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Re: Second Battle of Geonosis: Central Push
Posted: Mon Dec 21, 2009 12:34 am
by allthetutorials123
Circles of reckage kind of seem out of place and to "planned" unless you wanted it like that. Also, Cody seems out of place with all those other troops. That's what I recognize. On the brighter side, I like how it looks even though geonosis is an overused map.
Re: Second Battle of Geonosis: Central Push
Posted: Mon Dec 21, 2009 3:54 pm
by Lysia_Keyes
Yeah I know Cody looks out of place a little but that's how he's depicted in TCW.
Ok I think I'm act pretty close to release, or at least a beta, unless there#s anything major anyone wants added/changed/removed.
One issue is Hero Assault? The heroes were all going to be Geonosis-related but is anyone particularly bothered about having it? Cos for some reason all the primary weapon sounds have vanished in my assault and it may be easier just to can it if no one wants it.
Re: Second Battle of Geonosis: Central Push
Posted: Mon Dec 21, 2009 4:09 pm
by genaral_mitch
If you put hero assault, it's likely you'll never see me playing it. It's my least favorite mode.
Re: Second Battle of Geonosis: Central Push
Posted: Mon Dec 21, 2009 4:49 pm
by Lysia_Keyes
Okay since it's also not working out right, Hero Assault is going to be canned.
A slight issue I'm having that someone could please help me with... my Geonosians aren't making any noises. No wings, no chittering, not even anything from the Geo guns :S
Re: Second Battle of Geonosis: Central Push
Posted: Mon Dec 21, 2009 5:02 pm
by genaral_mitch
I think it's in the lua. Like when it says this:
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")
Change it to this and see if it helps.
Code: Select all
ReadDataFile("sound\\geo.lvl;geocw")
Re: Second Battle of Geonosis: Central Push
Posted: Tue Dec 22, 2009 4:18 pm
by Lysia_Keyes
Thanks muchly general_mitch, that fixed it right up.
Well it's pretty much nearing finish as far as I can tell, unless there's anything anyone spots that desperately needs changing. So if anyone would like to Beta-test let me know.
Re: Second Battle of Geonosis: Central Push
Posted: Tue Dec 22, 2009 5:30 pm
by genaral_mitch
I will.
Re: Second Battle of Geonosis: Central Push
Posted: Tue Dec 22, 2009 5:46 pm
by sampip
I'd like to, if that's alright

Re: Second Battle of Geonosis: Central Push
Posted: Wed Dec 23, 2009 12:38 am
by allthetutorials123
You can toss me in the beta-tester list unless your like the other three maps ive said this and they skipped right over me...

Re: Second Battle of Geonosis: Central Push
Posted: Wed Dec 23, 2009 8:05 pm
by Nova Hawk
I would like to beta test too.
Re: Second Battle of Geonosis: Central Push
Posted: Wed Dec 23, 2009 9:01 pm
by 501st_commander
I what to beta
Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 6:27 am
by sampip
Here is my review:
Just played it through once or twice, and I found it very fun, actually. The battle really works and the command posts are in good places so that the battle is quite spread out instead of confined to the republic circle. I don't think the map needs a whole amount more detail but at the minute it looks a bit plain. I would try using the Geonosis "foilage" (which are small rocks), it adds a small amount of detail to the map. Other ideas could include flaming pits, dust clouds and possibly embers from mustafar falling (not very many, just a few). Now, onto the sides. The sides are quite basic although the skins (or models) make them look new. I liked all the republic (except for the engineer, who looked rather out of place among the others). However the CIS; why are they all Geonosians? You might be trying to make it realistic but that is one point you need to change. For a start, it's incredibly annoying being shot at from all angles (including above), and they were completely overwhelming. If I were you, maybe keep the Geonosian Sniper and add the normal Geonosian as an extra unit, but take out the rest and replace them with droids (except for the hero). The rocketeer (as I discovered making my map), gets stuck in the jump position while flying and to be very honest I expect it would be hard flying with a rocket launcher. Oh, and most of the Geonosians explode into Battle Droid parts (probably because you have made the Geonosians use cis_inf_default as the base class (which is what sets the Battle Droid explosions)). You might want to look into changing this. You also need localizations on the CIS and some of the Republic. The last thing was, I never got to test out the last trooper to unlock on the republic. It kept giving me "Too many units already!", and I played through the map about 3 times never being able to play as him.
Finally, gameplay. The map played through smoothly 3 times without crashing (which is good ) but there are way to many units on the Battlefield for the CIS. When playing as the Republic I found myself impossibly outnumbered, and it is very hard to get a decent number of points per life. I'm being constantly shot at from all directions and blown up by AAT's (oh yes, take the AAT's out, they are very pointless), and the CIS always have the upper hand. From beginning to end, they are always winning

, which is a pity, because the Republic side is much more fun to play as, but I always lose.
Anyways, to sum up - A very fun to play map, but a bit biased and with need of detail and polish. I also coudn't see any glitches at all with objects or anything (but it's quite hard to look for them without being shot first), so it was very well planned!
Good Work!

EDIT: God, that was a long review wasn't it

Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 3:02 pm
by genaral_mitch
I'm only going to tell you about the problems. #1: the gunships in the circle were not cw gunships. You don't need to fix this unless you model. #2: CHANGE THE GUNSHIPS LASERS!!!
The current ones are terrible. #3: I think you should put a tri-pod in one of the gunships like on the show. #4: The units weren't localized. #5: The CIS was
way too good.
I took a pic that's supposed to look like the clone wars:
Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 3:12 pm
by Nova Hawk
genaral_mitch wrote:I'm only going to tell you about the problems. #1: the gunships in the circle were not cw gunships. You don't need to fix this unless you model. #2: CHANGE THE GUNSHIPS LASERS!!!
The current ones are terrible. #3: I think you should put a tri-pod in one of the gunships like on the show. #4: The units weren't localized. #5: The CIS was way too good.[/hide]
I think that concludes my survey too.
Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 6:40 pm
by 501st_commander
waaaaaaaaaaay too many geonisians. all i can say at start.
anyway.. here is bug pics.
way too open.
ah, floating.
suggestions:
- Please, remove some geonosians
Make the laat float in mid air without moving
fix cody so you can use him, and not say "Too many units already" when there is none
make the map less open
i had to use the fake console to win, which is sad.. give the republic more units or something
Please, remove some geonosians
this is a fun map to play, if you fix the bugs and have it so the republic can win, this will be an epic map.
Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 6:43 pm
by sampip
501st_commander wrote:
i had to use the fake console to win, which is sad.. give the republic more units or something
this is a fun map to play, if you fix the bugs and have it so the republic can win, this will be an epic map.
I agree with this apart from that point. Whatever you do don't add anymore units to the battlefield

The Republic have enough re-inforcements, it's just that the CIS have waay too many (and they are all Geonosians).
Re: Second Battle of Geonosis: Central Push
Posted: Thu Dec 24, 2009 6:49 pm
by Lysia_Keyes
Thanks for the feedback, is good to hear.
With the many many Geonosians, I have listened and acted. The new set up for the CIS:
Rifleman - Battle Droid
Rocketeer - Battle Droid
Sniper - Geonosian
Engineer - Geonosian
Officer - Geonosian
Special - Droideka
Extra - Super Battle Droid
I've also evened up the sides. I'm not sure what happened there but I accidentally added an extra load of CIS AI which has now been fixed and it is nice and even. I also lowered the Geonosians's health since it was strangely high and was making things unnecessarily hard. Cody is also playable now, since when I was testing (i.e making him unlocked from the start) he worked fine and didn't notice. Now he still needs to be unlocked but is actually playabled which is nice. The droids and bugs all die like their meant to now, with no random battle droid parts for non-droids (made sure the SBD has the right debris too)
@general_mitch: what would you suggest changing the gunship lasers to look like?
Also, issue I'm having, my localizing isn't working. I do it as it says in the tutorial but then nothing. Any ideas?
Re: Second Battle of Geonosis: Central Push
Posted: Fri Dec 25, 2009 3:04 pm
by Labj
Keep it up, rise that terrain, so it wont be so flat
Re: Second Battle of Geonosis: Central Push
Posted: Fri Dec 25, 2009 3:29 pm
by Blade117
Although it's probably too late, I'd like to beta as well.
Re: Second Battle of Geonosis: Central Push
Posted: Fri Dec 25, 2009 4:08 pm
by sampip
Lysia_Keyes wrote:
Also, issue I'm having, my localizing isn't working. I do it as it says in the tutorial but then nothing. Any ideas?
I had issues with localisation when I first did it, but now I've got the hang of it, it's quite easy. First, you seem to be using gen.lvl and sep.lvl aswell as CIS.lvl. What do these side levels contain?
Second, make sure you localize in all languages, not just the default one you are using.
Blade117 wrote:Although it's probably too late, I'd like to beta as well.
Unless he's releasing a second beta, you are
