Page 12 of 21
Re: Space Coruscant (Battle over Coruscant)
Posted: Tue Oct 26, 2010 12:44 am
by commander501stappo
look´s good
but from the third picture from the top it looks like you can just walk outside

Re: Space Coruscant (Battle over Coruscant)
Posted: Tue Oct 26, 2010 6:47 am
by Fiodis
Indeed, you really have to fix that prop placement.
Re: Space Coruscant (Battle over Coruscant)
Posted: Tue Oct 26, 2010 7:45 am
by stardestroyer001
Fiodis wrote:Indeed, you really have to fix that prop placement.
Look, it's only a beta, nothing is perfect, and second, it's supposed to look crooked to show damage to the ship.
I already was thinking of playing around some more in that area of the map to get the CIS side looking like it rammed the Venator, and not vice-versa.
Re: Space Coruscant (Battle over Coruscant)
Posted: Tue Oct 26, 2010 8:12 am
by Xavious
stardestroyer001 wrote:Fiodis wrote:Indeed, you really have to fix that prop placement.
Look, it's only a beta, nothing is perfect, and second, it's supposed to look crooked to show damage to the ship.
I already was thinking of playing around some more in that area of the map to get the CIS side looking like it rammed the Venator, and not vice-versa.
I think he means the gaping holes where two mismatched hallways come together.
Re: Space Coruscant (Battle over Coruscant)
Posted: Tue Oct 26, 2010 8:16 am
by stardestroyer001
I know, I saw it, it's meant to look crooked. I just haven't had time to put stuff in the holes that were created when I made the corridor crooked.
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 6:37 am
by Deathplayer
first, you could release your map with the holes. then you'd have enough time to fill in the holes, maybe you could make your own models for the holes, so they'd look more professional and not just like the absence of props.
also, in the second version you could add props to the interiors of the lucrehulk.
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 6:41 am
by Fiodis
Deathplayer wrote:first, you could release your map with the holes.
No. Don't rush anything ever just to release it. Happens too often.
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 6:58 am
by Deathplayer
Fiodis wrote:Deathplayer wrote:first, you could release your map with the holes.
No. Don't rush anything ever just to release it. Happens too often.
yeah, i know what you mean...
in my idea the release shouldn't be the final version.
but it was just an idea

Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 12:46 pm
by THEWULFMAN
looks great, i love the number of ships in the battle, thats almost as many as in my space maps

Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 9:18 pm
by stardestroyer001
UPDATE: Things are going so smoothly, I am astounded.
-Invaded Venator: neutral CP added, gives an advantage to both sides, although the CIS will have a hard time defending it.
-I actually (with some Fake Console-using

) won the map by 8 points!
Whoops, a little too late for that pilot over there.
-Doing small fixes to patch up holes and what-not.
-Tweaking sides a bit more, making Obi-Wan special and Count Dooku a little less powerful. (He's always using Force Repulse [based off of ST:TFU, but without the bubble and shockwave] constantly)
Does anyone know how to get troopers in ships?
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 9:36 pm
by MrCrayon
stardestroyer001 wrote:Does anyone know how to get troopers in ships?
ambush paths
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 11:24 pm
by commander501stappo
stardestroyer001 wrote:-Tweaking sides a bit more, making Obi-Wan special and Count Dooku a little less powerful. (He's always using Force Repulse [based off of ST:TFU, but without the bubble and shockwave] constantly)
you can make the repulse overheat
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 11:42 pm
by stardestroyer001
What's an ambush path? I tried finding one via Search, but it's all "help me" topics and not a FAQ.
Regarding Force Repulse, good idea. How about a 10 second "cool-down" period? That should be a long enough interval.
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 11:46 pm
by AQT
stardestroyer001 wrote:What's an ambush path? I tried finding one via Search, but it's all "help me" topics and not a FAQ.
Off-topic:
The FAQ / Everything You Need Thread Version 2.0 wrote:...
ZeroEditor/Mapping
...
...
Re: Space Coruscant (Battle over Coruscant)
Posted: Wed Oct 27, 2010 11:48 pm
by commander501stappo
stardestroyer001 wrote:Regarding Force Repulse, good idea. How about a 10 second "cool-down" period? That should be a long enough interval.
yea, that sounds long enough.
EDIT: will the repulse overheat after used once, or?
Re: Space Coruscant (Battle over Coruscant)
Posted: Thu Oct 28, 2010 12:09 am
by stardestroyer001
@AQT: [slaps own forehead in stupidity]
I think I need to go to bed, I'm tired and can't really think straight.
Ok, so Ambush is triggered by either entering a region or assigning it to an event.
So how does this help get troopers in the fighters? The main problem is, they either 1) stand beside the ship and do nothing, or 2) take off to the nearest wall.
Wait, is it possible to have ambush-ees immediately forced into fighters when they spawn in? Is that how? (My brain is too tired

)
Re: Space Coruscant (Battle over Coruscant)
Posted: Thu Oct 28, 2010 12:19 am
by commander501stappo
stardestroyer001 wrote:So how does this help get troopers in the fighters? The main problem is, they either 1) stand beside the ship and do nothing, or 2) take off to the nearest wall.
the AI are so smart
Re: Space Coruscant (Battle over Coruscant)
Posted: Thu Oct 28, 2010 6:25 pm
by ps2owner
stardestroyer001 wrote:The space map is gigantic and is bigger than any space map I have ever played, with the possible exception of that "Space Euphoria" map (with the pieces of ships everywhere). The land battle, by contrast, is smaller due to the lesser numbers of troopers in the capships (don't know why there aren't any troopers spawning in at certain command posts, must be they've all died or thrown themselves out the airlock;)).
Yeah,put an airlock in the Venator
*falls toward corusant*
Re: Space Coruscant (Battle over Coruscant)
Posted: Fri Oct 29, 2010 9:43 pm
by stardestroyer001
Regarding ambush paths: Do I make it so
starfighters spawn in as the ambushers?
(I'll test it)
Ok, here's another update.
UPDATE:
-Most of the smaller problems in the map such as stuff sticking out, holes in the walls, uneven flooring, door problems, etc. have been fixed. There's only a couple stuff that I probably missed and didn't notice.
-I am planning the release of another beta, but first I have to get more starfighters up and in the air. Once that is complete, I will work as fast as possible to get the beta out to you guys, as I owe you guys a beta from halfway through October.
So that's the sitrep. I assure you I am looking forward to the completion of the beta and eventually the map as much as you guys do.
Re: Space Coruscant (Battle over Coruscant)
Posted: Sat Oct 30, 2010 10:22 am
by R8-Q88
Sorry I haven't checked in here in quite a while. All of the updates are great. Can't wait to play, it looks like it will be a great space map!