Page 2 of 2
Re: Forlis WIP
Posted: Mon Mar 01, 2010 3:12 pm
by JadenWolf32
Awesome Map terrier39 keep up the good work and post more pics

!!
PS: Didn't see any STAPs during my gameplay

.
Re: Forlis WIP
Posted: Mon Mar 01, 2010 8:29 pm
by DarthHamster
This looks cool! Keep up the good work. And it's pretty impressive that you only have a few post and have already begun to produce a good map. Most people need alot of help and post alot in the modding forum before there first map. You obviously know what your doing.
Is that some kind of underground cave? It looks interesting.
Re: Forlis WIP
Posted: Mon Mar 01, 2010 10:22 pm
by Eggman
Most files have the problem where the site says they were created by jaspo - the problem has been around long enough that most people on this site will realize jaspo did not, in fact, create the file. As for being under the "contest" section, you might have just clicked on the wrong category when you were uploading.
Re: Forlis WIP
Posted: Tue Mar 02, 2010 2:22 pm
by Lagomorphia
Didn't see any STAPs during my gameplay
They spawn at the right-most island command post (the bland one by the bridge, not the one with the crates).
Re: Forlis WIP
Posted: Tue Mar 02, 2010 3:03 pm
by sampip
Yep, I saw STAPS. I played it, and it's really good for a beginners map, much better than most I have played. Here are a few suggestions/points/bugs that I found:
- Playing as the Republic, I found we lost the battle quite dramatically. They still had 40-50 or so re-inforcements when we lost. I did start as the CIS - but I changed soon though and I'm not
that good! I think it is a bit unbalanced towards the Republic.
- I think that the idea was that the battle takes place around the lake, but sometimes I could see the AI slowly drowing themselves near the bridges and near the island in the centre. Maybe check your barriers? The lake is a nice idea - but it would be cool if we could maybe see a little more battle happening across it? A few more bridges running to islands might make the battle slightly less linear. This is just a suggestion, though.
- I didn't think there was quite enough people on the battlefield, I had to run for quite a bit to find some troops to kill and when I did they generally came in groups of perhaps two or three. You could add just a few more units on the battlefield for better gameplay. You can find a tutorial on how to add more than 32 units at once on the battlefield in the FAQ.
- Perhaps find a higher resolution texture for the crystals? At the minute, close up, the texture gets rather pixelated.
Those were the main things that I found, apart from that it was a pretty good map! I paticularly liked the caves and tunnels running through the hills, and the way you set out the map. Nice work!

Re: Forlis WIP
Posted: Tue Mar 02, 2010 5:42 pm
by Lagomorphia
Does anybody have any opinions on the sides? I spent a fair bit of time on them, and I have never seen a repeater shotgun made before I did (the Commander Ponds unit has it if you haven't tried it out. It beats pretty much anything at close range, but has little ammo).
Re: Forlis WIP
Posted: Wed Mar 03, 2010 12:42 pm
by sampip
I didn't see any Commander Ponds Unit... There was Commander Cody - and all he had was an extra powerful carbine (which has no icon).
The sides were pretty fun to play as although from what I saw they were mostly a recolection of other peoples work, aside from one or two droid skins. This is fine, just might be nice to see some more of your own work being put into these sides. There were also one or two Icons missing and in the wrong place (blaster carbine, vibrosword?, and the Rotary Underhand Blaster).
Re: Forlis WIP
Posted: Wed Mar 03, 2010 1:26 pm
by terrier39
sampip wrote:I didn't see any Commander Ponds Unit...
He's in CW CTF mode.
Re: Forlis WIP
Posted: Wed Mar 03, 2010 2:08 pm
by Lagomorphia
all he had was an extra powerful carbine
Same one as everyone else actually...
I'm still having trouble with the icons. I've been tweaking the floating weapon fix for a while, and the Vibrosword doesn't have a custom icon. Why Pandemic made them float I have no idea...
Re: Forlis WIP
Posted: Wed Mar 03, 2010 5:59 pm
by Maveritchell
Lagomorphia wrote:Why Pandemic made them float I have no idea...
They did not. All their icons work as they should. Just like they couldn't add in localizations for every unnamed future addon unit (because they didn't exist yet), they couldn't add in HUD positions for models that didn't exist.
Re: Forlis WIP
Posted: Wed Mar 03, 2010 8:23 pm
by JadenWolf32
Lagomorphia wrote:Didn't see any STAPs during my gameplay
They spawn at the right-most island command post (the bland one by the bridge, not the one with the crates).
Thanks alot Lagomorphia

!!!
Terrier, where is the Space map?

? It looks so cool! Also your map is awesome I keep playing as Commando Droid, altought Republic is too weak you could put an AT-TE or Gunships, after all they came from the space map

!
Re: Forlis WIP
Posted: Thu Mar 04, 2010 3:16 pm
by Lagomorphia
They did not. All their icons work as they should. Just like they couldn't add in localizations for every unnamed future addon unit (because they didn't exist yet), they couldn't add in HUD positions for models that didn't exist.
But they made them default to float when unpositioned.
Re: Forlis WIP
Posted: Mon Mar 08, 2010 2:07 pm
by terrier39
I've changed the the textures on the spires to those from Sky's model pack, but what I really want to do is get the the spires to have "blended" textures (of the ground and the crystal textures), like the effect giving a texture "detail" in Zeroeditor does. Anyone know how to do this?
Re: Forlis WIP
Posted: Thu Mar 11, 2010 4:47 pm
by Lagomorphia
You could detail the ground with the spire texture rather than the other way around I suppose.