Alderaan: Lakeside

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Noobasaurus
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Re: Alderaan: Lakeside

Post by Noobasaurus »

Very nice. :yes: I can beta if you like!
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Re: Alderaan: Lakeside

Post by Grev »

Guys, I don't know when it became the norm to ask/suggest yourself as a beta tester, but when the map is ready for beta, it will be ready.
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Re: Alderaan: Lakeside

Post by THEWULFMAN »

Grev wrote:Guys, I don't know when it became the norm to ask/suggest yourself as a beta tester, but when the map is ready for beta, it will be ready.
its the norm when he asks, but the quoto has been filled i think, waiting for bobfinkl to clarify
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Re: Alderaan: Lakeside

Post by bobfinkl »

Grev wrote:Guys, I don't know when it became the norm to ask/suggest yourself as a beta tester, but when the map is ready for beta, it will be ready.
I appreciate that you remind others of what is rude, and while that is true, I did ask for beta testers (the spots are all filled though and is sent out already).
THEWULFMAN wrote:its the norm when he asks, but the quoto has been filled i think, waiting for bobfinkl to clarify
It's sent. I did forget to post that here though, sorry about that guys.
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Re: Alderaan: Lakeside

Post by theultimat »

Looks great. :) If I can't get on to Xfire, is it ok that you send me the above shots via PM?
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Re: Alderaan: Lakeside

Post by Nova Hawk »

Sorry Bob, I still have yet to test this map. I will make sure to do that at some point today.
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Re: Alderaan: Lakeside

Post by Jendo7 »

First of all thank you for letting me beta test, it was a very good quality map, and I really enjoyed playing it.

I've had a quick play through of both era's 2 flag CTF which is to be renamed conquest as explained in the beta email.

Anyway, on to the few bugs I found:

CW CTF: There was no fusion cutter for the Clone Engineer, and no icon for the concussion grenade as seen in the below screenshots.

There was also no icon for the concussion grenade in GCW CTF.
Hidden/Spoiler:
Image
Image
Both GCW/CW CTF concussion grenade and the thermal detonator sounds were missing.

So far these are the only bugs I found, but I did see a few things that could be improved in regard to texture colors.

The waterfall is yellow which doesn't correspond to the watervapour, and looks a bit strange.
Hidden/Spoiler:
Image
The sorounding green foliage on the edge of the map would also look better if it was made to be the same color as the tree canopies because at the moment it sort of clashes with them.
Hidden/Spoiler:
Image
I thought the zoom feature for the sniper class was ingenious and was really good for long distance sniping. :thumbs:

Anyway, sorry it wasn't too detailed but if I spot anything further I'll report back.
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Re: Alderaan: Lakeside

Post by DarthD.U.C.K. »

id liked a whiter watefall better, maybe you could it a bit whiter and the vapour a bit more yellow
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Re: Alderaan: Lakeside

Post by THEWULFMAN »

I have played thru your beta map, and overall its good. I will outline very specific probs that others might not have seen, but still make for a sloppy appearance.
But first the GOOD
1. I love the leaf precipitation effect, great job, did you do that yourself?
2. Good/Great textures, my favs were the reskined dagobah stuuf, good job.
3. Good job getting ambient sounds working! i still havent
4. Good effert into the planning, so far i havent seen any AI smaching their heads into the trees, yet.

The BAD STUFF
5. Why is the water in the waterfall yellow, just a question, not a real prob it just looks wierd
6. This has been mentioned before, but it needs to be said, the buildings look out of place, i recomend reskinng some tat buildings, and Download Rends Mos Eisly Assets for the buildings in the assets link thread. maybe, you might want to try that out, maybe it will work, maybe not, dont know. what i do know is this, any casuall Bf2 player will notice that those are the BF1 kashyyyk buildings, and it gives the map a very kashyyyky feel to it, since you want alderan, which hasnt been done alot, so thats good, but anyway, really, they dont have buildings like that on alderaan, not really any kind of cabiny feel buildings that is. also, reskinned bespin asstets are great for alderaan, if you have the 2.0 version of the conversion pack the you prob played the aldera map (capital of alderan)
7. The sun needs to be raised a little, because it looks like its is shineing thru the buildings or mountains, or whatever that is supposed to be blocking like but isnt because skydomes cant do that.
Hidden/Spoiler:
SunFlare()
{
Angle(115.000000, -38.000000); /these are the parameters for sun position, one is for the up and down, the other is for side to side, i dont remember which is which
Color(255, 255, 255);
Size(3.0);
FlareOutSize(20.0);
NumFlareOuts(40);
InitialFlareOutAlpha(70);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(10.0, 255, 200, 0, 255);
HaloOutterRing(30.0, 255, 127, 0, 0);
SpikeColor(230,230,0,128);
SpikeSize(20.0);
8. your map avoided most of the pitfalls that alot of maps fall prey to, except one major one "sigh" DEFAULT HEROS! Please change the heros to mace/grievous/leia/vader, or anything but the stock default crop. we have seen the stock anakin/maul/han/boba setup a quadrillin times, ONLY EVER use them if the are specificaly accurate.
9. I understand the want to have a second "conquest" mode added, but one could definetly ask, where did you get the inspiration to make the sides the way they are, some things make sense, the having units with fast firing rifles is something ive done, but the tanks in definetly is where it gets wierd, why a postion for each gun on the side, really wierd, and the fightertank is way overpowered if the turret on top is manned. AND the vehicle's spwn points are not easy to get to in the second coquest version, they are fine in the normal conquest.
10. This is practically a given, but there a few hud icon probs, especialy the rifle for the rebels, the unlockable unit, it is cutting into the hud. I ALWAYS copy the scale/position. and most importantly the rotations, of an origanal model, like the rifle, then change it to fit the weapons position correctly, this way the rotations always perfect.
11. You prob know this, but some grenade sounds are missing. in the 2-flag version of conquest.
12. The custom unit sides are still bothering me, they are to powerful, there is not much variety, and they dont even meet the same number of unit types as the defaut sides.
13. Your pathing could be improved. Try making everything more rounded, not too many sharp corners, it looks lazy, place more hub and gice turns a gradual bend.
14. almost forgot, the ships in the lake is a nice idea, but your gonna want to change the odf of the big "rebel transport", open it, it should look like this.
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "destructablebuilding"
GeometryName = "spa1_prop_correliancruiser.msh"


[Properties]

GeometryName = "spa1_prop_correliancruiser"

MaxHealth = "30000.0"
ExplosionName = "spa_prop_frigate_destruct_exp"
DestroyedGeometryName = "spa1_prop_correliancruiser_dest"

MapTexture = "hud_blockaderunner_icon"
MapScale = 5

AttachOdf = "spa1_prop_engine_light"

AttachToHardPoint = "hp_light_a"
AttachToHardPoint = "hp_light_b"
AttachToHardPoint = "hp_light_c"

AttachEffect = "spa1_sfx_engineheatshimmer_18diam"
AttachToHardPoint = "hp_light_a"

AttachEffect = "spa1_sfx_engineheatshimmer_12diam"
AttachToHardPoint = "hp_light_b"

AttachEffect = "spa1_sfx_engineheatshimmer_12diam"
AttachToHardPoint = "hp_light_c"

FoleyFXGroup = "metal_foley"
SoundProperty = "sm_engine_amb"

Simply copy this over it

[GameObjectClass]

ClassLabel = "prop"
GeometryName = "spa1_prop_correliancruiser.msh"


[Properties]

GeometryName = "spa1_prop_correliancruiser"

FoleyFXGroup = "metal_foley"
Then this will cause two good thing too happen, one, the name "Rebel cruiser" wont pop up, AND the little icon on the map is gone.

I know this was a alot, and this is the beta, AND most importantly, that not everyhting is bad, just wierd, ok, take heart, this map has great potential! i still love the forest, one of the the best vever

Oh, and not to sound egotistical, i would like credit in the readme, Ive always wanted credit in a readme....................................
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Re: Alderaan: Lakeside

Post by bobfinkl »

THEWULFMAN wrote:I have played thru your beta map, and overall its good. I will outline very specific probs that others might not have seen, but still make for a sloppy appearance.
But first the GOOD
1. I love the leaf precipitation effect, great job, did you do that yourself? --Had some help from a good friend TheUltimat
2. Good/Great textures, my favs were the reskined dagobah stuuf, good job.
3. Good job getting ambient sounds working! i still havent
4. Good effert into the planning, so far i havent seen any AI smaching their heads into the trees, yet.

The BAD STUFF
5. Why is the water in the waterfall yellow, just a question, not a real prob it just looks wierd --The map's lighting settings cause this, there is no fix that I am capable of
6. This has been mentioned before, but it needs to be said, the buildings look out of place, i recomend reskinng some tat buildings, and Download Rends Mos Eisly Assets for the buildings in the assets link thread. maybe, you might want to try that out, maybe it will work, maybe not, dont know. what i do know is this, any casuall Bf2 player will notice that those are the BF1 kashyyyk buildings, and it gives the map a very kashyyyky feel to it, since you want alderan, which hasnt been done alot, so thats good, but anyway, really, they dont have buildings like that on alderaan, not really any kind of cabiny feel buildings that is. also, reskinned bespin asstets are great for alderaan, if you have the 2.0 version of the conversion pack the you prob played the aldera map (capital of alderan) --These won't work for a reason I already mentioned, they may look better in the environment than the Kashyyyk huts, but I'd have to rearrange the map, the buildings are used specifically for gameplay reasons
7. The sun needs to be raised a little, because it looks like its is shineing thru the buildings or mountains, or whatever that is supposed to be blocking like but isnt because skydomes cant do that.--Will fix. and you don't need to tell me how it's done, if I managed to get it there in the first place I am clearly able to edit it if needed.

8. your map avoided most of the pitfalls that alot of maps fall prey to, except one major one "sigh" DEFAULT HEROS! Please change the heros to mace/grievous/leia/vader, or anything but the stock default crop. we have seen the stock anakin/maul/han/boba setup a quadrillin times, ONLY EVER use them if the are specificaly accurate. --Frankly, I couldn't care less about the default heroes, if I did bother I would simply delete them completely. In my opinion heroes were one of the worse additions to the game.
9. I understand the want to have a second "conquest" mode added, but one could definetly ask, where did you get the inspiration to make the sides the way they are, some things make sense, the having units with fast firing rifles is something ive done, but the tanks in definetly is where it gets wierd, why a postion for each gun on the side, really wierd, and the fightertank is way overpowered if the turret on top is manned. AND the vehicle's spwn points are not easy to get to in the second coquest version, they are fine in the normal conquest. --The inspiration I got was directly from the movies, when I bought battlefront 1 and 2 I bought them so I could immerse myself as a plain old footsoldier into the world I saw in the movies, and in all honesty a electric gun being used by some random trooper with a random name running around in circles 2 meters apart from some guy getting shot 5 times before he dies is not how I remember the movies to be. The tanks make more sense to me, because well the model has two guns on each side, and why should a tank rotate and follow moving its entire body just to track and shoot an individual foot soldier, the top turret isn't that overpowered considering the commando (sniper/jet trooper) and engineer units are specifically designed to take them down. The spawn points are exactly the same for both game modes.
10. This is practically a given, but there a few hud icon probs, especialy the rifle for the rebels, the unlockable unit, it is cutting into the hud. I ALWAYS copy the scale/position. and most importantly the rotations, of an origanal model, like the rifle, then change it to fit the weapons position correctly, this way the rotations always perfect. --These are, as far as I remember, all stock weapon models there was no editing done, and it is also (due to an unknown error, I encountered on another project of mine) is entirely impossible to change
11. You prob know this, but some grenade sounds are missing. in the 2-flag version of conquest. Will fix
12. The custom unit sides are still bothering me, they are to powerful, there is not much variety, and they dont even meet the same number of unit types as the defaut sides. Variety is not my concern, nor their power. I created these sides to make me feel as close as I could to being, as I saw in the movies, a basic footsoldier, and I created just the amount of units for that purpose and just the amount power for each weapon as I saw fit.
13. Your pathing could be improved. Try making everything more rounded, not too many sharp corners, it looks lazy, place more hub and gice turns a gradual bend. The pathing was done according to my methodology, these will remain as they are
14. almost forgot, the ships in the lake is a nice idea, but your gonna want to change the odf of the big "rebel transport", open it, it should look like this. Will fix, and again I've been modding/mapping for a long time I am aware of how to fix it.

I know this was a alot, and this is the beta, AND most importantly, that not everyhting is bad, just wierd, ok, take heart, this map has great potential! i still love the forest, one of the the best vever

Oh, and not to sound egotistical, i would like credit in the readme, Ive always wanted credit in a readme....................................No worries, I always include beta testers in the credits :wink:
Jendo7 wrote:First of all thank you for letting me beta test, it was a very good quality map, and I really enjoyed playing it.

I've had a quick play through of both era's 2 flag CTF which is to be renamed conquest as explained in the beta email.

Anyway, on to the few bugs I found:

CW CTF: There was no fusion cutter for the Clone Engineer, and no icon for the concussion grenade as seen in the below screenshots. Will fix

There was also no icon for the concussion grenade in GCW CTF. Will fix

Both GCW/CW CTF concussion grenade and the thermal detonator sounds were missing. Will fix

So far these are the only bugs I found, but I did see a few things that could be improved in regard to texture colors. Already fixed, thanks to DarthD.U.C.K. for his very helpful beta report and texture pack that helped improve all the textures around the map

The waterfall is yellow which doesn't correspond to the watervapour, and looks a bit strange. --As mentioned before this is caused by the lighting, I really have no idea how to fix this outside of XSI (I have little to no XSI experience)

The sorounding green foliage on the edge of the map would also look better if it was made to be the same color as the tree canopies because at the moment it sort of clashes with them. Will fix

I thought the zoom feature for the sniper class was ingenious and was really good for long distance sniping. :thumbs:

Anyway, sorry it wasn't too detailed but if I spot anything further I'll report back.
Thanks for the beta reports guys, they've been incredibly useful!
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Re: Alderaan: Lakeside

Post by Maveritchell »

5. Why is the water in the waterfall yellow, just a question, not a real prob it just looks wierd --The map's lighting settings cause this, there is no fix that I am capable of
There are two easy potential fixes to this. The easiest fix is to make a second directional light specifically for your waterfall (bound it in based on a region encompassing only the waterfall). You can also use model munge parameters to tell the engine to vertex-light the object and use a second parameter to force a general color for the object:

Code: Select all

-vertexlighting -ambientlighting “r=<0.6> g=<0.7> b=<1.0>“
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Re: Alderaan: Lakeside

Post by bobfinkl »

Maveritchell wrote:
5. Why is the water in the waterfall yellow, just a question, not a real prob it just looks wierd --The map's lighting settings cause this, there is no fix that I am capable of
There are two easy potential fixes to this. The easiest fix is to make a second directional light specifically for your waterfall (bound it in based on a region encompassing only the waterfall). You can also use model munge parameters to tell the engine to vertex-light the object and use a second parameter to force a general color for the object:

Code: Select all

-vertexlighting -ambientlighting “r=<0.6> g=<0.7> b=<1.0>“
Thanks for the fix, working on it right now.
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Re: Alderaan: Lakeside

Post by Press_Tilty »

Here's my report. It's not much, I didn't use every class, I tried to focus more on map/gameplay.

The good:
The fish are a nice touch.
The sun lends a nice twilight feeling-but WULF is right, it needs to be higher.
I like the CW tank.
I like the GCW chainguns. Whose are they? Are they yours? If they are, could you do us all a favor and release them?
The swamp area is pretty neat.
The Imperial tank is cool.
The Imperial tank laser impact is also a nice touch.

Unit bad:
Bothan spies aren't human...
I don't see any thermal det. vs concussion differences, other than maybe a blast radius.
Also, they don't have sounds.
The blaster pistol isn't really my sort of gun, I didn't like it.
I think units need pistols, just for when your blaster isn't working quite right for that place.
The stormtrooper skin looks...weird.
I think you need more units.

Map bad:
CIS captured the neutral CPs in like a minute, when I was screwing around in the tank.
CP3 is kind of way out there, I'd move it in.
Less extreme terrain variation. It's all flat except for this weird little mountain.
You need blend along the good-guy side of the mountain and on across the lake from there.
Lakes don't really get deep like that.
It also needs an inlet, or else it's going to get stagnant really fast. And an outlet too.
The mountain is also too high, too fast. Lakeside mountains don't really do that.

Other:
The mountains are crappy. I think AQT or AceMastermind just posted some new Hoth ones. Put some dirt on them and they'd work great.
The sun should be raised.
REP tank can't switch positions in.
It's also too slow.


Fun: 7 It's a lot of fun, but too much walking.
Units: 7 They're cool, but you need more, and don't rely on just TD and concussion grenades.
Atmosphere: 8 It's amazing, but the bad skydome loses two points.
Layout: 6 It's a little lopsided, but the swap is cool.

Overall: 7.1, roughly.

It's fun, visually appealing, but too big, too little custom units, and the geography is sketchy.
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Re: Alderaan: Lakeside

Post by DarthD.U.C.K. »

about the huts: i think they fit pretty well, tatooine huts would look really out of place

@Press_Tilty:why is it bad that bothans spys arent humans? they are bothan after all
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Re: Alderaan: Lakeside

Post by bobfinkl »

DarthD.U.C.K. wrote:about the huts: i think they fit pretty well, tatooine huts would look really out of place

@Press_Tilty:why is it bad that bothans spys arent humans? they are bothan after all
I think he meant that the "Bothan Spy" is localized as it is. It really isn't a bothan spy though, however I had to make a choice between that and localizing the default Bothan Spy, I could fix this but it's not really my top priority currently.
Press_Tilty wrote:Here's my report. It's not much, I didn't use every class, I tried to focus more on map/gameplay.

The good:
The fish are a nice touch.
The sun lends a nice twilight feeling-but WULF is right, it needs to be higher. --Already fixed
I like the CW tank.
I like the GCW chainguns. Whose are they? Are they yours? If they are, could you do us all a favor and release them? Yes they are mine, no release anytime soon I plan on using this side layout for some time
The swamp area is pretty neat.
The Imperial tank is cool.
The Imperial tank laser impact is also a nice touch.

Unit bad:
Bothan spies aren't human... --Mentioned above
I don't see any thermal det. vs concussion differences, other than maybe a blast radius. --This is about the same difference as the classic bf1 grenade setup is, concussion grenades are meant to kill vehicles, thermal detonators kill infantry, and concussion grenades can be used for close quarters where thermal detonators would kill you and your allies also.
Also, they don't have sounds. --Already fixed
The blaster pistol isn't really my sort of gun, I didn't like it. --Semi-Automatic Blaster Rifle, for clarification, is what I would have called it if it didn't clash with the default blaster pistol. And that's perfectly fine, but it's purpose is to fill the weapon range gap in between the sniper and the Automatic Rifle.
I think units need pistols, just for when your blaster isn't working quite right for that place. --I did try this once, but the AI decided to ONLY use their pistols, which as a result caused the game to be impossibly easy to destroy your opponents.
The stormtrooper skin looks...weird. --It's from the same skinpack as the HD clone trooper made by labj.
I think you need more units. --Actually, I've just realized, but I have 1 less unit than the stock bf2 unit classes, and I have the exact amount of the bf1 classes. Not to mention I think it's the exact amount needed, I don't think any more is necessary.

Map bad:
CIS captured the neutral CPs in like a minute, when I was screwing around in the tank. Play as the CIS, you will find it just as difficult.
CP3 is kind of way out there, I'd move it in. I thought about that before, but it was the only logical place I could fit the cp.
Less extreme terrain variation. It's all flat except for this weird little mountain. The mountain is there to differ the gameplay, it allows snipers of the team that controls that cp to have a good look around the lake.
You need blend along the good-guy side of the mountain and on across the lake from there. Clones side? or Rebels side?
Lakes don't really get deep like that. They do if something as large as that transport ship in it crash into them.
It also needs an inlet, or else it's going to get stagnant really fast. And an outlet too. The lake? it does, the waterfall. The water then would seep through the ground and go to underground reservoirs.
The mountain is also too high, too fast. Lakeside mountains don't really do that. Again, they can if they are in a mountainous area where a large ship crashed into the center.

Other:
The mountains are crappy. I think AQT or AceMastermind just posted some new Hoth ones. Put some dirt on them and they'd work great. I'd fix this, but there is no way to get this to work and not compromise the rest of the sky, the source photo (directly from ep3) makes this impossible as the mountains and city in the background take up a VERY large portion of the sky image, I can't simply delete these, and if I don't the low-rez and high-rez would clash and it would not look good
The sun should be raised. --Already fixed
REP tank can't switch positions in. --I thought this only happened in my copy of bf2, guess not. To switch positions move the mouse wheel up and down randomly and quickly eventually it'll switch your position. No fix.
It's also too slow. --Done to balance the tank out, a fast tank with the same health as the stock, with the weapons it has would simply decimate the infantry.


Fun: 7 It's a lot of fun, but too much walking. --Too much walking? you can nearly always shoot at an enemy thanks to the range of the weapons and the openness of the lake
Units: 7 They're cool, but you need more, and don't rely on just TD and concussion grenades. Already mentioned.
Atmosphere: 8 It's amazing, but the bad skydome loses two points.
Layout: 6 It's a little lopsided, but the swap is cool. Lopsided? Swap? Can you explain this a bit further?

Overall: 7, roughly.

It's fun, visually appealing, but too big, too little custom units, and the geography is sketchy.
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Re: Alderaan: Lakeside

Post by Null_1138 »

Sorry Bob, I haven't had a lot of time to test the map. The issues I've seen while playing it corresponds with what's already been posted.

One thing I noticed though, is that you can walk up the waterfall's trail, and once you get to the top, you can see a little past the foliage barriers. You might want to put a rock in the way so players don't get that high up.

Some positive notes I had: I loved the ambient lighting, the sides are well balanced, the map's layout is good. Besides what's already been posted, I see no reason to change anything big about it.

Sorry I was not of more help :( , but thanks for the opportunity to test it. :)
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Re: Alderaan: Lakeside

Post by Press_Tilty »

bobfinkl wrote: CIS captured the neutral CPs in like a minute, when I was screwing around in the tank. Play as the CIS, you will find it just as difficult.

REP tank can't switch positions in. --I thought this only happened in my copy of bf2, guess not. To switch positions move the mouse wheel up and down randomly and quickly eventually it'll switch your position. No fix.
I was playing as the CIS
I did, kind of.

I meant swamp. The swamp is cool.
Your reasoning for the lake is sound, but I still think it needs an outlet. But it's your map.

What it really needs is some rocks underwater. Lakes, undeniably aren't smooth.
Last edited by Press_Tilty on Wed Sep 29, 2010 6:02 pm, edited 1 time in total.
THEWULFMAN
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Re: Alderaan: Lakeside

Post by THEWULFMAN »

i wanted to say ty for letting me beta, i wanted to also nto ell you that half of what i said was based on opion, not fact, so plz keep up the good work i like any modder, still modding here in 2010. BF1+2 FTW!!!!
Oh, i knew u prob knew how to do that stuff, i just wanted to save time and explain then, rather u NOT know and u having to ask.
not ntreating you like a noob, just being safe.
to say that you can do ambient lighting and sounds shows your better than me so relax
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Re: Alderaan: Lakeside

Post by bobfinkl »

Press_Tilty wrote:Your reasoning for the lake is sound, but I still think it needs an outlet. But it's your map.

What it really needs is some rocks underwater. Lakes, undeniably aren't smooth.
Actually, they often are, especially when a giant ship plows into it. However I do like the idea, I will add some rocks to the bottom of the lake. And the lake, I've also decided to create an outlet, it will help vary the different sections of the map.
THEWULFMAN wrote:i wanted to say ty for letting me beta, i wanted to also nto ell you that half of what i said was based on opion, not fact, so plz keep up the good work i like any modder, still modding here in 2010. BF1+2 FTW!!!!
Oh, i knew u prob knew how to do that stuff, i just wanted to save time and explain then, rather u NOT know and u having to ask.
not ntreating you like a noob, just being safe.
to say that you can do ambient lighting and sounds shows your better than me so relax
It was just for future reference, you don't need to take the time to explain how-to's with a modder who has been around for atleast 2 years (unless of course they do ask for it), I took no offense to it.
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Re: Alderaan: Lakeside

Post by THEWULFMAN »

Oooh, i forgot one more thing you might want to use some different crashed gunships, here are some that sky_216 made
http://www.gametoast.com/forums/viewtop ... 64&t=18370
just an idea, it adds variety, and doesnt make anyone "sigh", the felucia gunship again.
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