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Yavin Arroyo Pass - willing to test!!!

Posted: Thu Aug 03, 2006 2:33 pm
by Hebes24
I would test as well!:D this looks really good!!

Posted: Thu Aug 03, 2006 2:36 pm
by Thire
I will test it as well, seems like a great map. :)

Posted: Thu Aug 03, 2006 5:18 pm
by valiant
I will test too.

Posted: Thu Aug 03, 2006 5:21 pm
by Xavious
A bunch of People wrote:I will test it.
lol everyone on gametoast is gonna test it.

Posted: Thu Aug 03, 2006 5:30 pm
by valiant
lol that is alright the more the merrier.

Posted: Thu Aug 03, 2006 5:37 pm
by Karnage
Sweet, could I test it too, or do you already have a full crowd waiting to test it?

Posted: Thu Aug 03, 2006 5:52 pm
by Rekubot
Well, the highlight of this map has to be the level design. From the tunnels to the turret emplacements, the sheer complexity of it is what makes this level fun. Any suggestions that I could have are being done already according to the readme, and some of the new force powers are really neat ideas, like battle meditation. Admittedly, some don't function properly but I have no doubts that they will be fixed when the map is fully released. The only suggestion I can think of is to make the damage regions more powerful in the riverbed so you aren't waiting around as long, and of course, to add water, though perhaps you're already planning to do that.

Posted: Thu Aug 03, 2006 5:58 pm
by Ipodzanyman
this looks like another great original map... :wink:

Posted: Thu Aug 03, 2006 6:36 pm
by Hebes24
I might suggest blending the terrain under the platforms, unless you want the platforms to be the only way to get past that area, but I agree with rekubot, this map's is really fun! the layout is very good! :D

To add water, you need to add the correct lines tho the ABC.fx file in data_ABC\worlds\ABC\world1 folder, as well as adding it in ZE, of course. I suggest copying the lines from Kashyyk or another map that has water.

Posted: Thu Aug 03, 2006 7:34 pm
by archer01
First off, thanks for responding so quickly! Now to the issues...

I was able to add water and it worked just fine, but here's the catch: After about 1-2 mins of gameplay, the game starts to get choppy then crashes. Remove the water, and it runs fine. Nothing different shows up in the report log, and no error messages.

I haven't really toyed around with it too much beyond that yet (I wanted to finish other things first), but I hope I'll be able to get it working in the future...

And as to the hills in the center, they are supposed to be like that so only the Jedi units can make it across on the ground. It's one of the incentives to capture as many posts as you can since the Jedi are only available while holding 6 CPs (unless you somehow aquire 500 points...). Capture all middle posts, get Jedi, use Jedi to travel around quickly and keep your posts. At least, that was the idea...

@Rekubot
Which powers aren't working? Some are a little strange due to limitations of the engine (or maybe just my knowledge). Check the readme of my Jedi Support mod if you want to know more about them.


@Everyone
Thanks for your compliments/comments!

Posted: Fri Aug 04, 2006 4:16 am
by Rekubot
Ah, that might explain why I didn't think the force powers worked ;). I wasn't entirely sure how to use them.

Posted: Fri Aug 04, 2006 2:09 pm
by Karnage
I'd have to say that was one of my favorite maps. Although if you really want to be able to try out all the new characters and weapons and check out the whole place, increase the reinforcment count.

The one thing I really didn't like was the really bright ground. And some of the Jedi would sit around turning their lightsabers on and off, I think that was the Jedi Meditation. I never got around to playing the Republic Jedi. The water was also missing under the bridge, but im sure you're planning on fixing that anyways.

Besides that, great map! This will definetly stay in my Addon folder.

Posted: Fri Aug 04, 2006 3:12 pm
by Hebes24
archer01 wrote: I was able to add water and it worked just fine, but here's the catch: After about 1-2 mins of gameplay, the game starts to get choppy then crashes. Remove the water, and it runs fine. Nothing different shows up in the report log, and no error messages.
What shows up in the log?

Posted: Fri Aug 04, 2006 3:47 pm
by archer01
That's weird... I added the water in again in the same way I did before, but now it seems to work just fine with no crashes. Hmm... Maybe it was something running in the background on my comp last time. Oh well, at least it works now. Thanks anyway Hebes24.

A few other questions:
#1
Valiant sent me a PM that brought up a good point: By the time you get access to the Jedi units, the enemy has been backed into a corner. While the Jedi units are useful for keeping them in that corner, it kinda takes away from the fun of having access to Jedi units when they are only available in this situation. Now there are a few things that could be done and they are as follows:

- Reduce the number of CPs required to access them - this may seem like the easiest thing to do, but I found it makes the map a little too easy (since it's so small).
- Make the Jedi only AI controlled - Give the player an extra challenge while not making them feel completely left out.
- Remove the Jedi all together - Maybe add other new non-Jedi units to take their place.

Any other ideas would be welcome.

#2
I was thinking of adding a turret(s) to the bottom of the Republic ship, but I'm not sure what type to add:

- Many small AI turrets that fire often.
- A couple medium turrets that are controlled by players on the ground (like the ones on cap ships in space missions).
- One Large turret that fires rarely but causes MASSIVE damage in a wide area around it's target (might be dangerous to allies though).
- A combo of the above.

Which do you guys think would be best?

*Edit: #3
Could you guys please inform me about any pathing issues you might run across. I've added barriers to the stone circle to stop the AI from getting stuck, but I'm sure there are more than that.

Thanks everyone for your support!


P.S. If you didn't notice the small update on the first page, I actually fixed the AI Mindtrick issue! It works correctly now. I also made the targeting reticle appear when Force Kill/Explosion is fully charged, making for a better indicator of when it's ready.

RE: Re: RE: My First Map (Will change name once I come up wi

Posted: Fri Aug 04, 2006 5:10 pm
by Lollilo
if i could ask: how did u do the minimap???

Posted: Fri Aug 04, 2006 11:30 pm
by archer01
Adding a minimap is easy, creating an accurate one can be tough.

Step 1: Start by adding a region to your map's base layer. To make aligning the map easier later on, make sure the region is a square and position it so it encapsulates the area your map is going to display.

Step 2: Name this region "mapbounds" and set it's type to "mapbounds".

Step 3: Now for the tough part... You have to draw the map yourself. Open an image editor that can save tga files, and create a square image that is a power of two in size (usually 256x256 or 512x512 pixels). Draw the map, then save it into the same folder as your map's '.wld' file using the name "***_map.tga" (replace the stars with the name of your map).

Step 4: It should already be there, but make sure something like this is in your map's '.req' file:

Code: Select all

REQN
	{
		"texture"
		"***_map"
	}
If it isn't there, add it manually. (Again, the stars are the name of your map)

Step 5: Munge the world and that's it.


NOTE!!! To make the map drawing a lot easier try this:
- In ZeroEditor, switch view to "height" mode
- Open the "Camera" menu
- Select "Top-Down view"
- Select "Orthographic view"
- Use the "r" and "t" keys to zoom in/out to see the whole map
- Select "Save screenshot"

Now you can sort of "paint" over this screenshot to get things lined up correctly.

Posted: Sat Aug 05, 2006 2:57 am
by Karnage
I don't think you should get rid of the Jedi altogether. All in all, the Jedi are really fun to play, when you get around to playing them.

I think you should just reduce the amount of CPs controlled to unlock the Jedi.

Posted: Sat Aug 05, 2006 5:05 am
by Lollilo
thanks, Archer01, but my problem is that i can't draw a good minimap^^" butthanks for the tips with the drawing!

Posted: Sat Aug 05, 2006 5:18 am
by Linus
Archer01, I've played the map now, and I must say
it's very good. But there's some things that I want
changed in the next version:

● I think it's a big map, it's kinda boring to run
around on it. Add a lot of speeders.

● Edit the unit-textures! It's boring
with those 501'st Clone Troopers... :|

- Linus

Posted: Tue Aug 08, 2006 5:05 am
by archer01
Just another quick update to see if there are any opinions/suggestions (and maybe a question or two) on some of the "improvements" I've made so far...

People's suggestions and what I've done:
- Add water: Done
- State of the hills: The middle hills are the same, but the hills above the tunnel have been raised. Human players could easily skip the tunnel just by climbing over it and that isn't what I was aiming for.
- Bright terrain: The environment has been tweaked a bit and some effects (rain) have been added for fun
- Light-saber on-off bug: Fixed
- CPs need for Jedi too high: Yup... So it's been lowered by 1 (now only 5 are needed).

People's suggestions that I haven't finished or still don't have a solution to:
- New Skins: Sorry, but skins are going to have to wait until last. I have everything prepared, and I even have temp skins that have the text "Replace Me" written all over them in-game. I just need to make/aquire skins that look good, and since they only affect the 'experience' (not the gameplay balance) that makes them the perfect final edition to the level.

- Add speeders: Unless there is a way to stop the speeders from being able to climb the steeper hills, they're going to have to be left out. I am looking into reducing the energy cost of sprinting for all units, but I need to see how it affects the balance of the gameplay before I confirm it.

- Modify currect units/Add units from other mods: I've looked into the other mods that were suggested, and while the unit classes were interesting, they would lack the balance I'm looking for in gameplay if added, so a 'nope' to that regard. As for editing the existing units... I may still tweak them and their weapons/model choices a bit, but nothing is confirmed yet.

Here are a few screens to show at least a bit of progress:
http://i62.photobucket.com/albums/h83/t ... c3345c.jpg
http://i62.photobucket.com/albums/h83/t ... 1132b9.jpg
http://i62.photobucket.com/albums/h83/t ... 0c7c0a.jpg
http://i62.photobucket.com/albums/h83/t ... 97f6a6.jpg
http://i62.photobucket.com/albums/h83/t ... 93aece.jpg

Image

Long ramble done. Signing off for now.