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Re: Episode 2 Geonosis Beta v1.0 and 2.0
Posted: Sat Jul 05, 2008 11:24 am
by elfie
That would be great! I was lookimg im that thread but couldn't find them .
Re: Episode 2 Geonosis Beta v1.0 and 2.0
Posted: Tue Jul 08, 2008 12:46 pm
by elfie
RevanSithLord wrote:Suggestions: There's an Acclamator with a hangar somewhere around Gametoast. Would be awesome if you can replace the Venator with that.
I didn't see a Jedi with a single blue saber anywhere. Would be great to have the multiple colors of sabers on the battlefield.
Dunno if you can do new effects or not (blaster fire, etc), but it'd be awesome to have movie authentic laser fire and, etc for the map as well as some explosions. Other than that and the fact that for the DC-15A imo should be Pahricida's and DC-15S is OOM-9's or someone else's carbine, and the Droid's E-5s Sniper rifle should have new sniper effects (individual rounds instead of big beam things by default) and should be somewhat rapid fire like SW:CW and the DC-15x sniper rifle should have more of a saturated blue, the AT-TE should fire blue from it's top turret plus it's front and backones (replacing the rear ones from chainguns to actual heavy blasters) the map is just awesome.
At least from what I've seen from the pictures and playing a little bit of it.
I didn't mess with the Capital ships yet. I know there's at least a gunship (which imo should have movie-like efx), but I haven't seen if there are any other ships/fighters, for I didn't play for a while on it. If there is a Jedi Starfighter (Delta-7), it should fire blue bolts.
Anyways, just saying what I think.
Using your suggestions and some of my own ideas, I have come up with a new beta, 2.1. This one changes the jedi protector to have a single blue saber, the Jedi Starfighter fires blue bolts, The ARC Heavy Trooper on the republic side has a new primary weapon the ARC DC-15 Elite Carbine, which uses OOM-9's dc15 carbine msh and has modified rep pistol properties. I have also fixed the geo hangar problem by sealing it off with a rep hangar force field. I am also planning on adding count dooku as a selectable unit like the anakin unit, as well as a commander droid with the binoculars and blaster. This will probably be the last big few changes before I tweak it up for the full release. I am still open to suggestions though.
Re: Episode 2 Geonosis Beta v1.0 and 2.0
Posted: Tue Jul 08, 2008 3:09 pm
by RevanSithLord
Very nice. I hope my suggestions didn't pressure you or anything, though...
sounds awesome though. I was trying to find the links -- sorry that I couldn't find the damned thing. Oh well, sounds like this could be awesome.

Re: Episode 2 Geonosis Beta v1.0 and 2.0
Posted: Tue Jul 08, 2008 4:22 pm
by elfie
Don't worry about it. I wasn't pressured at all. They were good suggestions and I probably would have made those changes anyhow. Thanks to you though this map is much better! Glad to hear it looks auesome though! I must say the gameplay does remind me a whole lot of the geonosis scenes from the movie, though Lucasarts was the one who made the sky and terrain and such, but I took what they made and delivered it in a way that I thought best reflected the battle in the movie. You may also notice Jango has a new blaster sound I added after listening to the sound it made when watching him fire at mace in the movie. :jango:
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 11:17 am
by elfie
Alright, sorry for the double post, but I just wanted to let everyone know I have a new beta out which will probably be the last one. This one is much improved since the last version, the sides the actual map and minor tweaks. Here is the list of improvements:
-Jedi Protector has a blue saber, so know there are both blue and green lightsabers on the battlefield
-Jedi Starfighter fires blue bolts like the movie
-The ARC Heavy Trooper has a new weapon the ARC DC-15 Elite Carbine, which uses OOM-9's dc15 carbine msh.
-Geo hangar problem fixed by it being sealed off with a rep hangar sheild, (ships can still go inside just not units.)
-Acklay localization problem fixed, the acklay's primary weapon now shows up as acklay stomp instead of geo_weap_lightsaber_acklay.
-Count Dooku and the Droid Commander units have been added to the CIS side as selectable and playable units! Now both the republic and the CIS sides have 9 classes that are all playable, plus there willl always be one anakin and one count dooku on the battlefield so it feels like real movie geonosis, and there are no doubles.
-fixed problems with the actual map in Zeroeditor, like floating objects, which are no more, and raised the terrain along the edges of the map so you can't really see through to the other side.
Things still left to fix:
-floating hud on jango's blaster ( the only real bug left)
- Check for further problems and tweak it up before the release.
Get the latest and Greatest beta
HERE!!! :jango:
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 1:17 pm
by (502)GEN.york
ok its getting REALLY good i like how the arc got a better gun BUT 2 THINGS that i would change
1. when you shoot your gun you SHOOT OVER SIZED lasers ( i dont like that)
2. when i run with the aclay i just sorta bends over and glides so
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 1:19 pm
by Culvar
(502)GEN.york wrote:
2. when i run with the aclay i just sorta bends over and glides so
The Akalay sprint came in the shipped game like that.
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 4:14 pm
by elfie
Culvar wrote:(502)GEN.york wrote:
2. when i run with the aclay i just sorta bends over and glides so
The Akalay sprint came in the shipped game like that.
Yeah, I am afraid there is nothing I can do about that. As for the lasers being oversized, I could fix that, but if you watch the movie, the lasers are fairly large, and it is hard to see the blaster bolts in the thick dust with normal sized lasers
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 4:19 pm
by (502)GEN.york
i under stand it just looked like you are shooting blue towles to me
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 4:21 pm
by elfie
(502)GEN.york wrote:i under stand it just looked like you are shooting blue towles to me
Lol!

yeah I will try and fix that then. If you seen any bugs, try to let me know so i can fix them, but I don't think there are any.
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 4:23 pm
by (502)GEN.york
it was pretty good last time i played (well worth the download)
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 4:57 pm
by elfie
That is good to hear. Anyone else have any other feedback? I will try and fix the laser thing before the release. I could try making the actual laser size small, but then up the light radius.
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sat Jul 12, 2008 5:22 pm
by (502)GEN.york
that sounds good
edit: now that i play the game they dont look to bad it just caught myeye cause i was down in the sand
edit: um well how you get in the hanger at cp1 now i could not get in and when i used a glitch on the side i could not stand up but that is no biggy
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sun Jul 13, 2008 12:56 pm
by elfie
(502)GEN.york wrote:that sounds good
edit: um well how you get in the hanger at cp1 now i could not get in and when i used a glitch on the side i could not stand up but that is no biggy
You are not supposed to go into it. That hangar didn't work for me because no matter how many times I tried to fix it, you always fall through th floor.
Re: Episode 2 Geonosis Beta v1.0, 2.0, 2.5
Posted: Sun Jul 13, 2008 1:06 pm
by (502)GEN.york
oh lol oops