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Posted: Mon May 30, 2005 5:09 pm
by Grievous
Wow dipstick555 is a genius (unlike me i'm just entelligent :D )
he put into one sentence in what I could describe in paragraphs(but i'm to lazy to do it :P).I'm going to keep up with all of rip's new maps from now on.

Posted: Mon May 30, 2005 5:46 pm
by fett42
I really like this map. The textures are nice and most of the placement is pretty good. I give it two thumbs up and a big toe. :wink:

Posted: Mon May 30, 2005 5:52 pm
by EraOfDesann
I've spread the word so now the forumers over at LucasArts can appreciate your talent!

http://forums.lucasarts.com/thread.jspa ... 7&tstart=0

Posted: Mon May 30, 2005 6:01 pm
by Raxor
i enjoyed it thorougly. well made and fun to play :)
it would be good to maybe change the naboo building that you just crash into in mid air around, and maybe instead of jedi starfighters, a republic gunship / cis maf, as they dont interrupt the ground play as much as the single fighter vehicles?

Posted: Mon May 30, 2005 8:00 pm
by Rippentuck
Hi guys,

Thanks soooooo much for the nice words about my map. And Desann, thanks for posting it on Lucasforums, I registered there a few minutes ago to respond to the posts there.

Raxor, its funny you should say that about the gunship, I originally had one in it instead of the Starfighter, but sound problems caused the change. Maybe I'll try again to make the gunship work in the next version. <writes it down on list of issues>

As for the collision mesh of the buildings, flyers came late in the construction of the map, and I didn't know it was going to be a problem until I found out there was nothing that could be done to fix it. By that time it was too late to use different buildings. Nimlot is apparently working on Bconstructor and might include a fix for this, so if that ever happens, the problem will be addressed. In the meantime, I decided that the role of flyers in the map was not significant enough to justify a major overhaul/redesign of the map. :)

Thanks again for all the comments and input!

Rip

Posted: Mon May 30, 2005 8:02 pm
by Rippentuck
Ace,

That's great news, where can people get version 1.3 of the dedicated server software? Has it been released yet or what?

Thanks for your help with this, its much appreciated. :)


Rip

Posted: Mon May 30, 2005 8:06 pm
by LK-452
One thing i notice is the ambient/sun color. It doesn't really look all that good to have a brown-yellow ATAT in a beutiful bright enviorment. If it is a texture problem, and you made the sun color to make the textures of the vehicles right for the enviorment, i recomend you just get someone to reskin the vehicles and then make the sun the right color. This reminded me of guildwars alot, there is great graphics just like GW.

Posted: Mon May 30, 2005 8:28 pm
by EraOfDesann
That would be VehicleAmbientColor under the Sky File. That's a quick and easy change, but I agree, it should be changed so that the vehicles aren't so dark.

Posted: Mon May 30, 2005 8:42 pm
by Rippentuck
Hi guys,

I wanted the ATATs (and other vehicles) to be that color, under the reasoning that bright white ATATs don't go with a forest environment. My vehicles were supposed to be shades of green to somewhat match that environment. I never changed the color of the sun, but I did do the general vehicle colors using one of the ambient settings in the sky file, I don't remember which one.

Is there something you're seeing that I'm not? If so I can address it, but to me the sun looks white, the vehicles look varying shades of forest green. Is that what you're seeing also?

Rip

Posted: Mon May 30, 2005 8:45 pm
by EraOfDesann
I completely agree with you about the bright ATAT. It doesn't fit in with the environment at all. However, other vehicles like fighter tanks look kinda brown. I mean, they look really dark compared to the terrain. It's just a tad wierd but your map is still awesome! I'll be very lucky to ever be able to make a map of this scale and magnitude. :)

Posted: Mon May 30, 2005 11:38 pm
by TAW_Rebel
Hello everyone

I just want to add a detail that RippenTuck's modesty prevented from posting. This was the official unique mod map of Battleweek 7 set to be released the last day of the event. Unfortunately, various issues prevented that. Nevertheless this doesn't take away from Rippentuck's excellent effort - Ord Mantell is awesome to say the least.

Thank you Rippentuck for giving Ecliptical Realms your magnificent work.

Regards






Image

Posted: Tue May 31, 2005 2:50 am
by eddie
Could not resist temptation, I had to try out xwing in this map, just to look at the environment from above. I got killed pretty quick, barriers, lol.

Image

Posted: Tue May 31, 2005 6:10 am
by Raxor
one thing that questioned me, what was the purpose of the atats, shouldnt they get a destrucable cp to destroy? as all i can see them at the moment is to climb the hill and go nowhere ^^

Posted: Tue May 31, 2005 8:16 am
by Grievous
Well they transport the imperial troops up the hill so it's easier to take CPs and the CPs aren't too far away.

And it's fun to have AT-ATs, come on who doesn't like them?

Posted: Tue May 31, 2005 8:53 am
by Qdin
Whats the link to the newest version? :P cant wait to try it :D

Re: New Map Release -- ORD MANTELL: NO GREATER GLORY

Posted: Tue May 31, 2005 9:11 am
by Grievous
Rippentuck wrote: You can download the map here:
modules.php?op=modload&name=Downloads&f ... ls&lid=111[Rip
This is where you can dl the latest version...which is the first one.

But it's still good! :)

RE: Re: New Map Release -- ORD MANTELL: NO GREATER GLORY

Posted: Tue May 31, 2005 11:19 am
by arramus
I got all excited about setting up a mod server with this beauty as the cream BUT it wouldn't run on a dedicated server v1.2. That's a shame because it's a truly worthy map for multiplayer combat. No worries as I'll run it through the client multiplay function instead and invite some clan members along.

The more I play on this map the more I find and the more the quality just astounds me. The bar has certainly jumped a few notches on this one.

RE: Re: New Map Release -- ORD MANTELL: NO GREATER GLORY

Posted: Tue May 31, 2005 11:49 am
by dipstick555
i think all modders should look at this map and try to make there work this quality.
and for mulitplayer, we can wait till 1.3 comes out.I LOVE THIS MAP :D

RE: Re: New Map Release -- ORD MANTELL: NO GREATER GLORY

Posted: Tue May 31, 2005 3:56 pm
by Rippentuck
Hi Raxor,

As Grievous said, the purpose of the ATATs is to transport troops up the mountain (i.e., a movable spawn point that must be stopped) so that it's easier to get to the mine and to surrounding CPs. That's why there are no CPs directly in the center of the map. The ATATs can even go right up to the mine entrance if you take the right path up the hill (study the slope). The ATATs in Hoth don't become useless once the shield generator is destroyed, do they? :)

I mentioned earlier that I was thinking about putting in one or two destructible CPs. Rest assured, things are in the pipeline for fixing, changing, and adding. This is version 1.0.

Rip

RE: Re: New Map Release -- ORD MANTELL: NO GREATER GLORY

Posted: Tue May 31, 2005 3:58 pm
by Rippentuck
Hi Rebel,

Thanks for the kind words about Mod Battleweek, too bad it wasn't doable. Maybe down the line I'll come up with another for ya. :)


Rip