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Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 2:58 pm
by Fiodis
THEWULFMAN wrote:I personally dont agree, Conquest is all a map needs in my opinion.
Personally I disagree further; all a map needs is what it's designed for: if it's centered around CTF then all it really needs is CTF. If its main point is a campaign then all it needs is a campaign. Anything else is - what is the expression, "Just gravy"?

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 3:05 pm
by THEWULFMAN
Fiodis wrote:
THEWULFMAN wrote:I personally dont agree, Conquest is all a map needs in my opinion.
Personally I disagree further; all a map needs is what it's designed for: if it's centered around CTF then all it really needs is CTF. If its main point is a campaign then all it needs is a campaign. Anything else is - what is the expression, "Just gravy"?

I concur :plokoon: for the most part
I was trying to make a point that a map doesn't need extra modes for the sake of extra modes. Like you said, anything else is just gravy.

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 6:04 pm
by Nova Hawk
Wow, for a newbie you've sure created a fine looking map. The only thing is I won't be able to play the map when it comes out because SWBF2 isn't available for Mac users.

Anyway, good map so far! Can't wait to see the final stage...

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 6:28 pm
by modmaster13
Nova Hawk wrote:SWBF2 isn't available for Mac users.
What are you talking about?! :shock: Yes it is!
Hidden/Spoiler:
I think...
Nova Hawk wrote:Wow, for a newbie you've sure created a fine looking map.
I concur. :plokoon:

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 6:33 pm
by commander501stappo
modmaster13 wrote:
Nova Hawk wrote:SWBF2 isn't available for Mac users.
What are you talking about?! :shock: Yes it is!
Hidden/Spoiler:
I think...
No.

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 6:37 pm
by sim-al2
modmaster13 wrote:
Nova Hawk wrote:SWBF2 isn't available for Mac users.
What are you talking about?! :shock: Yes it is!
There was a port of the first game for Mac but there hasn't been for the second.

@Nova: You could consider making a dual-boot setup so you can still run any Windows programs you might need.

@Locutus: Pretty nice looking map! I concur with the suggestions for smoothing the terrain but the buildings are wonderful!

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 6:43 pm
by THEWULFMAN
modmaster13 wrote:I concur. :plokoon:
Thats like your third "I concur" Modmaster, when
Hidden/Spoiler:
Everyone gets one and only one! :P Image
Ontopic: I will start beta testing as soon as I Finish up my scripts for my 2nd tcw beta. I am interested in exploring this map. I sometimes like taking a break from the fighting and just go exploring, the best maps have loads to see when your not trying to win a battle.

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 8:02 pm
by modmaster13
Sorry its just a good saying! :(

Re: Ruuria: Jungle Ruins

Posted: Sun May 15, 2011 9:14 pm
by Nova Hawk
modmaster13 wrote:Sorry its just a good saying! :(
I concur :plokoon:

lol, sorry... couldn't resist. Anyway, back on topic

Re: Ruuria: Jungle Ruins

Posted: Mon May 16, 2011 5:32 am
by Marth8880
Here is my invisible application for beta testing, sir.

Re: Ruuria: Jungle Ruins

Posted: Mon May 16, 2011 12:47 pm
by [Padawan]Helkaan
Here's my report for the CW conquest, sir.

The screens say all.
Hidden/Spoiler:
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Also I've taked some shots if you want to add a loadscreen (all are 800x600 but I can resize them if you like)
Hidden/Spoiler:
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This is a beautiful map. The combanation of grassy terrain+Rhen Var ruins reminds me EraOfDesann's Methlyn map. I like the idea of connection with tunnels. Maybe some Yavin ruins should be added, but that's you who decides. 7/10 for the beta. :thumbs:

Re: Ruuria: Jungle Ruins

Posted: Mon May 16, 2011 2:46 pm
by Locutus
Thank you for your quick reviews modmaster13 and [Padawan]Helkaan! :D
I fixed most of the stuff you two found.
modmaster13 wrote:1. The planet description isn't very professional at all. To be more like BF2, it should be something like:
*fixed*
modmaster13 wrote:2. Try to use the "blend" brush in height mode in ZE.
I smoothed most of the hard edges were it was possible.
modmaster13 wrote:3. I'm sure you have noticed that there are missing tree textures.
I know, I said some textures are missing. Anyway, *fixed*
modmaster13 wrote:3. Umm...what is suppost to be there? A moon/planet?
I have no clue honestly. All I did was copying the skydome from endor. Hope I can find out soon whats missing there.
modmaster13 wrote:4. Near CP5, there is a weird collision barrier.
I found what you mean. I believe (I don't know for sure) that thats caused by Rhn1_bldg_lighthouse_backwall.msh but unfortunately I can't fix it.
modmaster13 wrote:5. There should be more game modes besides conquest, such as CTF, eli, hunt, etc.
For now I've only planned conquest and XL mode.
modmaster13 wrote:6. Floating tunnel entrance.
*fixed*
modmaster13 wrote:7. Why does GCW have a massive amount of units/reinforcments?
I enabled ubermode as test there. I want this to be a seperate XL mode as soon as I find out how to do this.


[Padawan]Helkaan wrote:Also I've taked some shots if you want to add a loadscreen (all are 800x600 but I can resize them if you like)
Thx. Unfortunately I can't use any screenshots until my terrain textures show up ingame.


Marth8880 wrote:Here is my invisible application for beta testing, sir.
Check your pm;)

Re: Ruuria: Jungle Ruins

Posted: Mon May 16, 2011 8:42 pm
by modmaster13
Ooo0ooOo XL sounds promising...keep up the good work! :thumbs:

Another Bug Report:
Hidden/Spoiler:
ImageFloating CP and building.

Re: Ruuria: Jungle Ruins

Posted: Mon May 16, 2011 8:57 pm
by RevanSithLord
This is looking like it'll be a great map. I know I'm not a beta tester, but other than what was reported (which you fixed, of course, which is awesome. And hey, what map/mod doesn't have bugs anyways, right?), this looks to be a def download for me in the future when a 1.0 is released. Or w/e number you're going with. :)

Edit - floating CP (Edit within Edit- oh, oops, building too), modmaster? :o It's levitating! It's in its place of Xen. Lol.

Re: Ruuria: Jungle Ruins

Posted: Sat May 21, 2011 9:55 am
by agentsmith38
4. Near CP5, there is a weird collision barrier.
To add to the weird collision barrier, there was AI Pathing Issues near it.

Here's a picture -

Red indicates - AI Pathing Issue
Green indicates - Collision Barrier

Hidden/Spoiler:
Image

Re: Ruuria: Jungle Ruins

Posted: Sat May 21, 2011 11:06 am
by modmaster13
Hmm, do the Terrain Cutters work on removing collision too? You could try that and see if it removes the collision barriers. :cpu:

Re: Ruuria: Jungle Ruins

Posted: Sat May 21, 2011 11:47 am
by THEWULFMAN
modmaster13 wrote:Hmm, do the Terrain Cutters work on removing collision too? You could try that and see if it removes the collision barriers. :cpu:
Uh... No... They are Terrain Cutters, and therefore remove terrain, They are not Model or Collision Cutters.

Try adding -donotmergercollision to the models .option file instead.

Re: Ruuria: Jungle Ruins

Posted: Sat May 21, 2011 12:19 pm
by Darth_Squoobus
Hmm... You know those cliffs from the tatooine homestead map? You might put those in to disguise the terrain cliffs you made. It's also fairly easy to cobble some rock models together to hide gaps between models. Otherwise, it's pretty good for an early map. Just needs a wee bit more polish.

Re: Ruuria: Jungle Ruins

Posted: Mon May 23, 2011 12:02 pm
by Alpha347
This map has a great potential.

It still needs some work btw.

I agree what others said, maybe ruins should be more darker. A reskin would also add more originality to the look.

Re: Ruuria: Jungle Ruins

Posted: Mon May 23, 2011 12:17 pm
by THEWULFMAN
I did get to finally beta test, and My thought are therein,
This map has a lot of potential, and already is pretty good, however, there are some very pressing matters that need addressing.
-The before mentioned terrain, it needs to be smoother to prevent terrain texture stretching.
-Extra unneeded clutter. Your map, the part that is fought in, is pretty good and fun, and so far the planning has held up, although it could use improving. By extra clutter, I mean the forest surrounding this map. There is a reason Pandemic has those forest walls that they use on Endor, Yavin, and Dagobah. Without them, they would need to do what you did, create a forest around the playable map, in places no one ever goes, and this causes Lag for me, and is unnecessary.
-You know about the ruins textures already.
-GCW Rebel Soldier, he is in his desert Camo, when he should be in his Forest camo, fix this by changing your lua from
Hidden/Spoiler:
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
to
Hidden/Spoiler:
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

That's all for now, I will play more and see if anything else needs mentioning, Keep up the good work.