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Re: Space Endor
Posted: Mon Apr 07, 2008 4:29 pm
by Teancum
My opinion is I trust your opinion.

Honestly gameplay worries me much more than it being canon. So I guess make it as canon as possible without ruining how it plays.
Re: Space Endor
Posted: Mon Apr 07, 2008 4:29 pm
by Grev
Cool! You have it! Thats what I wanted to show you.
Re: Space Endor
Posted: Mon Apr 07, 2008 4:51 pm
by Taivyx
Whichever looks, plays, and feels better is always the best option

Re: Space Endor
Posted: Mon Apr 07, 2008 5:05 pm
by Eggman
Yeah, I though about commenting on that in my last post, but I decided against it, because once the battle gets going most people won't care much whether the set up perfectly matches the movie.
Unrelated: I'll make a note that it's "nebulae," not "nebulas." I hate using poor grammar.

Re: Space Endor
Posted: Mon Apr 07, 2008 5:49 pm
by Maveritchell
Here are some shots with the new nebulae in the background - I like these a little better then nothing at all, but let me know what you think (for comparison, see the pics on the first page).
And that last shot is in there just cause it looks nice.
Re: Space Endor
Posted: Mon Apr 07, 2008 6:00 pm
by Delta 47
Looks awesome, love the Death Star in the background!

Re: Space Endor
Posted: Mon Apr 07, 2008 6:03 pm
by woner11
This looks so good!!!
Teancum wrote:woner11 wrote:You could cut off a section of the space map far away from regular battle and make an endor, or just simply load the endor world in the lua, so you can play on the gound or space and make a lua there. Then if you wanted to get really fancy you also have the luke vader battle on another world in another lua. However cool it would be I know it would take lots of time to do, but I'd be glad to help with that. I am just trying to throw ideas out there to provide options.

Maveritchell wrote:My goal here is to create a space battle that looks nice, feels like Endor, and keeps things fresh while at the same time not being a resource hog and meshing well with the other stock BF2 space maps.
That's sortof out of the scope of Mav's project, and honestly nobody has been able to do that so far. Some folks have 'faked' it, but nobody has done it justice.
Okay, that's fine.
Re: Space Endor
Posted: Mon Apr 07, 2008 6:13 pm
by obiboba3po
looks great! im just wondering, wherd you get the b-wing and the nebulon-b frigate? also, home one should be in it, i see you already have mon-calamaris, but not home one.
Re: Space Endor
Posted: Mon Apr 07, 2008 6:58 pm
by Xavious
Oh cool, the Millenium Falcon has an exhaust effect.

Re: Space Endor
Posted: Mon Apr 07, 2008 7:00 pm
by woner11
I like the Nebulae, it adds a better look to the sky instead if just stars, stars, stars, stars.

Re: Space Endor
Posted: Mon Apr 07, 2008 7:04 pm
by EraOfDesann
Looks much better, Mav!
Eggman wrote:Unrelated: I'll make a note that it's "nebulae," not "nebulas." I hate using poor grammar.

Don't feel bad about the grammar because I actually had to
look up the plural form of nebula. That's why I have dictionary.com bookmarked.

Re: Space Endor
Posted: Mon Apr 07, 2008 7:08 pm
by Commander_Cody771
SWEEEEEET! Keep it up!
Re: Space Endor
Posted: Mon Apr 07, 2008 7:16 pm
by Grev
Really nice job! Lovethe new sky. So much better than the old version.
Re: Space Endor
Posted: Mon Apr 07, 2008 9:38 pm
by CaptainOrdo
first of really looking forward to this map....
secondly is thet maxloef's SSD? i'd use it as the main ship and an ISD as a secondary ship and put a bunch of ISDs in the background but its your map
Re: Space Endor
Posted: Mon Apr 07, 2008 10:33 pm
by Maveritchell
CaptainOrdo wrote:secondly is thet maxloef's SSD? i'd use it as the main ship and an ISD as a secondary ship
1) It never was maxloef's SSD, he neglected to mention that he was using EvilleJedi's SSD model. This is the same model, but FragMe! and I converted it.
2) I thought long and hard about which ships to include where, and I'll just ask that you trust me about not including the SSD (as an interactive ship). The map would have to be about 4 times as large just to
fit the whole ship in, to scale (and this is from experience, I tested it with a full-scale model). That's not to mention anything else that might be included in there. Anyone with something like that in there would be pushing or exceeding any number of limits in the game, and that's not the best way to approach a mod.
Re: Space Endor
Posted: Mon Apr 07, 2008 11:23 pm
by FragMe!
What he said ^^
No really at full scale it can take from 3 to 5 minutes to fly from end to end depending on what you are flying. It is much better being smaller and off in the distance, and as Mav mentioned it saves on resources.
Looking great Mav.
Re: Space Endor
Posted: Tue Apr 08, 2008 3:35 am
by MercuryNoodles
I wouldn't worry too much about the ship positions. The Imperial fleet initially positioned itself so the Rebel fleet would be caught between their ships and the DS2. The Rebel ships were ordered into the Imperial fleet's formation to force the DS2 to risk hitting the Imperials, either by direct contact with the superlaser or as a result of Rebel ships being destroyed in such close proximity. So, it's entirely possible that at some point the Rebel ships put at least a few ISDs between them and the DS2, which makes a lot of sense logically.
If anyone wants to debate it, you can send them to me.

Re: Space Endor
Posted: Tue Apr 08, 2008 8:41 am
by wazmol
i checked out that secret Mon cal in the assets, and in xsi i am starting to repair it, i will keep you posted cause it could really be cool in this map.
Re: Space Endor
Posted: Tue Apr 08, 2008 9:39 am
by DarthD.U.C.K.
wazmol wrote:i checked out that secret Mon cal in the assets, and in xsi i am starting to repair it, i will keep you posted cause it could really be cool in this map.
i started the same some days ago, but the model is too low poly i think, it would make more sense to put only the part with the thwo hangars on the original capship, maybe on the other side. (in work too, but retextureing nerves extremely)
Re: Space Endor
Posted: Tue Apr 08, 2008 10:47 am
by Maveritchell
DarthD.U.C.K. wrote:wazmol wrote:i checked out that secret Mon cal in the assets, and in xsi i am starting to repair it, i will keep you posted cause it could really be cool in this map.
i started the same some days ago, but the model is too low poly i think, it would make more sense to put only the part with the thwo hangars on the original capship, maybe on the other side. (in work too, but retextureing nerves extremely)
I don't know that it's too low-poly, but I don't know what much it offers different from the stock Mon Cal. They both look pretty similar; the only real difference is the arrangement of the hangars. I like that the all_cap_moncalamari.msh model has the two same-side connected hangars, but I've already got a 2-hangar setup on the stock model - the two hangars (on either side) are connected with a tram (so that you don't have to walk all the way across the ship).