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Talay: Tak Base

Posted: Sun Mar 01, 2009 9:09 pm
by AQT
Hello Gametoasters. My version of Talay: Tak Base is finally complete. The Readme should explain everything.
Hidden/Spoiler:
STAR WARS BATTLEFRONT II MOD MAP

Talay: Tak Base

Map made by AQT and MasterSaitek009

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Contents of the map:

The only playable era is GCW. The playable modes are:

Conquest: play the map with stock sides
Uber (large numbers): massacre rebels as Dark Troopers or defend Tak Base as rebels and get massacre anyway
Campaign: play as Kyle Katarn and investigate Tak Base after the Massacre
Team Deathmatch: play as either Imperial Storm Commandos or Alliance B-2 Battle Droids and fight to the death

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Bugs:
- AI occasionally ignore barriers

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Installation:
Extract the "TTB" folder from the "TTB" .exe file into your "Star Wars Battlefront II\GameData\addon" folder.

NOTE:
This map requires the Unofficial 1.3 Patch revison 117 in order for it to work properly!

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Credits:

]v[ - Phase III Dark Trooper .odf file base
Astute - Storm Commando skin
Commander_Keller - rifle skins
commanderbertie - DC-17 Hand Blaster model
The Conversion Pack Team - heroes/infantry sides assets
Dragonum - DC-15s Side Arm model
DarthD.U.C.K. - backpack addons
Eggman - pathing help
Gametoast - help and support
Majin Revan - Super Battle Droid skin, weapon .odf files base
MasterSaitek009 - scripting campaign mode, mapping
Maveritchell - sky files, turbine/space service truck model, modding support
NullCommando - inspiration
Pandemic - SWBFI assets, the Mod Tools
Rends - crate prop
RepSharpshooter - jetpack effect base
RevanSithLord - inspiration, support (lots of it)
Skyhammer_216 - red chargeup, rocket trail, and laser texture effects
squipple - various models
Syth - DH-17, grenade launcher, V-1 Thermal Detonator, DLT-19 Marine models

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Enjoy!

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.
WIP Topic: http://www.gametoast.com/forums/viewtop ... 29&t=17139

Download Link -> http://files.filefront.com/TTBexe/;1339 ... einfo.html

Post a review if you woud like to, thanks! :)

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 10:12 pm
by Nova Hawk
Omg, you finally finished it! I will download ASAP.

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 10:26 pm
by H_BOMB
YAY! That made my day that much more better!

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 10:41 pm
by MasterSaitek009
This is a great map. Not just because I made the campaign, but maybe I'm biased : P
Great for anyone who enjoys a good urban setting.

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 10:49 pm
by obiboba3po
wow this is such a great map! im campaign however, i cant seem to open doors. i see the open/activate thingy but it doesnt do anything...

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 11:05 pm
by MasterSaitek009
You have to be very close to and pointing at the object(a door, a panel) and then use the Use/Open weapon for it to work. Beyond that I don't know what to tell you. :?

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 11:30 pm
by Maveritchell
MasterSaitek009 wrote:You have to be very close to and pointing at the object(a door, a panel) and then use the Use/Open weapon for it to work. Beyond that I don't know what to tell you. :?
I can confirm that there's something wrong with the weapon, it doesn't work with either FF on or off and it doesn't work at any discernible distance.

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 11:41 pm
by MasterSaitek009
'twas working when I sent it to AQT... And it's based on the fusion cutter so FF shouldn't matter. AQT, could you possibly zip it up and send it to me again?

[EDIT]

I know what it is. It's actually a feature. :lol: No, I'm not kidding, I'm laughing at myself for forgetting this. Did either of you turn on the generator before trying the doors? At the start of the map the power is "off".(please disregard all panels, circuit boards and the like that have lights on them. We didn't have enough time to get rid of them all.) Doors don't open without power.

I guess this wasn't made clear enough.

But in my defense, the first objective was to turn the power on. And if you can't find the generator, just keep looking. You'll find it.

Re: Talay: Tak Base

Posted: Sun Mar 01, 2009 11:54 pm
by H_BOMB
I really enjoyed the map! I was almost as confused and lost in campaign mode (what with their being two generators and all) as I was when I was originally playing Dark Forces.

But what's a map without some constructive criticism?

-Two generators (can get confusing when trying to find the right one to activate)
-Kyle's butt looks like he's carrying a load in his pants. (Sorry if that sounded really mean, he is sagging a bit in the nether regions.) Maybe a little touching-up on the model/skin will help.
-Having the rocket launcher as another one of the Dark Trooper's primary weapons can become a hassle when you want to use it. Maybe having it as the secondary weapon?
-The reskinned Bespin circular base thing had some spots where the lighting was different.
-TDM could have had some more variety in the sides.
-Some scattered debris and boxes could help spruce up the map while providing some more cover so that the gameplay isn't just a blind run n' gun.
-The streets are rather large, some tanks/AT-ST's or other vehicles may help excite gameplay a bit, and rpovide a use for those large roads.
-Putting some buildings on the outskirts of the map should give a better in-depth feel. Its sort of odd when you fly up there as a dark trooper and see flat plains.

On a good note:
-Clever use of the shield rechargers
-TDM was fun even though I didn't fully understand the background of the situation. Anything with Storm Commandos is a + for me.
-Campaign was inventive, simple and fun.

I know I had a lot of criticism but I really liked the map more than it sounds like I did. Maybe that's the reason I had so much to suggest... :?

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 12:02 am
by MasterSaitek009
Yeah! Glad it works for someone!
The double generators do make it a little more confusing, but what's a recreated map without a little creative deviation? I think it was just one of those things that stuck around because it fit in that space. To be honest though, I'm not sure where the second generator came from. :roll:

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 1:58 am
by AQT
H_BOMB wrote: -Two generators (can get confusing when trying to find the right one to activate)
-Kyle's butt looks like he's carrying a load in his pants. (Sorry if that sounded really mean, he is sagging a bit in the nether regions.) Maybe a little touching-up on the model/skin will help.
-Having the rocket launcher as another one of the Dark Trooper's primary weapons can become a hassle when you want to use it. Maybe having it as the secondary weapon?
-The reskinned Bespin circular base thing had some spots where the lighting was different.
-TDM could have had some more variety in the sides.
-Some scattered debris and boxes could help spruce up the map while providing some more cover so that the gameplay isn't just a blind run n' gun.
-The streets are rather large, some tanks/AT-ST's or other vehicles may help excite gameplay a bit, and rpovide a use for those large roads.
-Putting some buildings on the outskirts of the map should give a better in-depth feel. Its sort of odd when you fly up there as a dark trooper and see flat plains.
Thanks for the constructive criticism, I really do appreciate it. :) Now on to my explanations.

-The two generators (also answering Saitek's confusion): I was going to have the spinning bridge originally in place of the generator near the command building. Back then I wasn't expecting to have Campaign so I didn't know how to pull it off for Conquest/Uber. I just thought a second generator would looked good (and also confuse players).
- The problem with the Kyle Katarn model is... I'm not sure. Perhaps it has to do with the model not conforming with the BF human skeleton?
- I once did change the Dark Trooper's missile launcher to the secondary weapon slot but it didn't feel right to me. You know how in Republic Commando the DC-17m has an anti-armor attachment? I was going for something like that.
- I don't think the problem with Bespin buildings can be fixed.
- I was going to have a Phase I Dark Trooper for TDM but it kept crashing no matter what combo I gave it. The "variety" is due to the lack of creativity on my side.
- As for scattered debris and boxes, I'll think about it. I actually like the current charges that AI's take. I think it looks realistic sometimes.
- Maybe for the next version I'll add a couple of combat speeders for the Rebels.
- As for buildings in the outskirts, it will take a lot of buildings to create the desire effect. I'll do my best.

The scenario for TDM was something I had made up. It's suppose to take place after Campaign. The is after hearing about a lone mercenary infiltrating the base, the Empire sent a squad of Storm Commandos to investigate. When they arrived, Alliance B-2 Battle Droids become active and a fire fight soon breaks out. Pretty lame, huh? :|

The Open/Activate weapon (I changed it from Use since there's not really anything to be used) works for me. As Saitek has stated, until the power is up and running nothing else can be activated or opened, like the door near the beginning of the mission, only the generator can be activated. This also serves as a safety so that you can't find the Dark Trooper weapon first. I suggest playing Campaign in first person view for the authentic feel. Plus you won't see Kyle's
H_BOMB wrote:load in his pants
:wink:

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 10:05 am
by obiboba3po
oh hehe saitek..i wouldn't have thought i that although that is somewhat confusing to figure out :\

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 2:57 pm
by Maveritchell
In that case, the campaign works nicely, and it was fun to see the work put into it (especially good uses of ZE animation). Good job! However:
-City is very open - feels flat and uninteresting in some places (other places, like alongside the canal, is well done)
-Uber mode - what the heck? This is probably one of the worst-balanced modes I've played. Yes, I understand it was based off of an unwinnable battle, but this is an absurd thing to put into a game. I found it very challenging to win as the Rebels when I played as an invincible character, and effectively impossible if played any other way.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 3:20 pm
by Nova Hawk
Yes, the uber mode did seem kinda unbalanced. Maybe if you added a hero like Luke Skywalker or somebody to the rebels it will help even out the battle line.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 3:26 pm
by Maveritchell
Nova Hawk wrote:Yes, the uber mode did seem kinda unbalanced. Maybe if you added a hero like Luke Skywalker or somebody to the rebels it will help even out the battle line.
No, that alone wouldn't make it balanced. It wasn't "kind of unbalanced-" it was really, really unbalanced. If playing as an invincible character only makes it "very difficult," then just adding a hero won't do anything.

The real problems were that while the Imperial team had fewer reinforcements, they still had enough units on the field to never really suffer a reinforcement drain. The units they did have on the field were too powerful and too numerous for any one human player at a time.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 3:47 pm
by Sky_216
Maveritchell wrote: -Uber mode - what the heck? This is probably one of the worst-balanced modes I've played. Yes, I understand it was based off of an unwinnable battle, but this is an absurd thing to put into a game. I found it very challenging to win as the Rebels when I played as an invincible character, and effectively impossible if played any other way.

Agreed. While it kinda is fun to blast rebels in huge numbers, it's not at all challenging, and the rebe;ls having nice custom units is pretty pointless since they just get slaughtered regardless (think the max darktroopers I killed in one life was 4, with the grenadier).


That said:
Very impressive on a tech level (campaign + animations).
Map nicely put together. Very good use of Eddie's buildings.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 4:20 pm
by Guest
Well, I liked the unballanceness in the uber mode, I mean DTs wiped out the base in short time, they did not capture it after a hard battle.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 4:24 pm
by Maveritchell
negah wrote:Well, I liked the unballanceness in the uber mode, I mean DTs wiped out the base in short time, they did not capture it after a hard battle.
But they don't make things like that part of a game for a reason. I suppose everyone has their preferences, but there's nothing fun to me about playing on either side of a lopsided battle.

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 5:42 pm
by Joe'sMama
For a second I thought I was still in the 'SWBF2 Map/Mod W.I.P' section.. Heheh..

Can't wait to play it! I've been following this for a while now. :D

Re: Talay: Tak Base

Posted: Mon Mar 02, 2009 5:43 pm
by Guest
Maveritchell wrote:I suppose everyone has their preferences
QFT