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Re: Sol: Luna v0.8a [UPDATE 4: 8/13/11] [NEW PUBLIC BETA]

Posted: Mon Aug 15, 2011 4:16 am
by THEWULFMAN
ShadowWing wrote:Also, I found the map strangely (this is a good thing) balanced. At the end there was one person per side.

This is something Marth and I have observed as well.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 4:55 am
by Marth8880
ShadowWing wrote:Also, I found the map strangely (this is a good thing) balanced. At the end there was one person per side.
I know, right?! And I didn't even try, I'm boggled.
ShadowWing wrote:The map was very well done;
Thank you very much!
ShadowWing wrote:How about adding a speeder bike inside the tunnel so that it doesn't take over 9000 minutes to get to the other side.
Image
Ehhhh....I dunno, that would seem a bit silly, and I can't really adjust the south exit because it doesn't really fit anywhere else.

Re: Sol: Luna v0.8a [UPDATE 4: 8/13/11] [NEW PUBLIC BETA]

Posted: Mon Aug 15, 2011 8:22 am
by Capitanloco6
Marth8880 wrote:
Capitanloco6 wrote:I would prefer if the clones had helmets (like the ones that Clone Pilots have), so it would be more realisitic.
Hmm, I can kind of visualize what you are saying. You mean kind of similar to what the Imperial Pilot has with the oxygen tubes and such?
Yes, I meant that. A helmet with breathing tubes and a visor, very similar to the already existing clone pilot helmet.
Marth8880 wrote:
Capitanloco6 wrote:The Spider Walkers fit the map nicely, as they give an alien feeling, but I would suggest replacing the snail tanks for halfire droids (this is just personal preference, and the map is ok with the snail tanks).
When I chose this map's vehicles I figured it would feel a little too much like Geonosis if I had the exact same vehicles but I could actually change up the Hailfire droid a bit, give it a new, more Luna-like skin, probably change out the rotary gun for something else, etc.
This sounds good.
Marth8880 wrote:
Capitanloco6 wrote:The earth in the sky is better than the one in the other beta version, but I prefer the one suggested by The Nasal Abyss.
The problem with that is the one in the picture is kind of small and more difficult to edit in and it just probably wouldn't look very good, but I'll still try it.
Well, it's not a big issue, and again, just personal preference. The earth you have on the currents sky is already good.
Marth8880 wrote:
Capitanloco6 wrote:I would suggest replacing the AT-TE of the rebels (which is a bit anacronic) for TIE Maulers.
But TIE Maulers are used by the Imperials.
Well, I guess that I'm just used to play with the Tie Crawler in the convopack Tatooine Dune Sea. However, I have to say that the Hovernaut that you've used in the 0.8b version is very nice and a good substitute to the AT-TE.

Also, I noticed a bug when you play with CIS. When you start the battle, you find that all your snail tanks are destroyed. http://www.brickshelf.com/gallery/abc89 ... snails.bmp

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 12:36 pm
by ShadowWing
One more thing:

I don't know if this has been mentioned yet, but when you can't spawn as the rebels unless you have 5 points.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 1:24 pm
by THEWULFMAN
ShadowWing wrote:One more thing:

I don't know if this has been mentioned yet, but when you can't spawn as the rebels unless you have 5 points.

Yeah, we know. For the time being we are using Jaspo's space sides for now. After I make new ones, Luna will be released.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 5:00 pm
by Marth8880
Capitanloco6 wrote:Yes, I meant that. A helmet with breathing tubes and a visor, very similar to the already existing clone pilot helmet.
I thought so, yeah.
Capitanloco6 wrote:Also, I noticed a bug when you play with CIS. When you start the battle, you find that all your snail tanks are destroyed. http://www.brickshelf.com/gallery/abc89 ... snails.bmp
This is not a bug; the vehicles that explode at the beginning of the match are for XL mode - they have a higher spawn count - and are 'killed', and vice versa.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 5:17 pm
by THEWULFMAN
Clone armor already has an internal oxygen source, and phase 2 armor is fully pressurized. .

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 5:47 pm
by Fiodis
Marth8880 wrote:This is not a bug; the vehicles that explode at the beginning of the match are for XL mode - they have a higher spawn count - and are 'killed', and vice versa.
Why not just not load them in any LUA but XL? Then you won't have people playing other modes wondering where all the explosions are coming from.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 6:34 pm
by Marth8880
Fiodis wrote:Why not just not load them in any LUA but XL? Then you won't have people playing other modes wondering where all the explosions are coming from.
What? :? And they only explode at the beginning of the match.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 6:49 pm
by Fiodis
Marth8880 wrote:And they only explode at the beginning of the match.
They still explode; I'd imagine it's a bit confusing for someone playing the map their first time. In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.

Alternatively you could put the vehicle spawns in an XL-specific ZE layer.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 8:39 pm
by Marth8880
Fiodis wrote:In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.
Yes, but I want the vehicles to be loaded, that is how it has always been...
Fiodis wrote:Alternatively you could put the vehicle spawns in an XL-specific ZE layer.
That was the first thing I tried but it didn't work so I decided I didn't want to deal with that, but I will try it again.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Mon Aug 15, 2011 10:12 pm
by Fiodis
Marth8880 wrote:
Fiodis wrote:In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.
Yes, but I want the vehicles to be loaded, that is how it has always been...
Why do you want them loaded if they're not going to be used in that mode? :?

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Tue Aug 16, 2011 12:06 am
by Marth8880
The same vehicles are used in both modes; however, the vehicle spawns' spawn counts in XL mode are higher than the ones in Conquest.


EDIT:

I tried the layer thing again and it works.

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Tue Aug 16, 2011 6:44 am
by Fiodis
Marth8880 wrote:The same vehicles are used in both modes; however, the vehicle spawns' spawn counts in XL mode are higher than the ones in Conquest.
Ah, I hadn't quite understood your intentions.
Marth8880 wrote:I tried the layer thing again and it works.
Glad to hear that. :D

Re: Sol: Luna v0.8b [UPDATE 4: 8/15/11] [UPDATED PUBLIC BETA

Posted: Tue Aug 16, 2011 8:40 pm
by Marth8880
New Hailfire reskin:
Hidden/Spoiler:
Image

Re: Sol: Luna v0.8b [UPDATE 4: 8/16/11] [NEW HAILFIRE SKIN]

Posted: Wed Aug 17, 2011 12:05 am
by SpartanA259
Ooooo Shiny. Nice job.

Re: Sol: Luna v0.8b [UPDATE 4: 8/16/11] [NEW HAILFIRE SKIN]

Posted: Wed Aug 17, 2011 12:18 am
by Twilight_Warrior
IMO, it's almost too vibrant, TOO blue. I think it should be duller and more faded, personally. It just doesn't go well with the other stock textures...

Re: Sol: Luna v0.8b [UPDATE 4: 8/16/11] [NEW HAILFIRE SKIN]

Posted: Wed Aug 17, 2011 3:56 am
by Capitanloco6
Nice reskin! I like the blue here.

Re: Sol: Luna v0.8b [UPDATE 4: 8/16/11] [NEW HAILFIRE SKIN]

Posted: Wed Aug 17, 2011 4:33 am
by Marth8880
Twilight_Warrior wrote:IMO, it's almost too vibrant, TOO blue. I think it should be duller and more faded, personally. It just doesn't go well with the other stock textures...
Hmm, maybe I should reskin the Spider Walker to the same general theme? ;)

Re: Sol: Luna v0.8b [UPDATE 4: 8/16/11] [NEW HAILFIRE SKIN]

Posted: Wed Aug 17, 2011 1:55 pm
by Twilight_Warrior
Marth8880 wrote:
Twilight_Warrior wrote:IMO, it's almost too vibrant, TOO blue. I think it should be duller and more faded, personally. It just doesn't go well with the other stock textures...
Hmm, maybe I should reskin the Spider Walker to the same general theme? ;)
And the ATTE and the ATAT and any other vehicles (note: same theme does not necessarily mean same color scheme). But as it stands, the hailfire's skin just doesn't fit. It stands out compared to Pandemic's work.