT, He is the default hero for mod maps, soooo many people don't change it.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Alpha347 »

True.


I don't want to discuss the _choice_ of the Hero itself, I' m only arguing that because that hero simply doesn't work it is useless to "have" him (not have one).

Anyone hero is always better than no hero...

Btw, I really hope you will be able to make your chosen hero working, you did such a great work with this map. But if it doesn't.... you'll never be able to play a Rep hero.


Anyway, congratulations for your awesome work.

Ah, I wish to say I play only with a few units (Rep trooper, jetpack, CIS B1, B2, Darth) so I cannot give feedback on other units hypotethical troubles. But I bet there are not.

Suggestion: Is it possible to add some vehicles on the outside CP? It would be great.
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