Space Assault map with Dragonum's models and more!
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Blueline
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FullMetal_Alchemist
- Dragonum
- 2nd Lieutenant

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ace didnt use the last version of the models, where i fixed a lot of bugs.
i think i can work on a vehicle for the large hangar.
maybe you can use it to drive to the complete ship, too
the new models have better collision models, hope we can fix the some collision problems and maybe the crash of the map after a few minutes.
i think i can work on a vehicle for the large hangar.
maybe you can use it to drive to the complete ship, too
the new models have better collision models, hope we can fix the some collision problems and maybe the crash of the map after a few minutes.
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-(DW)-Arc9[E]
Listen blueline,You should be saying sorry to ace,because he worked hard hours on this and guess what? The ships for real only had force fields to contain the air! Anything could go through it! And second,Just apologise to him and say its a good attempt instead of flamin it!! Randomly flaming maps is a poor excuse for a life! 
...Would you treat your mother the same way?
...Would you treat your mother the same way?
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Darth_Z13
- Jedi High Council

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Blueline
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Redline
- 2nd Lieutenant

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Ace_Azzameen_5
- Jedi

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np Blue line, frankly, I don't care if 1 out of 10 people hate the map, but if you read the 1st post you'd know its a work in progress.
I also think that the default space map is lacking, but I thought I'd just whip this one up to show case the models and the concept of how to get the assault working.
oh, and Dragonum, I replaced the main Venator model and I noticed that the doors are visually blocked. So now I'm going to try a portal trick. Well, I'm trying it, but its not working. I think it has something to do with two models occupying the exact same space, so I'm gonna offset the different versions by 0.1 or something useing the wld file.
Speaking of which, I guess we can maybe call this a team project now. . .
@Dragonum
The big model's O.k, but please break it up into individual hallways, rooms etc. If your feeling ambitious, maybe you could add fake doors and intersections.
Oh, and remove the doors from the back of the bridge model if you could.
*Edit*
Red vs Blue-same opinion different ways of saying it. . . .freaky.
Anyway, my basic plan is
for assault:
as it is + a bunch of long hallways to fight through defend, with branches leading to a security room, (maybe a DS prop reskin), the Engine coolant room, the Life support target, and the shield capacitor room
@for conquest:
-shifts the focus from points, to, well, conquest take the ship from the inside out, disable their security and reach the bridge.
Now these are basic plans that I might never implement-I'm currently on a school break and its gonna end soon- and are lacking some of the detailed improvement's I'm thinking of, but currently my to-do list is:
-updating to dragonum's new msh's, manually fixing some glitches,
adding frigates, and copying and painting the destroyable's models black for the sake of using them as destroyed's.
I also think that the default space map is lacking, but I thought I'd just whip this one up to show case the models and the concept of how to get the assault working.
oh, and Dragonum, I replaced the main Venator model and I noticed that the doors are visually blocked. So now I'm going to try a portal trick. Well, I'm trying it, but its not working. I think it has something to do with two models occupying the exact same space, so I'm gonna offset the different versions by 0.1 or something useing the wld file.
Speaking of which, I guess we can maybe call this a team project now. . .
@Dragonum
The big model's O.k, but please break it up into individual hallways, rooms etc. If your feeling ambitious, maybe you could add fake doors and intersections.
Oh, and remove the doors from the back of the bridge model if you could.
*Edit*
Red vs Blue-same opinion different ways of saying it. . . .freaky.
Anyway, my basic plan is
for assault:
as it is + a bunch of long hallways to fight through defend, with branches leading to a security room, (maybe a DS prop reskin), the Engine coolant room, the Life support target, and the shield capacitor room
@for conquest:
-shifts the focus from points, to, well, conquest take the ship from the inside out, disable their security and reach the bridge.
Now these are basic plans that I might never implement-I'm currently on a school break and its gonna end soon- and are lacking some of the detailed improvement's I'm thinking of, but currently my to-do list is:
-updating to dragonum's new msh's, manually fixing some glitches,
adding frigates, and copying and painting the destroyable's models black for the sake of using them as destroyed's.
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Ace_Azzameen_5
- Jedi

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If you liked this map, and know stuff about coding, check out this post with some simple problems I have.
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Alpha
My review:
First off:
Best space map ever. Just saying so.
Gameplay:
Awesome. There needs to be a little work on the splines for the flyers, but that's understandable.
Balance:
You said you need to work on it, but I think it is great as is, almost. The Republic has to dogfight to get those points and the CIS has to use brute force. I say give the Republic more fighters (no bombers) and keep the ARC-170s as they are, but give the Venator more shields so that the CIS has to work to score hits. If you add a V-Wing, add it as a fighter or interceptor. No bombers for the Republic.
Bugs:
All the collision bugs have been mentioned, and I got one random crash, but I think that was my CPU.
Recommendations:
-More Units (Seems you have done that)
-Hanger transport (Seem to be working on it already)
-More detailed interiors (Seem to be working on it as well)
Great job overall. A "flawed masterpiece" if I may quote EraofDesann from one of his reviews.
-Alpha
First off:
Best space map ever. Just saying so.
Gameplay:
Awesome. There needs to be a little work on the splines for the flyers, but that's understandable.
Balance:
You said you need to work on it, but I think it is great as is, almost. The Republic has to dogfight to get those points and the CIS has to use brute force. I say give the Republic more fighters (no bombers) and keep the ARC-170s as they are, but give the Venator more shields so that the CIS has to work to score hits. If you add a V-Wing, add it as a fighter or interceptor. No bombers for the Republic.
Bugs:
All the collision bugs have been mentioned, and I got one random crash, but I think that was my CPU.
Recommendations:
-More Units (Seems you have done that)
-Hanger transport (Seem to be working on it already)
-More detailed interiors (Seem to be working on it as well)
Great job overall. A "flawed masterpiece" if I may quote EraofDesann from one of his reviews.
-Alpha
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Delta-038
Well me personally, I loved the map and the models. If anything, there is a minor (personal) thing that bugs me about this (not necessarily the map itself) but the models' TEXTURES, mainly the venator's exterior. Although I LOVE the model and the sheer and accurate scale of it, the exterior's texutres are too repetitive and/or not blended to a point where it looks more like a ship rather than a sort of grey terrain block that is textured repetitively in a pattern on the ship. Also there was a problem with my pilot spawning and fallling through the floor at certain times......other than that it was great. For suggestions concerning the model (to Dragonum), if possible or if you're up to it, do you think you can create better textures for the models's exteriors? Also, I dunno if this has to do with the map itself of the models but I didn't notice any type of real 'lighting' effects/bumpmapping or Directx 9 shading on either of the models/textures........but I'd recommend/prefer there to be better shading/lighting on next release and/or the models themselves if there is to be a future release of those as well. Please consider my suggestions........keep it up:)
P.S. I look forward on gametoast mappers/modders to utilize Dragonum's new 'realisticly scaled' models to create (finally) a REAL Battle Over Coruscant map with tons of ships, fighters, frigates and lasers flying across in oblivian lol.......and I'm possitive the engine can handle that or a moderate computer (which most people have anyways...lol) *hint*
P.S. I look forward on gametoast mappers/modders to utilize Dragonum's new 'realisticly scaled' models to create (finally) a REAL Battle Over Coruscant map with tons of ships, fighters, frigates and lasers flying across in oblivian lol.......and I'm possitive the engine can handle that or a moderate computer (which most people have anyways...lol) *hint*
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-(DW)-Arc9[E]
- king
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Xavious
- Sith Master

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SWSOE1
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timusafa
just a thought ace, but maybe for the conquest gametype you could do... an invasion of sorts. instead of useing both ships just focus on the Venator, for example. Have the CIS spawn in the Republic hanger (bottom would work best) and pursue your idea of them battling to the bridge.

Maybe something like this. My point is, it would be cool to slug it out on just one ship. Have the CIS spawn in the hanger with prop ships so they can't fly out. (for that matter better make the republic ships props as well
)
Maybe something like this. My point is, it would be cool to slug it out on just one ship. Have the CIS spawn in the hanger with prop ships so they can't fly out. (for that matter better make the republic ships props as well
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Ace_Azzameen_5
- Jedi

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How about I just use far more powerful landers? and maybe give them sheilds?
- Epena
- Old School Staff
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Xavious
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