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Re: Designated Days
Posted: Tue Dec 07, 2010 5:56 pm
by Sky_216
Fake consoled in uber mode and 32 more soldiers/side - didn't really make a difference. republic got past the initial landing area but still lost by more than a hundred reinforcements, and that was with 1000 starting reinforcfements each.
Regardless of whether the turrets affect balance too much (they do) its just not good gameplay to be killed randomly in an instant and then (on account of them being autoturrets) not see where the one that shot you is. Even when you're the hero character.
Re: Designated Days
Posted: Tue Dec 07, 2010 6:23 pm
by icemember
Yea, I my self win over the beach with 80 reinforcements left. I will tone the MG's down abit.
Re: Designated Days
Posted: Tue Dec 07, 2010 9:32 pm
by SAMofBIA
lol autoturrets FTW
Re: Designated Days
Posted: Tue Dec 07, 2010 10:05 pm
by RevanSithLord
Fiodis wrote:Therein lies the problem. Your team of stupid AI soldiers has no clue what to do, leaving you to take care of most of it.
True. But AI was never really 'smart' anyways. Any advanced 'features' anyone makes would be pointless because the AI almost never utilizes them, or at least "properly".
Re: Designated Days
Posted: Fri Dec 10, 2010 7:14 pm
by SAMofBIA
oh i dont know, the AI utilize snipe nodes pretty well...although almost nothing else besides cover on nodes seems to help at all.... all they do is blow themselves up with detpacks when you place a mine node. Anyway, some paths would be nice because the turbotank kills itself on the wooden jacklike things. take the autoturret health down by a LOT! and if you want to see their bullets your going to either lengthen the laser they shoots by a lot, or just make them shoot less fast. (srry if some of this advice has already been given)
Re: Designated Days
Posted: Fri Dec 10, 2010 10:25 pm
by icemember
Your feedback is welcomed. Thx for replying.

Re: Designated Days
Posted: Fri Dec 10, 2010 11:08 pm
by SAMofBIA
np man XD

Re: Designated Days
Posted: Sat Dec 11, 2010 2:28 pm
by Raptor_101
I agree wholeheartedly with SAM on this one. Tone down those auto turrets in number, power, and health. Also I think it would be useful to have a Heavy class on the Republic side in order to take out turrets as well.
I really like the Republic's side. Looks very cool with the customizations. The weapons were cool, however the Heavy gunner's gun (I run Windows 7) had no texture. Same with the hero's weapon. Also the Juggernaut and that floating platform on the Rep side were tilted foward slightly and the juggernaut was floating off the surface. Not sure if this is intentional.
The map environment was pretty cool as well. It reminds me of some beaches I've gone to.
Re: Designated Days
Posted: Sat Dec 11, 2010 3:26 pm
by THEWULFMAN
I played this before my laptop died, sorry to say this but
4.5/10
And those three are for concept/new vehicles/weapon models/sounds.
My probs
-Waaaay to big, with my graphics lowered to minimun, there was still some lag
-The Clone Turbo Tank/Jugggernaut is backwards, and the weapons are not setup in a way that makes sense.
-There was way to many auto turrets
-There was not enough ai on the field
-Bad collision on some of the Objects
-"Sigh" just to many to count
I was very disapointed in this mod, and i hope you change/fix these probs in the 1.0
I believe in you Ice, I really do

Re: Designated Days
Posted: Sat Dec 11, 2010 3:38 pm
by icemember
Glad ya like the map. Yes the texture issues have been fixed. MGs have been toned done. But not by much.
The cannons will remain the same. They are suppose to be feared so the player would take em out.
Also I been adding more props so the play can make it up the beach seawall by taking cover.
The idea was too give the defenders a big over powered advantage. That when a player disables this defender advantage, the battle will tip in the players favor.
The next idea was to get the player too take cover while moving up the beach. Find out whats causing trouble for them on the beach. We wented this too be one of the bloodiest landings for the republic.
But in short, your feedback is important on whats good, and whats negitive. Agai thx for your feedback.
As I read on the turbo tank, it really doesnt have a backwards. The only time its backwards it when the turbotank decides which front too use as its front. I choose the the movie end for this one. As you can see the turbo tank driving the way I have it ingame.
And yea sorry, Laptops arent the best for gaming. Laging would probably be cause by your laptops specs.
TIPS
----------------------
ranger class

Throw HEP at MGs. The HEP can be thrown long range.

The HEP has a nice kick to destroy mgs or cannons
engineer class

you should drive the juggernuant up the beach then jump off into the trench

Throw some satchel charges on the cannons and set back and enjoy
turbotank driver class

you can drive the turbotank around spreading chaos to the MGs and Cannons

If you should lose your turbotank, you should then give some support fire to the MG's should a passing by soldier help you finish the job

Re: Designated Days
Posted: Sat Dec 11, 2010 4:58 pm
by Fiodis
There's absolutely no way anyone but the maker would think of those tactics, at least not before a long and painful trial-and-error process. A brief campaign mission outlining those strategies, possibly along the lines of the Geonosis tutorial, would be a good introduction mode, and shouldn't be too hard to code.
Re: Designated Days
Posted: Sat Dec 11, 2010 11:21 pm
by Twilight_Warrior
Yeah, when making a game (or in this case, a mod) its a MAJOR developer fallacy to expect the player to know exactly what to do. Sure, challenge the player to think with their arsenal, but you almost have to baby them. You can even see this in the best video game campaigns out there, they lead the player to the next objective.
Re: Designated Days
Posted: Thu Dec 16, 2010 12:10 am
by SAMofBIA
hmm yes, thats why most games these days are relatively easy in campaign...
Re: Designated Days
Posted: Thu Dec 16, 2010 3:09 pm
by Nabopolasszar
OK it's nice and clear but you have a big advantege, becouse you know this map's every shelter.
For example: I didn't even know about that trench becouse i got killed before i could explore the map. And before i could test the weapons i got bored(becouse of the many deaths)
And more units and reinforcements would be helpfull on the republic's side.(If you've seen Saving Private Ryan you could see the alliances(175000 troops) overcounted the germans(10000 troops))
EDIT: I tried out the HEP but there is only one of it, so it's enough to take out max 2 turrets, then I can kill myself(if I don't kill myself the turrets will do in 10 sec later and I don't like to waste time), and if my throw doesn't accurate... that's *****.
Here's my advises:
-add every unit HAPs (3 or 4)
-or make the turrets less undestroyable- I mean make them destroyable with rifle ot granade too
-or decrease the number of the turrets
Re: Designated Days
Posted: Thu Dec 16, 2010 4:08 pm
by RevanSithLord
Since the map is in my hands now, I will be taking suggestions/ideas into consideration.
As per request, I will adjust the number of HEP's the Ranger has. And I will give the Engineer 8 satchel charges. I might weaken the auto turrets a little bit too, enough to be a tad more damaged by blaster fire and grenades, but still encourage people to use the HEP's that the Ranger has.
As for the units, I don't think it'd hurt to add a few more, but I don't want to get insane with the unit count.
I will be constantly working to polish up the map and make any changes necessary. I am aware it has been a long time since I've attempted a map of any kind, but my confidence has risen tenfold since then. Hopefully I can provide a cool Christmas present. Of course people here know it's definitely not final.
Re: Designated Days
Posted: Thu Dec 16, 2010 4:26 pm
by SAMofBIA
offtopic: did you kill icemember and steal the map!?!?!?! XD jk
ontopic: anyway nice, i agree that more turrets should be added if you tone down the indestructability of the turrets. and you can actually see where they are firing.
Re: Designated Days
Posted: Thu Dec 16, 2010 4:49 pm
by RevanSithLord
Hahaha, no Sam, I did not kill the Commander and eat his spleen and take his map sources..... XD Woops, you said nothing about his spleen.... o.o I'm innocent I tell you, INNOCENT!!!! XD
He was all like, "Here my son....I place my confidence in you and hereby handover all map sources. It is a ritual among the tribe to hand down hard work to the descendants so that they can further complete the work of the elders of the village. You should know what to do." .....lol jk. But he just gave the assets over and I started working accordingly.
Anyways....I feel so dumb because for a long time I couldn't comprehend anything, .odf files, .msh files......and suddenly with this burst of confidence from Icemember, I actually somehow feel....more knowing and....can comprehend better. Actually to be honest, I looked through the .odf's and I'm like.... "......wow, this is easier than I always made it out to be." And made changes accordingly.
--------
Changes since last unreleased version wrote:Ranger's HEP ammo count increased from 1 to 4.
Engineer's Satchel Charge ammo count increased from 4 to 8.
--------
Going to work on the turrets now. Ugh, all these files. XD
Re: Designated Days
Posted: Thu Dec 16, 2010 6:38 pm
by SAMofBIA
lol yes, a lot of files but much easier than it appears to be at first. kinda like modeling, you just have to get the hang of it.
Re: Designated Days
Posted: Thu Dec 16, 2010 7:02 pm
by Jendo7
I think you learn as you go along, heck! Mav told me something today I didn't know.

Anyway, good luck with completing the map, I'm sure it will be great.
Re: Designated Days
Posted: Sat Dec 18, 2010 12:15 am
by RevanSithLord
Thanks for the support guys! Really means a lot!
You will all be pleased to know (hopefully pleased anyways) that a changelog should be coming sometime soon.
EDIT
Alright folks, here's an
update (if this double-post is okay with the mods). This is the changelog for now, just so you guys know I have been working on it. It's mainly values but it's prone to change. After I adjust the values, like the turret damage and such a little bit more, I am going to probably work on the CP's a little bit and try and adjust a few things graphically, and add a little bit more flare to the sound design.
I don't know when the re-release will be, but when it happens, I'll be sure to let you guys know. And of course, suggestions on changing more values is appreciated. I'm basically working on the rear-end of Icemember's map. Adjusting things and making sure the gameplay is a tad more balanced before re-release. I might even adjust the atmospheric mood a little bit too, probably the lighting mainly. You guys will be delighted to know that with the sound design, I'm going to be attempting to throw in my own ambiance track that I made before this map was released as a beta awhile back to make it feel a little bit more chaotic and 'warzone'ish.
Hope you guys enjoy this update. More updates hopefully soon, but the holidays will probably slow it down a little bit. But yeah, later guys!
