Space Endor

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MercuryNoodles
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Re: Space Endor

Post by MercuryNoodles »

I have an idea about the sky. Perhaps you could include the planet Endor in addition to the Sanctuary Moon.


but no ships really blew up in the battle of endor
At least one Rebel cruiser is shown being blown to bits by the DS2, the Executor blows up on impact with the DS2, and at least one ISD blows up in the background during the battle sequences. It's not an issue of being true to the movie so much as it is an issue of practicality.




Making the cruisers with interiors explode would overly complicate things, because you're not just talking about adding in chunks and an explosion effect, or even doing a small amount of scripting. You'll have to script killing the CPs, deactivating any regions, and link all of the models so the entire ship goes at one time. Then, you have another problem: what do you do when all of the ships on one side blow up? You'd have to either make at least one ship indestructible for both teams, do something about giving cruiser destruction a high point value, or modify the scripts to add in elements of the conquest mode to end the game. That is why virtually noone does this. The amount of effort involved is much greater than any potential benefit, and it has to be repeated every time you make a new map.

What we're going to get is probably the best setup that can be done in a short period of time.
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Re: Space Endor

Post by Maveritchell »

MercuryNoodles wrote:I have an idea about the sky. Perhaps you could include the planet Endor in addition to the Sanctuary Moon...
Never saw a planet besides the moon Endor in the space battle. Why make things confusing?
MercuryNoodles wrote:...Making the cruisers with interiors explode would overly complicate things
Ok, you got me, I lied. Honestly, it's not a matter of practicality, because I could do the whole "capitals blowing up" thing. Since it would involve killing off the main spawnpoint for either team, I'd just script a series of exterior explosions then end the map. Heck, it wouldn't even be that difficult to tie together all the interior objects, kill the regions, and throw in some particle effects and let the battle go on. I just don't see the point, because it sort've takes the fun out. Yeah, you could get your victory by constantly shooting ordnance at a can't-miss target, but does anyone really want that? Plus, it's illogical, since "in-universe" it was a rare thing to have starfighters destroy a capital.

Just because something can be done doesn't mean it should. It's usually just easier for me to say something can't be done because people'll usually just let the matter lie.

To paraphrase George H.W.B., read my lips: no exploding capitals. Just trust me that it'll work well like it is. Those of you that have been commenting a lot in this thread and have provided feedback I'll try and get a beta out to as soon as I can, and then I'd love to hear some suggestions or input. I'm just putting some finishing touches on (and wrapping up some things that actually matter for real life).
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Re: Space Endor

Post by MercuryNoodles »

Make things confusing? There's always going to be confusion over this franchise and elsewhere. :P I'm not even sure of whether there's a good image of it, but it would be a relatively easy tie-in, which is why I mention it.

I know you can do this, but it was a lot easier to basically say "it's complicated" than to say "it's tedious".
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Re: Space Endor

Post by obiboba3po »

grev wrote:Its possible, with new chunk models, but no ships really blew up in the battle of endor, and Mav is trying to stay true to the movie on the most part.
--executor
--tons of nebulon-bs
--the death star blew up many mon-calamaris
--star destoryers (many)
lol theres plenty of ships that blew up in the battle of endor :runaway: :runaway:
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Re: Space Endor

Post by Grev »

The executor's not a model, hence it cant be blown up in this map, Only one Mon Cal was destroyed by the Death Star, Star Destroyers? I didnt see one sd get destroyed in the movie, unless the Falcon destroyed one, which I dont remember, and I dont have a clue what you mean by nebulas-bs....
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Re: Space Endor

Post by obiboba3po »

nebulon-b-frigates, theyre like the weakest whip ever. im sure tons of em got blown up. and i know that home one blew up at least one sd.
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Re: Space Endor

Post by Teancum »

obiboba3po wrote:nebulon-b-frigates, theyre like the weakest whip ever. im sure tons of em got blown up. and i know that home one blew up at least one sd.
If you didn't see it in the movie, it didn't happen. But the real issue here is that you guys are getting off topic. Take your debates elsewhere.
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Re: Space Endor

Post by redgroupclan »

:eek: Sweet map Mav! Cant wait to be able to download it! Heck, you just caught my ulitimate attention just when I saw 2 new ships. Btw, on the other side of the map, opposite from the death star, do you have a fleet of star destroys that are like, just part of the backround?

Sweet job! :thumbs: And yea, Im gonna play it and see if its based on rebel strike like the guy on page 1 said!
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Re: Space Endor

Post by Maveritchell »

Grev wrote:The executor's not a model, hence it cant be blown up in this map.
50% It is a 3-d model, it can't be blown up.
redgroupclan wrote:Btw, on the other side of the map, opposite from the death star, do you have a fleet of star destroys that are like, just part of the backround?
I've got a few prop SDs in the distance & 10-20 skydome destroyers. So yes, there are some destroyers in the background.

Map's more or less done now. Finished up the easter egg and some interior polishing today. All that's left to do is get response from my testers, see if they can spot any issues, and then it'll be done.
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Re: Space Endor

Post by wazmol »

Great work Mav' im looking forward to this man!

You have given me some inspiration for a space map now...
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Re: Space Endor

Post by MercuryNoodles »

Well, I'll have to redo my screenshots, I think. I kept hitting prntscrn instead of the screenshot key. x_x Mostly, these were to point out where some of the geometry isn't quite right. Some pieces stick out in odd places at odd angles, and I've been curious as to why, because they don't seem to belong where they are for any reason. Hopefully the polishing took care of most of it. However there is one hall that is connected to a detention area model that overlaps a bit in an ugly way.

I've also noticed your conference room has a transparent ceiling. Now I'll have to check mine out, too. Only, with yours it's a bit more obvious because that cover piece you used for the doorway is so tall, and I can see what appears to be a second ceiling, which I'm supposing prevents anyone looking into space. I've noticed the transparency while working with the model in ZE, but I hadn't been able to tell it was like that ingame until now aside from what it does to the CP hologram.

That's a nice idea to use teleports. I just wish one area was distinguished in some way because it took me travelling through the teleports several times like an idiot to realize what was going on. I was so confused by it that I kept wondering why I kept reappearing in the same room, and continued running back to the other room to see if I was just losing it or if you were just playing a cruel joke. :lol: Also, not to be too critical of the door in the destination room, but maybe it could be moved so it appears to slide into the doorframe, because it currently appears to slide along the wall.

Oh, and I do like what was done for what was the engine room on the ISD. That'll be a fun surprise for MP. "Let's blow the engines!" *Rebel pilots charge through the engine room doors* "Wait a minute...it's a trap!" XD

Btw, I think your Y-wing's normal flying or boost sound is bugged. I'll have to check it again to be sure, but I noticed this more than once while running around as an Imperial. It seemed like it was trying to play the same sound twice with only a slight delay, or somesuch. It's sort of like my Y-wing's turret fire sound bug.

I'm going to just throw this out there, but the comms array on the second ISD just seems to be in a very odd place. Well, it was odd in the stock game, too, but it really grabs my attention now. Then again, that's the canon-police side of me trying to come out again. :P

This is just the first playthrough I've done, but I want to get this out there before I forget it. I'd decided to take a quick look during my lunch break, which was about 7 hours ago.
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Re: Space Endor

Post by Lord Bardar »

rare to have starfighters take down a capital? how else do you think the Executor got pwned by one A-wing?
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Re: Space Endor

Post by Grev »

The Awing hit the bridge, or the place where the executor is controlled from. That goes, so does the ship.
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Re: Space Endor

Post by Hebes24 »

Teancum wrote:the real issue here is that you guys are getting off topic. Take your debates elsewhere.
Agreed. This is getting annoying.
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Re: Space Endor

Post by trainmaster611 »

As far as space maps go, this is definitely one of the better ones I've played.

There were only a couple bugs. First, the death star in the background kept migrating downwards and then went back up. Also, the two rebel transports collide with each other some time into the map. Check my xfire screens if you wanna see what I mean. Also, the B-wing still breaks up into Y-wing chunks when it dies. I don't know if the B-wing was built in chunks, but you should probably correct that if it was.

Now on to the map itself. I really liked what you did with the x-wings and TIE fighters. It makes playing them a whole lot funner and realistic. As for the limited ammo on ships, I might rethink that. Limited ammo is more realistic but it really hurts the gameplay. If you're on a killing streak or a bombing streak, it really ruins it when you have to land and reload. The interceptors were also a tad disappointing. The interceptors are supposed to be the superior crafts but in this map, its far easier to get a kill with a fighter than with an interceptor or an A-wing. You have to stay on your target a lot longer in order to kill them. I would recommend increasing the damage. When I played the TIE Bomber, the bombs launched by the co-pilot move slow enough, that if you speed up, you can outrun them. Then there's the TIE Defender. I found it hard to keep up with the fighters I was pursuing. The lasers moved too slowly and because of the location of the firepoints on the ship, they were fairly inaccurate also. The only way I could kill a fighter was in close range. You should probably increase the speed of the lasers so you can hit something far away before it changes course.

Other than that, the map was fantastic :P One of the things I was really impressed with was the fighters being organized into squadrons.
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Re: Space Endor

Post by Maveritchell »

Everything ya'll mentioned I'm looking into, but to address a couple things:
Btw, I think your Y-wing's normal flying or boost sound is bugged.
Never heard anything that'd lead me to believe that - beta testers, any input?
I'm going to just throw this out there, but the comms array on the second ISD just seems to be in a very odd place. Well, it was odd in the stock game, too, but it really grabs my attention now.
It's supposed to grab your attention, but if it's just a bad position and it looks bad, let me know. Again, input from the testers on this'd be great.
The interceptors were also a tad disappointing. The interceptors are supposed to be the superior crafts but in this map, its far easier to get a kill with a fighter than with an interceptor or an A-wing.
In my experience it's been the opposite; easier to get a kill with the interceptors than the fighters. The lasers are more powerful and the missiles never miss. But, if anyone else has any input on this and agrees that they're not strong enough, I'd be willing to remedy that.
When I played the TIE Bomber, the bombs launched by the co-pilot move slow enough, that if you speed up, you can outrun them.
That's intentional. The craft are set up to evoke a TIE Fighter (X-Wing series) style of play, and in that the bombs were rather slow. But as before, if this is an issue with the testers I'll be willing to rectify it.
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Re: Space Endor

Post by EraOfDesann »

Let me start off by saying that this is how space maps should have been. I'm not a fan of space maps but this is an exception.
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All of the ships were unique, which made the map a lot more interesting and realistic. The fighters had a nice balance -- I took out a lot of TIEs with the X-wing. But taking down enemies was easiest in the interceptors. Once you learn how to control them then shooting down the baddies is a breeze, just so long as you evade enemy lasers. The B-wing was nice, but I don't have much to say about it. It's hard to take down enemy fighters with the TIE Defender, but it's more ideal for attacking capital and support ships due to its super-fast laser fire that's nearly impossible to overheat (the TIE Bomber also has these lasers). And needless to say, the Millennium Falcon is incredible. I lost count of how many fighters I was able to take down with it.
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The expanded ship interiors were fun to explore and didn't feel out of place. I sort of wish that there had been more. :P My only suggestion would be to add more props to the hangars, like crates, barrels, and scaffolds. Oh, and do the bacta tanks do anything?
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I didn't notice any bugs other than the fact that the Imperial Pilot's pistol icon was floating.

One minor suggestion I have is to lighten up the textures of the rebel transports and medical frigates. They seem too dark to me:
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I found myself playing the map over and over again, and I was never bored. Other than that, there's not much more that I can say. Excellent work.

PS: Mav, if you want someone to upload and review the map I'd be more than happy to oblige. It's been a long time since I've uploaded or reviewed anything.
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Re: Space Endor

Post by Redline »

I found the battle of endor from the movie on youtube.

Here the link
http://www.youtube.com/watch?v=TGMvadAFqLQ

I hope that this is usefull and help a little bit.^^

Ps: This is my favorite battle. :wink:
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Re: Space Endor

Post by Maveritchell »

I sort of wish that there had been more.
There might just be a bit more, if you look really hard.
Oh, and do the bacta tanks do anything?
They're the same as the kolto tanks in my Sullust map; they'll animate when you walk into them and heal you. They're not necessary to use, since I put med droids right by them, but they're there just for ambience.
I didn't notice any bugs other than the fact that the Imperial Pilot's pistol icon was floating.
Check your sides mods, the units are stock ALL and IMP units.
PS: Mav, if you want someone to upload and review the map I'd be more than happy to oblige. It's been a long time since I've uploaded or reviewed anything.
I'd be happy to let you, but that's pending Tean's approval. I'm willing to let this map be a Conversion Pack-only feature, if it'll help it out.
I found the battle of endor from the movie on youtube.
Thanks; I actually watched that video a couple of times preparing the layout of this to get an idea of what was where and how many there were.
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Re: Space Endor

Post by EraOfDesann »

Maveritchell wrote:Check your sides mods, the units are stock ALL and IMP units.


Oh, ok, I'm running the Unofficial Patch. Well then I guess didn't encounter any bugs. :thumbs:
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