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Re: WIP: Bespin Escape

Posted: Tue Jul 21, 2009 1:48 pm
by mswf
Ok, I just installed SWBF again, to test this map; and, except for the strange A.I. behaviour on some bridges, I noticed 2 things you could fix:
Sometimes (quite often) the A.I. gets stuck on the sides of the doors. (At the end of a walkway)
Maybe make the interior of the buildings a little bit more vanille, it stands out a bit right now.

Also, I accidently came across this
I think you may find it usefull. (if not, consider it not written)

Re: WIP: Bespin Escape

Posted: Wed Jul 22, 2009 1:39 pm
by Jendo7
mswf wrote:Ok, I just installed SWBF again, to test this map; and, except for the strange A.I. behaviour on some bridges, I noticed 2 things you could fix:
Sometimes (quite often) the A.I. gets stuck on the sides of the doors. (At the end of a walkway)
Maybe make the interior of the buildings a little bit more vanille, it stands out a bit right now.

Also, I accidently came across this
I think you may find it usefull. (if not, consider it not written)
I've just uploaded the final version to SWBattlefront Files and the issues with A.I. pathing is pretty much resolved, so you wont be seeing hardly any getting stuck in door ways etc. Thanks for the link of the AT-RT, but I decided to keep the AT-XT instead. Anyway, according to ggctuk's readme, you could only add this at the beginning of making a map, because of the sound files.

The final version has had quite a few changes, and I'm pretty pleased with how it's turned out. Thanks for everyone's comments, it definitely has helped me to improve the map. Should be up on SWBFFiles by the weekend.

I'm going to have a bit of a break for now, and plan on modding BF2 next. So I might make a conversion in future.