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Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 7:32 am
by Lephenix
Loadscreen contest :wink: :
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Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 8:00 am
by Anakin
first one

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 8:44 am
by naru1305
Anakin wrote:first one
i agree :yes:

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 10:39 am
by acryptozoo
That First one is pretty awesome
not sure which one to pick now :runaway:
also
@anakin: gonna redo the tree leaf texture too :D

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 10:45 am
by skelltor
I was only able to play it for a one round but i like it :D
the bad (dun dun dun)
1 it took for forever to get around so imo add more speeder bikes
2 two I could figure out as the imps how to get up on the rebal base idk if this is my problem for being thick XD
3 I never found any caves *see above reason maby
4 maby add a cp by the locals camp (where they spawn)
5 dt crashes
6 just my input but with all the trees i did not see one that had fallen down :P

all in all i liked it :D you have a great start

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 10:52 am
by acryptozoo
skelltor wrote:I was only able to play it for a one round but i like it :D
the bad (dun dun dun)
1 it took for forever to get around so imo add more speeder bikes
2 two I could figure out as the imps how to get up on the rebal base idk if this is my problem for being thick XD
3 I never found any caves *see above reason maby
4 maby add a cp by the locals camp (where they spawn)
5 dt crashes
6 just my input but with all the trees i did not see one that had fallen down :P

all in all i liked it :D you have a great start
1. hrmmm it could use maybe 2-3 more speeders
ill ad some at other cps
2./3. the cave is on the side of the plateau over near cp5 walk through that to get up and down
4. well i dont want there cp to be capturable so they no has cp
5. :O it dose not crash for me you sure you got it installed
6. yah im gonna add some more props to the forest some logs good idea with the the fallen trees
Thanks for input :D

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 11:20 am
by skelltor
Np :D I have DT2 installed did u add DT1?

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 12:44 pm
by Anakin
acryptozoo wrote:That First one is pretty awesome
not sure which one to pick now :runaway:
also
@anakin: gonna redo the tree leaf texture too :D

hope we get new pics soon

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 3:18 pm
by sampip
Okay, here is my review (it is very long, I'm afraid):

Overall, this is a pretty good map, it looks very nice and is quite original in the design but there are a few things that hinder the gameplay (and look of the map in few cases).

As I already said, the look of the map is very nice and the lighting goes really well with the glow of the sky. However, at the bottom of the plateua (as Darth Spiderpig said) the trees do not really match with the ground texture colour. The other problem I have with this area is that unlike the tall foliage on Endor, this grass does not disappear when I walk near it, meaning that it is hard to see people in thick areas. There are also many floating trees around. Apart from these points, the bottom looks absolutely fine, if not a little repetetive. You could try adding a couple of rock formations to seperate the large amount of foilage.

My second point is, the map is very large, and unfortunately this is not compensated quite enough by unit count making the battle pretty slow paced, and this usually means I only come across groups of 2-3 enemies at a time, which are gunfights I usually win. To make the map more fun to play on, I would either increase the unit count (the more practical idea) or (in my personal opinion) make the map smaller, which I think is the option that would most benefit the huge map. I don't mind small battles but on a huge map like this, it would be more fun to have many more units, at at least 32 units per team. Another thing you could do is add more large vehicles to the map, since it is a large, ground based map.

My third point is the enormous length of the tunnels to the top. It take about a minute to get to the top and in this time I encountered 2 enemies at the most while travelling. In my opinion the tunnels are too long and unfortunately the only way to do this would be to make the plateau lower down, and this is rather drastically map changing. However, you can lower the clouds aswell and if the map was half the size (both height and circumference) I think it would be much better. I also found a tunnel that led to here:
Hidden/Spoiler:
Image
My next point is that you have waaay to much effects going on in the map. So much, that my computer (which is pretty good) can't handle it and effects from gunfire dissapear, and sometimes on top of the plateau whole sections of foliage will disappear. Unfortunately, you would have to get rid of the fog (which by the way is fantastic) or some of the grass, and getting rid of some of the foliage at the bottom of the plateau would not spoil the maps look.

My final point is that on top the plateua, you need to change the rocks that you are using as foliage, because you can walk straight through them and they are floating all over the place, which spoils the look. I suggest looking into the geonosis foliage to get rocks on top of the plateau. Oh and, another thing about the top is that I think you should blend the heights a little more because they are a bit too sharp at the moment.
Hidden/Spoiler:
Image
I also found the vehicles in the hangar at one of rebels starting CP's were missing textures on the windscreens:
Hidden/Spoiler:
Image
Anyway, if you didn't read it all, I'd say the thing that takes away from the map most is the slightly slow-paced gameplay - if I were you I'd reduce the size of the map, but it's your choice as to what you do. All in all, as I said it's not a bad map, and certainly good for a beta, but for full release you should definitely look into enhancing gameplay and polishing the map.

Sorry about the length of that, I had a lot to say :)

Oh and the other thing is, the new texture on the trees is a little too grey, and it might be nice if you had a little variety in the colours of them :)

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 3:58 pm
by Ventor96
Hi
Can i please beta
that where my first time as tester
can i please

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 7:26 pm
by acryptozoo
Ventor96 wrote:Hi
Can i please beta
that where my first time as tester
can i please
sorry beta has been closed
you can beta in the second beta tho
@sampip
thanks for the Great "review"
as for the 1st point gonna add some more to the forest and changed the Tree texture
it is abit hard to see ill scale the bushes down for that
2nd point: dont worry about that anymore
theres about 100-150 AI on the field and there everywhere :D
lot more fun/balanced now
3rd point: tunnels have alot more AI in it now
and as youll see in this update they are more eye pleasing
last point: yeah im working on reducing the effects ... but im wary to take anything away yet ill look into it
yeah ik that foliage is bad but is a place holder for now until i can find a better one
ill blend abit more and get that texture too
anyways
-----------------------UPDATE-----------------
Gave some Flair to the Cave System
Hidden/Spoiler:
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Hidden/Spoiler:
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Hidden/Spoiler:
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Hidden/Spoiler:
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phew that was alot XD
ill get another update up today too

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 7:47 pm
by Firefang
Nice pics, with mushrooms!

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 11:04 pm
by acryptozoo
Firefang wrote:Nice pics, with mushrooms!
Thanks :D

-------------Update----------------
was in an epic cave battle when i Died and i thought i'm gonna have to walk all the way back down to the fight in the cave
when i thought a cp in the middle of the cave would split travel i half
which is what i did :D
Hidden/Spoiler:
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Hidden/Spoiler:
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tree update too
Hidden/Spoiler:
Image

Re: Yavin IV: Plateau[beta out]

Posted: Sat Feb 12, 2011 11:19 pm
by Firefang
They're all the same picture, but the picture is good.

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 12:35 am
by Nova Hawk
acryptozoo wrote:
Hidden/Spoiler:
Image
Lol, sorry but something seems wrong about this pic. :P

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 5:44 am
by Lephenix
Nice ! Much better :thumbs: .

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 6:33 am
by naru1305
Wow, that are very nice updates, i love the cave :bowdown:

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 6:38 am
by Anakin
Hidden/Spoiler:
[quote="sampip"]Okay, here is my review (it is very long, I'm afraid):

Overall, this is a pretty good map, it looks very nice and is quite original in the design but there are a few things that hinder the gameplay (and look of the map in few cases).

As I already said, the look of the map is very nice and the lighting goes really well with the glow of the sky. However, at the bottom of the plateua (as Darth Spiderpig said) the trees do not really match with the ground texture colour. The other problem I have with this area is that unlike the tall foliage on Endor, this grass does not disappear when I walk near it, meaning that it is hard to see people in thick areas. There are also many floating trees around. Apart from these points, the bottom looks absolutely fine, if not a little repetetive. You could try adding a couple of rock formations to seperate the large amount of foilage.

My second point is, the map is very large, and unfortunately this is not compensated quite enough by unit count making the battle pretty slow paced, and this usually means I only come across groups of 2-3 enemies at a time, which are gunfights I usually win. To make the map more fun to play on, I would either increase the unit count (the more practical idea) or (in my personal opinion) make the map smaller, which I think is the option that would most benefit the huge map. I don't mind small battles but on a huge map like this, it would be more fun to have many more units, at at least 32 units per team. Another thing you could do is add more large vehicles to the map, since it is a large, ground based map.

My third point is the enormous length of the tunnels to the top. It take about a minute to get to the top and in this time I encountered 2 enemies at the most while travelling. In my opinion the tunnels are too long and unfortunately the only way to do this would be to make the plateau lower down, and this is rather drastically map changing. However, you can lower the clouds aswell and if the map was half the size (both height and circumference) I think it would be much better. I also found a tunnel that led to here:
Image

My next point is that you have waaay to much effects going on in the map. So much, that my computer (which is pretty good) can't handle it and effects from gunfire dissapear, and sometimes on top of the plateau whole sections of foliage will disappear. Unfortunately, you would have to get rid of the fog (which by the way is fantastic) or some of the grass, and getting rid of some of the foliage at the bottom of the plateau would not spoil the maps look.

My final point is that on top the plateua, you need to change the rocks that you are using as foliage, because you can walk straight through them and they are floating all over the place, which spoils the look. I suggest looking into the geonosis foliage to get rocks on top of the plateau. Oh and, another thing about the top is that I think you should blend the heights a little more because they are a bit too sharp at the moment.
Image

I also found the vehicles in the hangar at one of rebels starting CP's were missing textures on the windscreens:
Image

Anyway, if you didn't read it all, I'd say the thing that takes away from the map most is the slightly slow-paced gameplay - if I were you I'd reduce the size of the map, but it's your choice as to what you do. All in all, as I said it's not a bad map, and certainly good for a beta, but for full release you should definitely look into enhancing gameplay and polishing the map.

Sorry about the length of that, I had a lot to say :)

Oh and the other thing is, the new texture on the trees is a little too grey, and it might be nice if you had a little variety in the colours of them :)[/quote]
if the first pic should be grass it's unrealistic
Hidden/Spoiler:
[quote="acryptozoo"][quote="Ventor96"]Hi
Can i please beta
that where my first time as tester
can i please[/quote]
sorry beta has been closed
you can beta in the second beta tho
@sampip
thanks for the Great "review"
as for the 1st point gonna add some more to the forest and changed the Tree texture
it is abit hard to see ill scale the bushes down for that
2nd point: dont worry about that anymore
theres about 100-150 AI on the field and there everywhere :D
lot more fun/balanced now
3rd point: tunnels have alot more AI in it now
and as youll see in this update they are more eye pleasing
last point: yeah im working on reducing the effects ... but im wary to take anything away yet ill look into it
yeah ik that foliage is bad but is a place holder for now until i can find a better one
ill blend abit more and get that texture too
anyways
-----------------------UPDATE-----------------
Gave some Flair to the Cave System
Image
Image
Image
Image

phew that was alot XD
ill get another update up today too[/quote]
Hidden/Spoiler:
[quote="acryptozoo"][quote="Firefang"]Nice pics, with mushrooms![/quote]
Thanks :D

-------------Update----------------
was in an epic cave battle when i Died and i thought i'm gonna have to walk all the way back down to the fight in the cave
when i thought a cp in the middle of the cave would split travel i half
which is what i did :D
Image
Image
tree update too
Image[/quote]
trees much better now

but i don't like this unrealistic big mushrooms

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 7:40 am
by sampip
That CP in the middle should really fix the long tunnel length, and I'm loving the new tunnel design, Great work! :D

Re: Yavin IV: Plateau[beta out]

Posted: Sun Feb 13, 2011 10:04 am
by acryptozoo
@anakin no thats not grass its the hole to the abyss thats fixed now
Hidden/Spoiler:
Image
thanks about the trees but i sorta like the mushrooms the way they are now