THEWULFMAN's Ryloth: Nabat

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THEWULFMAN
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THEWULFMAN's Ryloth: Nabat

Post by THEWULFMAN »

My first real map, Ryloth: Nabat 0.9 is almost complete, it features:

Custom Sides;
-Tweaked side classes to be like the clone wars.
-Commander Cody
-Commando droids
-Under handed chaingun troopers replaces heavy trooper
-Tweaked weapons to be more like The Clone Wars.
The Map itself includes:
-95% custom textures
-A fully destructible environment ( each building has a destryed mesh I made) except for trees or leaves disappear.

Trailer

Thank you Gametoast for keeping the greatest game ever alive! :)


Stop looking at my old posts you penguin freaks!
Last edited by THEWULFMAN on Sat Apr 11, 2015 10:23 pm, edited 11 times in total.
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Re: THE WULFMAN'S RYLOTH: NABAT

Post by Obi-Wan Kenobi »

Sounds good. The landscape is a bit barren though. add a few trees or something? Unless it is not movie accurate.
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Re: THE WULFMAN'S RYLOTH: NABAT

Post by SilvaDalek »

The sides and map look pretty good, you can use xfire to take ingame screenshots if your keepboard doesn't have a prt scr button.
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Re: THE WULFMAN'S RYLOTH: NABAT

Post by darthtyren »

I really like that video. Explains the map perfectly.
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Re: the wulfman's Ryloth: Nabat

Post by Maveritchell »

Protip: If you're making a trailer for something, don't make the first 75% of it be recycled/non-pertinent footage. It takes over three minutes to see anything that's actually in-game.
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Re: the wulfman's Ryloth: Nabat

Post by Teancum »

Maveritchell wrote:Protip: If you're making a trailer for something, don't make the first 75% of it be recycled/non-pertinent footage. It takes over three minutes to see anything that's actually in-game.
Amen. No offense, but so much footage from the show kindof brought down the footage of the map.
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Re: the wulfman's Ryloth: Nabat

Post by Darth-Erik »

The ground is kinda flat, so if you changed it a bit it would look better.
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Re: the wulfman's Ryloth: Nabat

Post by Anakin »

:lol: 21th century box

very nice. i like the completly destroyable enviroment. maybe you can rework mos eisley and makt the buildings there destroyable too. would be great.

for the others who can not see the trailer: here an alternative link so it will work. I hope i'm allowed to do this. if you don't want this i will delete the link
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Re: the wulfman's Ryloth: Nabat

Post by Obi-Wan Kenobi »

I do love the fact the landscape is destructable. It adds a whole new level of realism to the map.
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Re: the wulfman's Ryloth: Nabat

Post by SW_elite »

Wouldnt it be even better though, if you threw a nade, it blows up on the ground, and then it leaves a massive ditch there where it blew up. Hard yes, but it would have an amazing level of realism!!!

And nice work, looks like its gonna be a good map!
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Re: the wulfman's Ryloth: Nabat

Post by RogueKnight »

Are those my Ryloth textures that I made ages ago? I have no clue how you could have gotten them, but they definitely look like mine...
Hidden/Spoiler:
Image
Image
EDIT: It's totally cool if they are, I'm just wondering how you got them if they are. They probably aren't, but I think I might have posted them somewhere before, I just can't remember.
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Re: the wulfman's Ryloth: Nabat

Post by lucasfart »

Yeah, you gave those to me Rogue, and I in turn passed them on to THEWULFMAN for his map. I asked you to make them for me a while ago, and i never used them so i just let him use them.

Oh, and do you think you could post some pics, as i have trouble with video's with my current internet limit.
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Re: the wulfman's Ryloth: Nabat

Post by THEWULFMAN »

RogueKnight wrote:Are those my Ryloth textures that I made ages ago? I have no clue how you could have gotten them, but they definitely look like mine...
Hidden/Spoiler:
Image
Image
EDIT: It's totally cool if they are, I'm just wondering how you got them if they are. They probably aren't, but I think I might have posted them somewhere before, I just can't remember.
ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits. :wink:
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Re: the wulfman's Ryloth: Nabat

Post by RogueKnight »

THEWULFMAN wrote:ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits. :wink:
The "Jaspo" thing is a bug in the system, he wasn't taking credit for anything, just a mistake. These were never formally released, which is why there was no readme file.

Anyways, as long as you are using the door texture, you might as well have the bumpmap texture I made for it recently;
Image

And if you need any more textures for anything, let me know.
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Re: the wulfman's Ryloth: Nabat

Post by skelltor »

i really like the idea of a distructable enviroment i have high hopes for this map.
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Re: the wulfman's Ryloth: Nabat

Post by THEWULFMAN »

RogueKnight wrote:
THEWULFMAN wrote:ok, I only used the door, the rest is mine, but now I know who really did it, Jaspo was taking credit, sorta, he rereleased them with no readme, so I asumed he did it. Glag I found out the truth, you will be in the credits. :wink:
The "Jaspo" thing is a bug in the system, he wasn't taking credit for anything, just a mistake. These were never formally released, which is why there was no readme file.

Anyways, as long as you are using the door texture, you might as well have the bumpmap texture I made for it recently;
Image

And if you need any more textures for anything, let me know.
Jaspo's a bug huh, never knew that. :funny2: Thanks for the bump map,( if I only knew how to use it :P ) As far as textures go I'm good for now. thanks for feedback :thumbs:
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Re: the wulfman's Ryloth: Nabat

Post by Culvar »

Problem with destructible environment:
Any objects on top of the destroyed building will float, unless you can somehow implement the space linked turrets script somehow....
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Re: the wulfman's Ryloth: Nabat

Post by RogueKnight »

Are you going to do a beta? If so I'm interested.
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Re: the wulfman's Ryloth: Nabat

Post by skelltor »

me also
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Re: the wulfman's Ryloth: Nabat

Post by lucasfart »

Culvar wrote:Problem with destructible environment:
Any objects on top of the destroyed building will float, unless you can somehow implement the space linked turrets script somehow....
You don't need the space script. it would be extremely simple to check the health of the prop, and if its on 0, just set all the props on top of it to be destroyed as well. i could probably help a bit with that, although I'm unsure what exactly you'd write to check the current health(i know the command is curhealth, but I'm unsure how to use it to check the health).
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