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Mon Calamari: The Battle of Dac PUBLIC BETA v2.0
Posted: Wed Jun 20, 2007 2:57 am
by Galactic_Marine
MON CALAMARI: THE BATTLE OF DAC
Download Link
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Plot Outline: Mon Calamari is on the brink of civil war. The Quarren have declared their loyalty to the Separatists, while the Mon Calamari stay true to the Republic. However, the CIS have intervened, and it is clearly time for the Republic to take action. They have sent a battalion of scuba troopers, led by Kit Fisto, to the seas of Dac. The two forces engage in a fierce underwater battle, which will decide the fate of Mon Calamari.
Eras: Clone Wars
Screenshots:
Credits:
-Me
-Qdin
-Ace Mastermind
-Schizo
-Darth_Z13
-Astute
-RC-1290
-JabbaLovesLava
RE: Mon Calamari: The Battle of Dac RELEASED
Posted: Wed Jun 20, 2007 4:10 am
by Alpha-17
Whoa !! Downloading it right now ! Could probably become my favorite map .
RE: Mon Calamari: The Battle of Dac RELEASED
Posted: Wed Jun 20, 2007 4:40 am
by XxDepredationxX
Nice, so you decided to release it. I'll download it tomorrow, homework.... >:(
RE: Mon Calamari: The Battle of Dac RELEASED
Posted: Wed Jun 20, 2007 6:03 am
by The_Emperor
Sweet! Been looking forward to this one

D/ling right now

Posted: Wed Jun 20, 2007 6:31 am
by {WRL}Bly
Ill download it as soon as I get home from my last day of school!!
Anyway, This looks good and ill start now.
Posted: Wed Jun 20, 2007 6:51 am
by Taivyx
W00t! It's finally here! Dl-ing
Posted: Wed Jun 20, 2007 6:57 am
by {WRL}Bly
Alright I found a minor small bug that I guess can be fixed.
It says Anakins Lightsaber instead of Kit's Lightsaber or what you want it to say.

ooh
Posted: Wed Jun 20, 2007 7:14 am
by Moonwolf=SotG=
OOh nicenice looks cool

sure DL is on its way, sure Moony is gonna play
RE: ooh
Posted: Wed Jun 20, 2007 8:35 am
by Alpha-17
Could you probably release Fisto's Force-Attack ??
RE: ooh
Posted: Wed Jun 20, 2007 8:48 am
by Alpha
It's in Teancum's heroes.lvl, I think.
RE: ooh
Posted: Wed Jun 20, 2007 12:09 pm
by The_Emperor
2ndairy pistol for clone freezes the game when I switch to it.
And when I play it, it says Anakin Skywalker instead of Kit Fisto
Posted: Wed Jun 20, 2007 12:27 pm
by Galactic_Marine
Are ya serious?? I never had the pistol or anakin skywalker error...I'll check it out, and if there is a problem, I will change the dl link.
Posted: Wed Jun 20, 2007 12:38 pm
by authraw
Oh ho ho! I have been waiting on pins and needles for this map. DLing now!

Posted: Wed Jun 20, 2007 1:49 pm
by DS_jawathehutt
I had been eargerly awaiting this map but it needs some serious fixes. For one thing I felt like I was on something with huge amounts of gravity rather than underwater. I could rarely jump more than an inch which is a bit strange because water doesnt make it so you cant jump, rather, you can jump further. Also you take falling damage. last time I checked, you dont get hurt if you jump from a ledge thats under water, more like you would just float there.
Posted: Wed Jun 20, 2007 1:52 pm
by Achronos-117
I played it and it was somewhat disappointing (no offense). It was a long walk to the enemy ( I reccomend more AI). The weapons disappear when you get an award weapon, then instead of adding units, you took them out and didnt replace them. The Rocketeer really isnt useful since theres no vehicles and the AIs are seperated.
Posted: Wed Jun 20, 2007 2:06 pm
by Galactic_Marine
@DS_jawathehutt: I took away the jump because the animation is too fast, and would break the continuity of the underwater movement. As for you suggestion that you should just float, that is impossible in Battlefront 2.
@Achronos-117: I don't think it was that long of a walk to the enemy, however, the slowed-down walking may have made it seem longer. I, however, didn't feel that took away from the experience, as mostly long range weapons were used. Of course, by adding more AI, they also become more stupid, and seeing as I already had quite a few for each side, I didn't really want to do that. As for taking away units, I can take blame for that, I got lazy. I am sorry, I cannot please everybody. I just don't want anybody to get their expectations too high, because I suck at making maps. Maybe I shouldn't have made this map in the first place, and then I won't have to constantly disappoint people.
Posted: Wed Jun 20, 2007 2:17 pm
by trainmaster611
Galactic_Marine wrote:@DS_jawathehutt: I took away the jump because the animation is too fast, and would break the continuity of the underwater movement. As for you suggestion that you should just float, that is impossible in Battlefront 2.
Dude, you know its possible to slow down the rate of fall right?

Posted: Wed Jun 20, 2007 2:30 pm
by Galactic_Marine
I never thought it was possible...how do you do it?
Posted: Wed Jun 20, 2007 3:23 pm
by Galactic_Marine
Actually, I've gotten a lot of complaints with this map, outside this thread. How about you people just list your complaints and problems with the map, and I'll make a 2.0 version.
Posted: Wed Jun 20, 2007 4:48 pm
by EraOfDesann
You're being
way too hard on yourself. People see new models and something different and then they hype it up to be the best map ever. They're bound to be disappointed because they set their expectations so dang high that it's difficult to fulfill them.
I actually enjoyed the map. It has a lot of potential, though I admit that it could use some work. Here's some suggestions on how to improve it.
-One thing I liked about Astute's Kamino map was that the units had jetpacks to help them get across the map faster. I think jetpacks would really add a lot to your map and solve the distance problem that people are complaining about. Personally, I didn't think the distance was that bad because, as you said, the long range weapons even that out. However it can take some time to get to a CP to take it so this is why I highly recommend the jetpacks. For the droids you could simply allow them to jump higher and farther than normal.
-I was thinking about how you could incorporate vehicles into the map without having to model something brand new so I came up with a few ideas. I'm not sure if this is possible, but you could try turning the BARC speeder into a flyer by using the model and then alter the speed to make it seem like an underwater vehicle. Same goes for the STAP. For the CIS, you could give them Spider Droids (apparently those work underwater) and Dwarf Spider Droids. This would make the rocket troopers more useful. You could give the Republic a lot of those bikes to balance things out or give the clone rocket trooper improved weapons.
-Ask Astute if he has his health and ammo rechargers from his Kamino map. It sucks when you run out of ammo and don't have anything to use against the enemy.
-Some lights would be nice because it's hard to see in some areas and I think it'd really add to the ambience.
-Some well-placed auto turrets may make the map more challenging and require players to use team work and strategy, assuming that this map is designed for MP. It'd also make the map seem more action-packed.
-You've probably already thought about this but perhaps you should give Kit Fisto the Emperor's animations so that he's floating. It's a little wierd seeing him running at a normal pace while all the other troops are moving a lot slower. I don't remember if I tried jumping as Kit but it'd be cool if he could float for a while like the Emperor or Vader.
-The quarrens would be cooler if they had Vader's "jump" animation and could float in the air for a period of time, just to add a bit of realism to the map.
-The map is a little simplistic, I think it could use a lot more detail. I'd add boulders, rocks, foilage (or some sort of sea-plants), crates, retextured Bespin tanks, and perhaps retexture the Geonosis spires and add'm in there too. Whatever fits and makes the map more elaborate.
Anyway those are my ideas/suggestions. Some are kinda preposterous so I wouldn't really expect anyone to go through with them. I probably wouldn't.

They're just food for thought. Good luck, and good work!