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Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 7:54 pm
by Elmo
Here we go.
I'll start by saying, READ THE README.
Straight from the README.
*****Mygeeto: Storm*****
One of the very few Mygeeto maps! This map is based on bridge warfare.
There are three bridges. 2 that the UT-AT can easily access. (Yes, the
UT-AT is in this map (2)). and one that is only infantry.
*****IMPORTANT*****
there are 3 modes:
--Conquest-- (your typical conquest mode)
--2flagCTF-- (CTF- still working on it) (i hardly gauruntee exciting
gameplay on that mode)
--CW Assault-- (this is not what you think it is. This is a mode
where i have Majin Revan's realistic sides implemeted into
it) (this is the mode with the UT-ATs) (there are no
UT-ATs in conquest mode)( I recommend this mode, it is
VERY action packed. I just threw conquest into the map
for those who like it)
BUGS
You may expierience Collision problems, but I think I got all of em.
AI pathing/planning may be messed up as well.(The UT-ATs just sit there,
and sometimes drive awkwardly.
UT-AT Anti Infantry turrets don't have sound.
UT-AT top turret has an unusual problem- as this is a problem only with this map.
Objects disappear at certain angles.
If you have your LOD view distance above 88, when you zoom in with any weapon, the
sky will turn black.
You may experience cracks in the bridges... Sorry -- I spent hours trying to fix them.
Credits-
Schizo (skins, map help, modding help, mapping animations)
Penguin (modding help)
Squipple (mini map)
Teancum (map help)
Doofi,Phsyc0fred,And Majin Revan (UT AT/majin's sides)
Ace Mastermind (Modding help, models)
Ace Azzameen (new name)
Rends (assets)
t551t551, and Schizo for the T-21 blaster.
Protector_Pulch -- original name idea.
Thanks to beta testers as well-
FullMetalAlchemist
Thire
Bly
Fusion
Epena
I'm very sorry if i left anyone out.
in future versions-
bugs fixed
Tri droid
Dwarf spider
And Maybe other features!
Enjoy!
Note, as said in the readme, the Tri droid and dwarf spider droid, are NOT in this version of the map. Those will come in the final.
Also, keep and eye on the WIP thread for more updates and such.
http://files.filefront.com//;7439337;/
Enjoy!
P.S. I could use a little input on what to change for future versions.

RE: Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 7:55 pm
by DeathRow
Awesome! Thanks Elmo
RE: Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 8:50 pm
by {WRL}Bly
Only a couple of hours late for the compitition...Oh Well, now i dont have to ask for updates on betas though/
RE: Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 8:53 pm
by RevanSithLord
I know you are using majin's side effects, but I can barely see the lasers lol. Is there a way you could use see-able lasers? I mean on the realistic conquest mode. I mean, like change the blaster effects without changing everything else.
Just curious. I mean it is a really awesome and fun map, but I'm just asking. (Not saying Majin's effects suck.) I just want to see em better.

RE: Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 9:15 pm
by CarbineImpulse
you have typo'ed fred in the readme it should be
psych0fred. You may want to fix that

RE: Mygeeto v1.0 Beta released!
Posted: Sat May 05, 2007 9:47 pm
by CamandoMichael
Good lord! It's like RotE without the lag!! I love that suped up rifle without lag! The falling Rep Ship, while really cool, is a little slow. Maybe add some flames to make us think,"crap, a lot of good men died on that ship," or,"droids are supirior." Maybe you should add an AI Kid Adi Mundi, but maximize his health because those droid lasers are brutal!(Keep the lasers) Watching that UT-AT fall made me laugh. This map truly looks like the movie.
Posted: Sun May 06, 2007 10:27 am
by badass7
Very nice map, but is there any chance of more AI? the map seemed a little abandoned to me.

Posted: Sun May 06, 2007 11:36 am
by Ace_Azzameen_5
Nice environment and only a little bit of frame rate lag for me..
Suggestions:
Sounds make the map! I can't get into it without the constant rumble of the UTAT.
Also, try attaching a sound to the Animated Gunships in the same way the Hoth and Bespin consoles have sounds. It may even be possible (should be unless crash) to change the objects sound stats with lua, so that whenever an LAAT/I lands or takes off, it plays the proper sounds.
Or...you could kill and respawn an invisble object with the proper sounds in the landing area at the right time.
In general sounds are the most neglected part of maps, and they make a huge environmental difference at no frame rate cost.
-The UTAT spawned me over the edge once.. Maybe the UTAT's spawn coordinates should be on top of it.
-I know Majin never did it, but can you PLEASE enable convergence on the UTAT's main lasers?
-Also, use "Kill Object" on the RAS once it's down as far as it goes. Looking down seeing it their motionless just doesn't look right
-After falling off the intended level and landing on the secondary one, I had quite the glitchy sniper spot.
My solution: A large square, with the visible side down. 4 polies shouldn't effect performance.
-Realism or not, getting repeatedly spawn killed by the AI is no fun. How about some powerful human-player-only units! We need some commando's on this!
Posted: Sun May 06, 2007 1:26 pm
by Ace_Azzameen_5
Warning about electrobinoculars. Due to terrible coding inefficiency or something, full zoom will fps lag your system to the point of freezing. Its like the game is zooming in on what you can't see, too, and rendering something 10240 by 76800 pixlees.
Posted: Sun May 06, 2007 1:42 pm
by t551
Pretty nice, but you may want to work on the animations some, since I find it hard to believe that an acclamator would fall that slow. If it still had repulsorlifts, its fall would be more controlled.
Also, could you credit Schizo and I for the t-21? I made the model, and Schizo made the skin.
Posted: Sun May 06, 2007 2:00 pm
by Elmo
Ok, sorry 'bout that t551t551, I had no idea. The blaster just came with Majin's sides, So i didn't know who to credit for every little accessory.
Thanks for the input btw. Schizo did all the animations for me. I haven't learned how to do them yet.
@Ace_Azzameen_5: I know about the electro binoculars. just don't use them.
I will take your animation ideas into consideration.
I once did make the UT-AT lasers converge and meet eachother to make it easier to aim, but Majin Revan said no changes to the UT-AT odf could be made.
I'll look into that "glitchy" sniper spot.
I may add commandoes-- that'd be fun. I know the spawn killing is a problem, but there's nothing i can do to fix this.
@badass7: I placed ALOT of AI on the map. The battle should be evenly spread. I don't know why you're saying it's uncrowded...
Posted: Sun May 06, 2007 3:56 pm
by Ace_Azzameen_5
Elmo wrote:I once did make the UT-AT lasers converge and meet eachother to make it easier to aim, but Majin Revan said no changes to the UT-AT odf could be made.
Then do it in the LUA
No, but seriously, I don't care if star wars.com doesn't say anything about any rotation on those turrets, I don't think any army would neglect adding small motors along one axis in order to increase weapon effectiveness some 225%.
Argue that to Majin.
Posted: Sun May 06, 2007 5:50 pm
by Syth
I would agree. The UTAT maybe was weak but it wasnt just a mobile spawn point, it was a weapons platofrm. THe 4 top turrets overheat way to fast and are extremely weak for their size, so even when you have an enemy in your scopes it gets away before you shoot it enough or the gun overheats. And the top turret can barely aim at anything unless the UTAT is at an odd angle.
Posted: Sun May 06, 2007 6:10 pm
by Darth_Z13
For some reason, I couldn't even find the UT-AT.

Posted: Sun May 06, 2007 6:17 pm
by Hebes24
Were you playing conquest, because there are none in conquest.
Posted: Sun May 06, 2007 6:58 pm
by phazon_elite
Off Topic: Well, it is true that they say the UT-AT had big problems with the whole design (not the model ingame, the whole issue of accuracy).
On Topic: I've been anticipating this for a looong time! YAY!
- EP-782
Posted: Sun May 06, 2007 7:01 pm
by Darth_Z13
Wow. Elmo and I just played online and assault mode was so chaotic and fun.
-EDIT- I found a couple things.
The AI like to get stuck here.
The two sides of this thing are different (sorry for being picky).

Posted: Sun May 06, 2007 9:30 pm
by trainmaster611
Wow you found the same glitches I did

This map has become crazy amazing! I can't wait for the new sides
I couldn't find the UTAT to save my life!

I even surveyed the battlefield in Freecam
So here's some suggestions I'd make:
1) Scale down the skyscraper to about 75% of the size it is now. Its a little bit too tall.
2) Make a scaled up version of those semi-cone tower things with the glowing lights by about 200% and make them part of the scenery in the distance with the crystals and all that. It will add to the variety of skyscrapers in the distance instead of the same one over and over.
3) The Naboo fountains are untextured
4) The troops keep getting stuck like seen above
5) There is crack in the ground as seen above (but not just in once place)
6) I jumped off the side on purpose and it took me about 2 minutes before I died. You need to add death regions
Good job so far
=======
If by any chance in the future, DarthZ13 happens to say to me that the UTAT is in assault mode I would respond by saying the following:
"That would explain what happened to the UTAT and Majin's sides"
Posted: Sun May 06, 2007 9:37 pm
by Darth_Z13
The UT-AT is only in assault mode.

Posted: Sun May 06, 2007 10:41 pm
by Caleb1117
trainmaster611 wrote:
6) I jumped off the side on purpose and it took me about 2 minutes before I died. You need to add death regions
I have never understood this, why will no one use the respawn botton.
No offence intended toward you Trainmaster.