Rhen Var: Church (UPDATE)

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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Who thinks I should convert this map to BF1?

I do!
6
43%
I don't!
8
57%
 
Total votes: 14
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Fiodis
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Fiodis »

Alpha347 wrote:Anyone hero is always better than no hero...
Not necessarily. Personally I dislike BF2's hero system. Imo you shouldn't throw a hero into a map simply for the sake of having him there.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

Alpha347 wrote:
Suggestion: Is it possible to add some vehicles on the outside CP? It would be great.
No because there isn't enough room. Thats part of the reason why I took away the particle cannon turrets.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Marth8880 »

Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.

EDIT:

Oh, and I'd like to beta. :yes:

On another note, this: :chew:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by AQT »

Marth8880 wrote:Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.
Off-topic: That is highly an incorrect and false statement. And it's more of a polygon limit rather than an actual object limit.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Anakin »

yeah the map become better and better but i found something to fix
Hidden/Spoiler:
Image
do you see??
at the door the msh didn't fix together. there is a break
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

Anakin wrote:yeah the map become better and better but i found something to fix
Hidden/Spoiler:
Image
do you see??
at the door the msh didn't fix together. there is a break
What are you talking about? Post an edited pic pointing out the problem. :cpu:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Fiodis »

I think he's talking about the miniscule little space in front of the CP where you can see a tiny bit of white poking through a hole between the meshes. A really small thing to complain about, imo.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

Oh. I'm not gonna fix that. Not, a very big bug at all. :wink:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Marth8880 »

AQT wrote:
Marth8880 wrote:Solution to the object limit? Combine the objects! In the DMI, it was a requirement that an applicant's lot be one single object.
Off-topic: That is highly an incorrect and false statement.
Oops, sorry, my bad. I was just drawing up an old memory from a rule I thought I had read.
AQT wrote:And it's more of a polygon limit rather than an actual object limit.
Ah, that makes sense.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Alpha347 »

LOL, if you really complain about that minuscule white line, what should I had to say for the missing hero and the missing weapon of the other hero? Or the see-through-walls?

I think it is right to give the proper respect for other people's work... and not blaming for such things.

End offtopic (if it is really an offtopic).


I' m waiting for the final release of this wonderful map like few things I'm awaiting for.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Anakin »

modmaster13 wrote:Oh. I'm not gonna fix that. Not, a very big bug at all. :wink:

yeah it's small but there. maybe it's only there because you moved with the freecam
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

Currently I am having trouble getting Kit Fisto ingame. Quick qusetion, if you have a custom REP side w/ cold assault troopers in, should it still work if you have the kit.lvl in it?
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by The Nasal Abyss »

As long as you are loading the Kit.lvl you should be fine. Just add him like you would any other hero.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by THEWULFMAN »

modmaster13 wrote:Currently I am having trouble getting Kit Fisto ingame. Quick qusetion, if you have a custom REP side w/ cold assault troopers in, should it still work if you have the kit.lvl in it?

ImageWhere did you put the kit.lvl file you dled?
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by CalvaryCptMike »

Kind of swaying from the current topic but...: When I was beta-ing I really liked the turrets outside. They were actually really fun I thought and I wouldn't take them away.
Also you REALLY need to get a really good mini-map as the one that was there wasn't even finished. An indoor map like this needs a great minimap and the one you had wasn't very complete.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Alpha347 »

I agree.

Those turrets make a bit harder to take external CP, as it should be, giving a real possibility to use assault classes for both sides.

Without them, the whole match would be just too easy and rocket classes useless...


On the minimap, I also share what he said.
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by Lephenix »

Can i beta if it isn't too late , please ?
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by [Padawan]Helkaan »

I've just noticed some problems with the objects (walls), the AI sucks in some corridors and the republic snow troopers have the purple marine FPM. I'll report the rest soon.
EDIT: Would you be interested by a snow/white rebel smuggler skin?
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by modmaster13 »

[Padawan]Helkaan wrote:Would you be interested by a snow/white rebel smuggler skin?
That'd be cool. Yes I am interested. :yes:
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Re: Rhen Var: Church (UPDATE #7 BETA INFO.)

Post by CalvaryCptMike »

I have a white camo bothan if you'd like that too. :D
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