WIP Space: Boarding Action (Updated 3/1/08)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by venort »

woo! oh wait darn im AFK all day thursday.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

And we have liftoff..

http://www.gametoast.com/forums/viewtop ... 35&t=13656

I really hope this was worth it.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MasterSkywalker »

Looks very nice dude :P

It's kinda weird that my map looks alot like yours.. and I didn't find out about this one until I started on the Imperial interior xD
*Panics and goes back to the drawing board*
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

Reposted for the sake of an announcement..

Don't scrap a perfectly good map on my account. I don't claim any special rights to the idea. It's something a lot of people want, so there's no point denying them by considering one map the untouchable and definitive one. Hell, this map isn't meant to be anywhere near it.



My update: So, I've begun the next round of work. It's not much but I have a Galaxies addiction to tend to, so just hope I don't decide to continue beyond the trial. :P

1) I've being doing a little file size reduction. I've cut out some things I missed from the side req and the spa_sky req, which cuts the file size by approximately 75 MB. It now stands at about 249 MB.

2) I've also decided to start with a little sky editing, and I've removed the nebulae. Honestly, I don't like the fact that all of it is gone now, but somehow I find it less annoying than having the sky virtually enveloped in it. I'd meant to do this before, but this is what happens when I don't write things down.

In the coming days, I'm going to go over the comments, take another look at the map on my own, and try to compile a new to-do list.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Maveritchell »

I've also decided to start with a little sky editing, and I've removed the nebulae. Honestly, I don't like the fact that all of it is gone now, but somehow I find it less annoying than having the sky virtually enveloped in it. I'd meant to do this before, but this is what happens when I don't write things down.
Play around with other sky settings than the defaults - there are some nice ones in there that rarely see screen time (who plays Space Mustafar, anyway?). Mixing and matching can make it feel a little less like the standard blue-sky-purple-nebula deal.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

I'll look around. I'm going for a slightly customized sky, but it's been a fairly low priority. What I have now is simply the starfield with a sun. I want to put some nebulae back in, but only as objects in the distance, rather than making it appear as if you're in one.

For that matter, I've been considering changes to the sun. I want to make it a different type of star, but I haven't made a decision on what it'll be yet.

I've also noticed I have explosions specified in the sky file, but they don't appear ingame. The files I need appear to be in place, but I've failed to locate any explosions. I don't need them, but it'd certainly be nice to know why they're not showing up.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

After a few attempts at changing the star, I've come up with something that may be worth a look. Basically, I'm going for an A or B type main sequence star. I want to keep it closer to the A type, but I'm willing to change it. Feel free to bring up any concerns, since I'm certain this isn't entirely accurate. So far, I've found little information that's of much use for editing, though there's certainly an abundance of information on other aspects.

Hidden/Spoiler:
Image

Image


Edit: More progress.. With the FAQ up again, I finally fixed my tip problem. It turns out I had the path correct, but forgot the scope that preceeded. I've changed the lower portion to "All hands, General Quarters! Prepare shuttles for boarding!", and I think it's a little more fitting.



Edit 4/24: I seem to be jumping around a lot, but I've started work on replacing the uglier gap patches. So far, I've only been able to work with one, but I've run into a texture problem I can't wrap my head around. I've made the texture white (to match the Tantive halls) in GIMP, but it always produces a grey both in ZE and ingame. I've tried munging the texture as other colors, so I know the changes to the texture are being saved and munged, but this grey still turns up whenever I use white. In fact, the color I'm using is even more white than the actual Tantive textures. Any information on this would be helpful, because chances are I won't be able to figure this out without wasting massive amounts of time.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Alsray »

God bless you man, this looks amazingly epic

Interiors for ships is just what the game needed, and you seem to have successfully incorporated it into game play, well done
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Maveritchell »

--------------------------------------------------------------------------------------

Please don't bump topics over 30 days old. It is against The Rules.

If you're looking for this file, please search for it in the Links to SWBF-2 Maps + Mods + Sources thread. If you can't find the file in one of the many links there (most links are in the first post) please ask for it in that topic.

Thanks, Staff

----------------------------------------------------------------------------------------

Edit: Unlocked per author's request.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

The skies parted, and light shone upon the land. Among the lush surroundings was a small thing, a little wonder among giants. As we focus in on this shiny little thing, we realize it's not an object. It's not a thing rational minds can fully define. It is ethereal. (Cannot be repaired.) It is intangible, yet it is there in front of us. Inexplicable, it shines, but gives no light. A wind stirs the trees, and we are blinded by a brilliant flash of light. Then, a grenade lands at our feet. Crap.


Sorry. :P Down to business. Well, I was going to post a wordy update, but I've forgotten everything I'd wanted to include. I'll just list what little I recall whilst listening to something relatively mellow.


- I've changed the T-21 model to Warrior88's.

- I'd noticed the Reef Home/Home One type ships have multiple towers, with the largest being at the rear. I believe this large tower is the primary bridge's location, so I moved the bridge astern. I might add one or two smaller (normal sized) bridge towers.

- I've found two destructible objects for the ISD, a section of superstructure deck, and something that isn't quite the reactor bulb. They are in the current munge, but I haven't decided on whether they stay or not. Mostly, they just look a little out of place.

- Looked into landing hints, and they indeed don't work. At least, they don't when I try to lead AI right to them. They need 50-100 meters to land, though, so that could be the problem. The hangars just don't have that length. So, I'm moving on to the next idea.

- Filesize/organization stuff: Sides cleanup is still ongoing. The reqs are clean, except for one unit I plan to use later. I think there's something else I can clean up, but I'm not sure anymore. It's still huge, at 236MB, but much improved over the initial beta.

- Some of the unused space chatter is now included, via a "custom" sound file. I also cut the frequency of the "Radar non-operational, switching to manual" sound, as it was bugging me in terrible ways.

- Along with the chatter, I've included the AT-AT cannon sound for the heavy turbolasers. However, they sound way too quiet, and are only audible as you get close to the turrets, which is a little inconsistent with the other sounds.

- Barriers have been added to areas where I'd neglected to put them before release. The bridges on both ships and the detention area of the ISD still don't have barriers, pending any changes I may make.

- Y-wing sound issue is no longer a problem. I believe I simply replaced the fire sound with the A-wing's.

- The detpacks are now half-size. 'Nuff said.

- Fixed the missing ship status icons. For some reason they disappeared one day, and are now req-ed in. I'm not sure if they ever disappeared in the beta, but I noticed them in later munges, so it had to be dealt with.


Overall, The GCW era is far from incomplete, but I've managed to get a few changes in between trying to start other projects. Now, to spoil my own surprise, I've begun work to include the CW era. It's going to be different from the BF0 map I'm working on, but I'm still working out how I want to accomplish this. Some elements will be similar, but I'm hoping to have distinctive differences in place.

I suppose a screen cap, or two wouldn't hurt, so I have this to show. It's not much, but many of the changes aren't visual.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Null_1138 »

MercuryNoodles wrote:Then, a grenade lands at our feet. Crap.
ROFL :funny2: . That's great to see that you're updating this, I loved the beta. Good luck!

EDIT: When you say "BF0 amp," you're making a map like this for BF0? I gotta check that out!
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by lesovikk1 »

glad to see your still working on this and i hope you improve the bridges because when you get to the top you cant get down :funny2: also the rooms in the imperial ship need to link up like the 1 in the rebel ship

oh while im talking about the rebel ship you have 2 hangers try to link them up also (i like to say also :yes: ) raise the score limit up to 380

so thats my points and i like your map :yes: :clone:
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

Yeah, that's Space: Centax-2. No rush, though. I have only begun work with it, and I have three projects going.

Linking up the ISD interior is a little tricky with stock assets. Maybe when my modeling improves I could change it, but for now I'll be lucky to pull off getting two routes to the auto-turret room.

Teleports off the bridges are on the to-do list. Believe me, I know. I wanted those in the initial beta, but it was taking too much time to get everything finished in the end.

Linking the other hangar is a little beyond the scope of this map, and may wind up being too much trouble for something that's likely going to be complained about. ("OMG teh map's too humongerousorz1 Wut u meen staminum iz 4 Sprint? tat's for uber engi rollin lolololol") I'm trying to keep this as simple as possible, so I may just leave it closed. The more work I add onto this thing, the less I feel I can finish. I might change my mind for a later version, but I can't have it now without overwhelming myself and dropping the map.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Fluffy_the_ic »

MercuryNoodles wrote:...("OMG teh map's too humongerousorz1 Wut u meen staminum iz 4 Sprint? tat's for uber engi rollin lolololol")...
staminum is 4 uber rollin, liek noe tk is 4 uber chepnis liek detruchin, n heros r 4 ubr masiker lollollollllolololololoolololllol!

I'd really, really, REALLY like to see the finished version of this, and who cares if the map is huge? It's a space map! They're supposed to be huge! And besides, you can just make the people move a little faster. But really, why do you need to care what the people that talk like that complain about? I know this sounds rude, but if they purposely speak improper (eh, no, people don't mind improper, generally) unintelligible english, well, that's just as rude as skipping out on their wants in a map. It's your map, and I'd just say I don't understand them if they'll only talk liek dis. u git mi pixer?
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

Heh. I needed that. :D I'm already making it huge. I just want to put a cap on it somewhere, because this is supposed to be my first SWBF2 map (not the only one :P) and it's taken years to get even this far. I have to pace myself a bit on the expansions.

I'm just venting there, and the grammar has little to do with it. It's just my way of showing how I perceive such ideas. It's something I'd like to bury, as it were. For me, it doesn't matter how well worded something like that is. A bad idea isn't made into a good idea just because it's given an ornate veneer, or because it is more vocally or vehemently supported. It has to stand on it's own.

I also don't consider it rude to skip on a request or suggestion. They are just that.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Maveritchell »

To present a counterpoint - too big is bad. Your goal as a mapper is never to be accurate, but to create the illusion of accuracy and to provide fun. If things were made accurate (walking speeds, sizes, weapon power), things wouldn't be fun except to a few purists. Remember that you're making a game, not a historical document.

To that end, you can easily create the illusion of a large interior with trams (animated or teleports). This way you can link hangars and artificially separate areas of a ship. But just as a note - I've said it before and will say it again - weigh too heavily on one side of a space map (interior vs. dogfight) and it will be to the exclusion of the other. This won't necessarily be bad, though. I think a "space" interior map is a capital idea, and since it seems like that's what you're aiming for, I would just leave everything outside the ships as an afterthought and basically consider your work two interior maps.

Some setup ideas can be gleaned from xwingguy's Battle of Endor WIP; he never finished, but that map was interior-focused as well and he had a nice setup.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

My map isn't that accurate, and that's not a justification I'd use for that end. The interiors aren't getting larger without trams. I'd already thought that far ahead. I'm not planning on using interiors larger than they are, for the time being, so it's a mute point. By huge, I mean the planned multiple cruisers, not so much the interior size.

Still, I feel this is more valid for single player than multi player. I was originally going for a space map that could provide a more satisfying MP experience. So, the point isn't that it should be huge at all.

If this doesn't make enough sense, get me to go over this later. I can't think straight anymore. I'm off to bed.



Edit:

More or less, I settled on the current setup because I do feel covering more area would be bad for SP and MP without trams or teleports. I'd prefer to have options open instead of making one thing so emphasized that it kills the other aspects. I was going on the idea that one could use this on full 32+ slot server and have a fun battle regardless of which way one preferred to fight.

Actually, I was trying to make something that was different from xwingguy's map, because I didn't want my setup compared to his. Call it beginner anxiety. His seemed more epic, so I went with something in between stock and that, which was more easily within my means. If you mean the asset reskinning ideas, that's possible, though skinning isn't my forte.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Guest »

are you going to make a conquest mode, which would take place in one of the ships, i mean pure conquest without getting out of the ships (that was already made, the battle took place in space in assault mode an inside a venator in conquest mode) and fighting your way through from the hangar to the bridge?
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by MercuryNoodles »

You mean like a mode where you're all sectioned off in one ship? I suppose I could try to fit it in as I get closer to completing assault mode. It shouldn't be too difficult to do.
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Re: WIP Space: Boarding Action (Updated 3/1/08)

Post by Guest »

yes
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