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Coruscant: Final Stand

Posted: Tue Nov 23, 2010 9:52 pm
by MrCrayon
Coruscant: Final Stand

completion: 60%
By MrCrayon and commander501stappo


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Work to be done:
Sides to be completed by the magnificent commander501stappo
More objects, collision, barriers, and side balancing for MrCrayon to finish (that's me!)
Continue working on 'extra' stuff.

The aim of this map is to make a nice well balanced and fun battle, while providing a great visual show. I am also making a lot of extra parts of the map that don't have a battle, but encourage the player to explore the map. Did someone say the Dark Times Support? Holy Cow! MrCrayon got it to work? No way! That's right. I got it to work folks!

Got the shocks working! I also spammed on re-skinning. I should improve most of them.

Expected to finish by Christmas!
This map is slated to be included in the Clone Wars era mod coming soon(ish), skeltor's mod, and it currently supports dark times rising sun, and the conversion pack. I am going to make a bat signal as an Easter egg. Who's up for that? Oh, yeah, almost forgot. I got Order 66 to work and the sounds work too. Sweet. I am going to add a timer. Won't be hard. I also want to make a pop up text that says Execute Order 66. That will require a bit of looking. :clone:

credits go to me, my (as far as maps go) hero Rends, my other hero Maveritchell, and commander501stappo. Anybody up to making a Jedi temple building for the distance? Anyone?

-MrCrayon

Update: I got the conversion pack in there. Unfortunately, I don't know if it works or not because I have BFX (the old one) so I can never enjoy it. Its weird. If I place the BF1 folder in my add-on, all the other maps disappear except for the dark times and the conversion pack maps and other maps that are compatible. Lol. Way to monopolize my add-on list. Teancum and Maveritchell pretty much own my add-on folder when I do this. :thumbs:

So. What do you guys think?

Re: Coruscant: Final Stand

Posted: Tue Nov 23, 2010 10:18 pm
by commander501stappo
looks good :thumbs:
Hidden/Spoiler:
and I'm working on the heavy trooper now, so...you'll get it soon :D

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 12:06 am
by ps2owner
looks cool! i like exploring so even cooler. you should put up christmas easter eggs(mabey literally) I'd beta

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 9:09 am
by THEWULFMAN
Looks nice :thumbs:
Sadly, it kinda reminds me of my Coruscant: Skyline, map, but thats got alot more aire battle alot less ground battle :wink:

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 9:19 am
by MrCrayon
Thanks! I am re-skinning some Bespin props. At first the re-skins weren't showing up until I cleaned everything. Now its working fine. Any suggestions? I need to change the sky too. Its ugly.

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 10:28 am
by Anakin
MrCrayon wrote:
Hidden/Spoiler:
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loos awesome but your letters didn't make any sense. this one in normal letters means:
bnmbn???

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 10:57 am
by THEWULFMAN
Anakin wrote:
MrCrayon wrote:
Hidden/Spoiler:
Image
loos awesome but your letters didn't make any sense. this one in normal letters means:
bnmbn???
Those are frrom Rends coruscant map assets, he didnt care about them saying anything in particular. it takes uber geeks like you and me to care about that kind of stuff :P

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 12:18 pm
by MrCrayon
Anakin wrote:
MrCrayon wrote:
Hidden/Spoiler:
Image
loos awesome but your letters didn't make any sense. this one in normal letters means:
bnmbn???
Did you volunteer to make better ones? I would really appreciate that if you could!

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 12:20 pm
by Anakin
thx
:oops: if you think i'm good enough

but i would need the object so i only must retexture it

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 1:08 pm
by Teancum
It's very.... yellow. If you're going for lots of localized lights of different colors (like marquees and other signs) then make those lights much smaller, with a global light that puts off a much whiter light.

Re: Coruscant: Final Stand

Posted: Wed Nov 24, 2010 7:47 pm
by MrCrayon
Teancum wrote:It's very.... yellow. If you're going for lots of localized lights of different colors (like marquees and other signs) then make those lights much smaller, with a global light that puts off a much whiter light.
hmmm...I think you are on to something there (well, of course you are!)
I'll do that. Thanks! :D

I am in the process of getting an order 66 mode to work.

Re: Coruscant: Final Stand

Posted: Sat Nov 27, 2010 5:49 pm
by Firefang
Loks like a promising map
Hidden/Spoiler:
Is that Rising Son I see? Or just similar units?

Re: Coruscant: Final Stand

Posted: Sat Nov 27, 2010 7:12 pm
by MrCrayon
It is rising son my friend. I also got order 66 working via assault mode. I have been having a couple of crashing issues though, so remapped it (the layout is much more fun and fluent) but my level is crashing again. I think it is a lua error or I haven't set my memory pools high enough (it loads fine). Will be fixed soon.

New pics will be here tomorrow.

Re: Coruscant: Final Stand

Posted: Sat Nov 27, 2010 7:32 pm
by R8-Q88
Wow. Looks great Mr. Crayon! I'd like to beta for you if you don't mind.

Re: Coruscant: Final Stand

Posted: Sat Nov 27, 2010 8:32 pm
by MrCrayon
No problem. I also fixed the crashing. Yay. I also tried the actual battle. It is really fun, well balanced and it is the perfect size. Yay.

Re: Coruscant: Final Stand

Posted: Sun Nov 28, 2010 5:59 am
by commander501stappo
yay, it's working XD
Hidden/Spoiler:
will you have pic's of the units I sendt you tomorrow, or will you wait with it?

Re: Coruscant: Final Stand

Posted: Sun Nov 28, 2010 6:03 am
by Delta-1035
Looks nice so far. :thumbs:

Re: Coruscant: Final Stand

Posted: Sun Nov 28, 2010 11:32 am
by MrCrayon
commander501stappo wrote:yay, it's working XD
Hidden/Spoiler:
will you have pic's of the units I sendt you tomorrow, or will you wait with it?
I suck at hex-editing units, so it may have to wait (no really I do). If anybody volunteers. it will save me a lot of time. Though, I wouldn't mind learning how to do it ( it looks kind of easy)

Oh. Dark times works 100%. Yay. I realized what was wrong. It kept crashing because I needed to update with the new lua scripts (TFUrandom.lua and the AIHeroSupport.lua)

Rising Sun sides die without the new scripts. Thanks Mav for your awesome mod and tutorial. So amazing. Now I will add the conversion pack if you guys think that would be cool! I also want to be in the clone wars mod, but that isn't my choice is it?

Re: Coruscant: Final Stand

Posted: Sun Nov 28, 2010 1:06 pm
by skelltor
I would be interested in adding bfsm if you would let me
Hidden/Spoiler:
also if i can beta that would be great

Re: Coruscant: Final Stand

Posted: Sun Nov 28, 2010 2:31 pm
by MrCrayon
Definitely. I think that would be great!

I also got the clone skins to work somehow (when I change the dead unit prop skins, the clone's skins mysteriously changes too)

p.s. Order 66 is fun as heck. I think I made a great map. It plays very well and is awesome and the perfect size. I need to upgrade its visual appeal though!