Agamar: Forest (Released!)

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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Darth_Z13
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Post by Darth_Z13 »

Hmm glasses.....

Ok I've cut down the Empire (commando) and and still have to do the Rebels and the Republic.
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Post by Xavious »

Adreniline wrote: a napolean dynamite type character.
hey, thats a good idea!
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Post by Ipodzanyman »

Offtopic-
quote *Sweet!* :P
Image

ONTOPIC-
-but seriously, this map has potential to be good, so if you cut out the assets not used, I'll beta test....
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Post by [SBF]ATATFIGHTR »

Your doing a great job Darth
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Post by Protector_Pulch »

Lots of speeders? Whats the size of your map ? If there are lots of open plains, its a good idea to have speeder racing between the fortified CPs. But if there's a lot of forest, people will crash, and therefore leave the speeder unused.
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Post by Darth_Z13 »

I've only got a couple of STAPS and BARCS so its not going to be a vehicle map but I thought it could use some. 300 megs and going down...

Are shells like repshell and impshell required?
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Post by Darth_Z13 »

[SBF]ATATFIGHTR wrote:Your doing a great job Darth
Thanks! This is the first map I've decided to release. The rest were just dumb.
Ipodzanyman wrote:so if you cut out the assets not used, I'll beta test....
Excellent now ive got two beta testers. Ill send you a link as soon as the file size is fixed. Im still working on it the alliance and the empire are better but the republic is still 112 megabytes so Ill continue lowering it....
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Post by Xavious »

i'll test if you still need testers.
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Post by Darth_Z13 »

Darth_Maul wrote:i'll test if you still need testers.
If you want to then sure. About how many is a good amount of testers? 4?
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Post by Hebes24 »

Overall, it was a good map, I liked the heroes, I had Grievous bearing down on me a couple of times (:shock:) but I noticed a few bugs.

1. for some reason, the CPs are not selectable, you can spawn fom them, but only one of them. :?

2.

Image

I suggest you go over all the hills with the height blend tool, makes stuff like that alot smoother.

3.

Image

the HUD bug happens to alot of custom weapons, to fix this, put this line in the weapon's odf:

Code: Select all

HUDtag  = "hud"
4. On the topic of the Commando, he was a little....plain. he was a nice trooper, and has a Great model, but he's basically a clone trooper with a jetpack. But, It's your map, and I like the trooper, so do what you want.

5.

Image

the floor is untextured. you need to either find the texture that goes with it, or hex edit to change the texture of the floor.

Overall, it was a fun map, even though it is an early beta, it still has alot of things about it that are fun.
I like it! keep up the good work! :D
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Post by Darth_Z13 »

Hebes24 wrote:1. for some reason, the CPs are not selectable, you can spawn fom them, but only one of them. :?
Yes the other CPs are allied CPs. Should I have more than one? I thought that its not nescesary becuase when you have the AI up to max and the reinforcements the same, it gets alot better.
Hebes24 wrote:Image

I suggest you go over all the hills with the height blend tool, makes stuff like that alot smoother.
That I shall.
Hebes24 wrote:Image

the HUD bug happens to alot of custom weapons, to fix this, put this line in the weapon's odf:

Code: Select all

HUDtag  = "hud"
Thank you for that. I had entered it into the odf but it still didnt work. must have mispelled it...
Hebes24 wrote: 4. On the topic of the Commando, he was a little....plain. he was a nice trooper, and has a Great model, but he's basically a clone trooper with a jetpack. But, It's your map, and I like the trooper, so do what you want.
Okay I thought so as well. I would like him to have a DC-17m Interchangeable weapon system but....

a) I can't find anybody who has made it. Penguin has a thread in the XSI section but there was never any download link.

b) I can't model it because I don't have XSI and I couldn't do very much with it when I did have it.

If I can't get him a DC-17 then how about a powerful flamethrower or something. Or maybe a powerful reskinned sniper rifle.
Hebes24 wrote: 5.

Image

the floor is untextured. you need to either find the texture that goes with it, or hex edit to change the texture of the floor.
I do know about that. I accidentaly deleted it when I was cutting down the size. I will get that fixed.

Thank you Hebes24 for your help! :)

I'm still waiting for Ipdzanyman and Darth_Maul reviews but no hurry. Thanks for helping. :D

I also updated my first post with new images.

Now to get back to that stupid math homework....
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Post by Ipodzanyman »

I will list anything a little bit later got to do hw.....
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Post by Darth_Z13 »

That's cool. Same here.
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Post by Ipodzanyman »

1.ok, there is water fx in the ground?
2.MISSING textures on many things
3.icons
4.not a bug but the glasses on the han solo person are ok but need work
5.object placement, the caves have holes on the side...

-so far I like how you got the bots to move can't wait for the next version :wink:
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Post by Darth_Z13 »

Ipodzanyman wrote:1.ok, there is water fx in the ground?
Ya oops :lol: . That was an accident and I don't know how to take it out.
Ipodzanyman wrote:2.MISSING textures on many things
Yep I know about the Moisture Farm floor and the Dagobah Cave.
Ipodzanyman wrote:3.icons
I'm working on it but I can't get it to work. Where should I put the HUDtag thing?
Ipodzanyman wrote:4.not a bug but the glasses on the han solo person are ok but need work
I know, they suck. :)
Ipodzanyman wrote:5.object placement, the caves have holes on the side...
Ya I do know about that. I still need to fix that cave and get the CIS Base looking a little more Baseish.

Also I am adding in more hills soon.
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Post by Ipodzanyman »

I also want to know why the moisture farms land around is orange....
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Post by Darth_Z13 »

Thats because those areas USED to be wookiee camps and that terrain made an orange glow that looked pretty cool, like a campfire.
I decided to TRY modeling and here's what I came up with for the CIS Base so far... Image
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Post by Ipodzanyman »

is that in XSI?
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Post by Rekubot »

No it's not. It needs to be made in XSI for it to be exported to MSH.
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Post by yankeefan05 »

Ipodzanyman wrote:is that in XSI?
That wouldnt be XSI because XSI has a wirey background. I learned that from a thread about making Jarisic Park. general_yoda That thread will bring back memories for those who posted there several days b4 i joined the GT forums.
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