Whew! I've finally typed up all the responses to almost everyone on both threads.
STUFF FROM THIS THREAD:
Revan-Shan wrote:t's too messy, too colorful. The ships moving and new props are great, bit the colour chaos decreases this map's level. I think you should try making thigs more 'grey', more metallic. Specially the buildings. Once that is done this map will be perfect.
I'll keep this in mind, though I DID tone down the color a lot if you compare it to the old screenshots.
mswf wrote:
I really like the map, the only small bug I found was that the "pirates" tend to get too overcrowded around the landing pad with the four boxes. Umm, (I don't know how to describe it best)... Near the "red Millenium Falcon" (I know it has a different name, but I can't grasp the name from my head at the moment...). The pirates there sometimes start walking over eachother, whilst killing eachother alot.
Will fix. Having the pirates in Conquest was actually an addition I made only hours before release. I planned on having them all along but a stupid error in tha LUAs kept me from doing it earlier, which would've allowed me time to "flush it out."
Maveritchell wrote:On that vein, a couple points - the map has too many textures that repeat too often. Most of the walkways use a texture that's repeating too often (use something with less detail), and there was one picture in a screenshot in the release thread that had a repeating Death Star box texture that also disagreed with my eyes.
I was originally aiming for consistent textures so things didn't look too messy, and if a texture was small and repeating, it would be the easiest to replicate that look onto different models. As for the repeating box texture, I probably WILL change that... to a different repeating box texture.
And if anyone's wondering what those little symbols on the crates are... I honestly don't know. Those same boxes were in Shadows of the Empire and I happened to be playing that game during the days that I was adding objects to the map, so I felt like making a tiny reference.
Maveritchell wrote:
Additionally, it seemed too easy to force the AI down to one CP. Playing ALL vs IMP, the IMP side was forced back to one CP and stuck in there through one bottleneck exit. I might consider amending that, since it makes the end-of-game very repetitive)
True. I don't know exactly what you're talking about, but the two CPs in the "docking canal" are a bit difficult because there's only one route that connects them to the rest of the map. That sometimes makes it too hard for the opposing team to move in though. This is one of things I noticed from the beginning but I've been too stubborn to do anything about it because of the magnitude of changes that would go along with it. I just don't want to add another level of complexity to the map. But I'm not going to guarentee that I WON'T do anything about it.
Nihillo wrote:Boba Fett's carbine: it's missing sounds.
Whoops. Forgot about this one before release. This puzzles me as to why there aren't sounds for his blaster if he is, by default, in Hero Assault mode.
Nihillo wrote:
I believe the civillians could have some sort of melee attack in GCW Hunt, there were plenty of times when an imperial would survive the explosion of a Thermal Beverage and I would be forced to use another explosive just to deplete what was left of his health; it takes a lot of time to rearm, therefore I would like to conserve ammo, and it's pointless to waste a good Thermal Beverage when it's perfectly reasonable to simply charge at the injured trooper and smack his head with something.
Are you aware that the Spacers in CW hunt have an "invisible" Blaster Rifle?
I had the Ewoks and Gungans in mind when I designed hunt. Hunt units don't have to perfect playable units like the ones in Conquest. If anything, it's the Imperials that need to be limited because it seems that they always slightly lose the battle.
The invisible blaster rifle? That was a mistake caused by a last minute change. They used to have custom-skinned rifles but I was having issues with repositioning the model icon (I followed the tut and even used the coordinates from the unskinned model) so I just gave them the CIS rifle and loaded a battledroid in the script. I guess I forgot to load it in to CW hunt.
H_BOMB wrote:Anyway, I was thinking it would be kind of cool if you could somehow eliminate the Pirates from the battle permanently, sort of how you could do the same thing with the Tuskens in the Dune Sea map of BF1. Maybe by making the ships near their spawnpoints destructable CPs (if its possible of course). Anyhoo, its up to you.
I like this idea.
CodaRez wrote:Revan-Shan wrote:Corellian buildings are completely grey (take a look at SWG or EaW).
Tell me about it.. Apparently in SWG thats what gave Coronet IMO it's charm.
Ah yes, I've been waiting to see comments like these for *a long time.*
Star Wars Galaxies seems to interpret Coronet City as being somewhat small, which makes all the buildings having the same style be perfectly O-K (see: Naboo, Mos Eisley, Cloud City...). I know that it's an MMORPG and therefore everything's scaled down (see: SWG Mos Eisley). Despite this, I don't think SWG does any justice for what all the other canon says about the city, for the following reasons:
•The Corellian Run and the Corellian Trade Spine are two of the 5-or-so major hyperspace routes in the Star Wars Galaxy.
•Corellia is the namesake of these two routes and is located at their crossing.
•Coronet City is the capital of Corellia.
•Wookiepedia describes Coronet's spaceport as "second to none."
And you're trying to tell me that the puny city in SWG is the most accurate and most canon depiction of Coronet? I think that the main image on the Wookiepedia article, which was taken from the Rogue Squadron comics, does a bit more justice.
And I could have made the buildings much more colorful than they really are. Most of the color comes from neon signs which, naturally, are colorful. Maybe I overdid that huge building in the background, and one person's screenshot seems to show that round tower as having a huge red glow (I was unaware of this). The color in the map is also more obvious because I increased the fog range tremendously - a GRAND favor for those in the minority with bad video cards.
DarthD.U.C.K. wrote:but you could maybe add some more buildings below the level of playing and the green hill looks really weird to me
There isn't much room to put any more buildings below. If I did, then people would die by entering the death region but would instantly land on a building afterwards. The whole area below was set up to make it look as if the player was higher up.
I've seen your images on the release thread. The ground appears very bright, just like it does on my video card. Likewise, the Endor trees appear white from a distance. That's why I didn't take any pictures that showed the "green hill" before the release. It
should look okay on most people's computers though.
Maveritchell wrote:I went ahead and checked out the rest of the modes, and your hunt modes need a lot of bugfixes. Some have already been mentioned, but the gist of it is you are missing several models or components of units - it will be best to run those modes through Modtools and check out the debug logs themselves (in fact it will crash in the stock game). It's also worth mentioning that your "civilian" unit's first weapon has an awards weapons bug, and since it's the only primary weapon, the game will freeze instead of just having the primary slot lock up.
I'm only aware of the invisible Spacer weapon in CW Hunt. I will look into the rest.
DarthD.U.C.K. wrote:and please add lighting to the map! it will imrpove the atmosphere
you can also use replace the marajademodel with the imrpoved version i made you can get it if you
click me!
as another woman you could use this model (originally form the convopack but messy so i imrpoved it too):
i can send it to you if you want
Oh. I will DEFINITELY use that model. I was originally going to use the Convo. Pack one until I realized her face was bitten off. If you can PM that to me, that would be awesome. And I feel obliged to say that you will be credited, though that's obvious.
RevanSithLord wrote:To be honest, I see the version of Coronet in JA to be more plausible....though blocky and not too detailed....I find Coronet to be more like that, and this map portrays it closely to that (in my mind), but at night (and a little more detailed). That'd be cool if you can somehow animate those hover trains seen flying everywhere, unless I didn't see one in this map. Well, at least two parallel lines that two trains can pass each other going opposite ways. Dunno if that's gonna make the map too active. I mean, it's active enough as it is. lol
I cannot agree more. I've seen a video of that level and I like how it was done. If I had hover train models I would definitely have put them in here.
STUFF FROM THE RELEASE THREAD:
CodaRez wrote:Well my first bug to report is maybe to make sure something like THIS can't happen....:
Perhaps a player boundary or a death region?
I should've fixed this long ago. I was even considering having a large death region over the entire Corvette. I mean, once your down there, you're stuck unless you have a jetpack or force jump. I left it in though because I thought it would make for some fun duels (except for the walkways which I WILL definitely add regions around).
Devastator77 wrote: The map is big, but with the detail all around you as you play, it looks even bigger. (a good thing in this case) The beta was brilliant, good luck continuing for the updated version!
Haha, I love making things look bigger than they are. But I bet it frustrates some people. Oh well.
___________
And that's it for now. I haven't had time to look at loading screen submissions or work on the map at all. I will get to it when I'm in the mood.
I need to see some images from other people. Not just loading screens necessarily but I want to see how these areas look on "good" computers:
•The hilly area near the huge blocky building.
•The Endor trees on the inaccessible walkway that goes over the hilly area.
•The floor under the grates in the cargo area.
•The lighted-up floor of the "docking canal"
•The neon Aurabesh signs from Rends' map. (I want to know if these actually animate like they do in ZE)
•Any images of background buildings and ships.
Thanks for all comments.