Thrakia: Oceanic Pass

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

Moderator: Moderators

Post Reply
User avatar
bobfinkl
Rebel Colonel
Rebel Colonel
Posts: 593
Joined: Sun Jul 13, 2008 9:01 am
Projects :: Lots of unreleased stuff
Games I'm Playing :: Life
xbox live or psn: No gamertag set
Location: The quaint little city gametoast.

Thrakia: Oceanic Pass

Post by bobfinkl »

Hello Gametoast, it's been a while since this has been released on swbffiles but I decided to finally release it here, the link contains all the information you will need:

http://starwarsbattlefront.filefront.co ... 9x#1992323

Fixed Credits:
TheUltimat: Help adding transparency to the ocean, Minimap
CodaRez: DLT-9 Automatic Rifle model
Macboom: Beta testing
RED51: Beta testing
Filipinio: Beta testing
Nova Hawk: Beta testing
Acryptozoo: Beta testing
Null_1138: Beta testing
Nihillo: Beta testing
Killst4r: Palm trees
There may be more, sorry if I forgot to credit anybody

Comments and Feedback appreciated.

Enjoy!
Last edited by bobfinkl on Sun May 09, 2010 6:19 pm, edited 1 time in total.
User avatar
IndianaJoe
1st Lieutenant
1st Lieutenant
Posts: 425
Joined: Sun Jun 07, 2009 11:21 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: ♦♠Lining up a headshot.♠♦

Re: Thrakia: Oceanic Pass

Post by IndianaJoe »

I found the map visually stunning, but I didn't like the weapons setup.
Nice work altogether.
User avatar
CodaRez
Field Commander
Field Commander
Posts: 940
Joined: Mon May 25, 2009 6:49 am
Projects :: I would like one.....
Location: Ride around the world! And I won't give you anything :P

Re: Thrakia: Oceanic Pass

Post by CodaRez »

bobfinkl wrote: CodaRez: DLT-9 Automatic Rifle model
...wait, who told you that?

The weapon ur using I recognized as the "CDEF" rifle, a EXTREMELY NOT automatic rifle that was weak and used for civvie purposes.

Or u designated another name?

If not I can link u to a DLT-20 I kitbashed. U can also find the DLT-19 somewhere...(not done by me)




Weapons aside, ur map may need a reinforcement count reduction

Also at one post the eye refused to walk past some grass :? . It was a command post on a hill overlooking a bridge
Nova Hawk
Banned
Posts: 4089
Joined: Mon Sep 22, 2008 3:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: MW3 BF3

Re: Thrakia: Oceanic Pass

Post by Nova Hawk »

I like this map mainly because of visual since the scenery is so stunning. You did a great work with making the island feel "tropical". Thanks for letting me beta test! I will surely download this once I get home.
User avatar
bobfinkl
Rebel Colonel
Rebel Colonel
Posts: 593
Joined: Sun Jul 13, 2008 9:01 am
Projects :: Lots of unreleased stuff
Games I'm Playing :: Life
xbox live or psn: No gamertag set
Location: The quaint little city gametoast.

Re: Thrakia: Oceanic Pass

Post by bobfinkl »

CodaRez wrote:Or u designated another name?
Exactly, I made my own name I used ingame for it.
IndianaJoe wrote:I found the map visually stunning, but I didn't like the weapons setup.
Nice work altogether.
I realize whether you like the weapons is a matter of opinion, and I do like the weapons so they will remain on all my further maps (unless i decide for some reason to create new ones but they will most likely end up very similar if I do, I dislike low damage weapons and as a result the stock weapons). But to cater to both styles I have decided I will also include an era with the stock sides in all my further maps or if I ever get the motivation I will re-release this map with the stock sides in an extra era.
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: Thrakia: Oceanic Pass

Post by 501st_commander »

I like the map set up, but i agree with IndianaJoe, the weapons are not that good. You need some sort of, better set up. Also, why the tri-fighters if you cant get in them?
User avatar
Nihillo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1548
Joined: Sun Jan 04, 2009 9:53 pm
Location: Brazil

Re: Thrakia: Oceanic Pass

Post by Nihillo »

501st_commander wrote:Also, why the tri-fighters if you cant get in them?
Decoration. Though it can be a bit deceiving, I'll agree on that.
User avatar
Filipinio
Master Sergeant
Master Sergeant
Posts: 178
Joined: Fri Jan 22, 2010 3:29 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Mygeeto's Bridge Battle's

Re: Thrakia: Oceanic Pass

Post by Filipinio »

Sorry for not reporting back my review, i had some work to do, though the map was very very good, though you know, the occasional floating objects, i would rate this map an 8/10, nice work! :thumbs:
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: Thrakia: Oceanic Pass

Post by sampip »

Nice work bobfinkl! A few points (or opinions) I noticed:

- Like IndianaJoe and 501st_Commander, I wasn't too keen on the first two characters that you could play as. The weapons overheated quickly and were fairly inaccurate meaning you couldn't get too many kills per life; there was also a massive number of units charging up the pass towards you and this means you can't just pick off one at a time all too easy. It's more realistic though and it's quite unique, which I thought was nice.

- Ok, so you've got the pretty weak soldier classes and then you've also got the strong 3rd (and for the droids 4th too) class which is kinda a bit too powerful against the weaker classes, you could kind of equal it out a bit. With the droid sniper you can stand on a far away and snipe endlessly until your ammo runs out. The clones could do with something to counteract this.

- The auto-turrets might be a bit too powerful, I dunno. I thought there were a few too many around the place. It was a nice idea though.

- Finally - and this is really picky - I think that your animated sea (around the outside of the map) moves to fast. It looks rather strange going at breakneck (exaggeration) speeds towards the bay :lol:

I think Mav might have mentioned some of these in his review, but they were what I found. All in all it was a beautiful map and it was very fun to play! :D
User avatar
impspy
Captain
Captain
Posts: 493
Joined: Wed Dec 31, 2008 1:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Pax Empiricae; check WIP

Re: Thrakia: Oceanic Pass

Post by impspy »

First of let me say that, overall, I was very impressed with the map. The entire setting was excellent, and you pulled off a stunning visual experience. This map is one of the most striking I have ever seen.

What I liked:
*The setting
*The animated props (or self piloted vehicles?)
*The map layout. In terms of bot movement and paths, this was excellent
*I liked your sides ;) , and I can see why you wanted to include them

What I thought could be improved:
*Like you mentioned, your sides on a different era
*Vehicles. The map seemed too big to not include them
*Bit of buggy planing near that one cp with the Yavin Wall props
*Flyers? Maybe, they could work for the map.
*Like sampip said, the turrets felt too powerful

Overall: An excellent map, you've done it again, great job :thumbs:
User avatar
bobfinkl
Rebel Colonel
Rebel Colonel
Posts: 593
Joined: Sun Jul 13, 2008 9:01 am
Projects :: Lots of unreleased stuff
Games I'm Playing :: Life
xbox live or psn: No gamertag set
Location: The quaint little city gametoast.

Re: Thrakia: Oceanic Pass

Post by bobfinkl »

Filipinio wrote:Sorry for not reporting back my review, i had some work to do, though the map was very very good, though you know, the occasional floating objects, i would rate this map an 8/10, nice work! :thumbs:
Could you by any chance get me pictures of the floating objects?
sampip wrote:Nice work bobfinkl! A few points (or opinions) I noticed:

- Like IndianaJoe and 501st_Commander, I wasn't too keen on the first two characters that you could play as. The weapons overheated quickly and were fairly inaccurate meaning you couldn't get too many kills per life; there was also a massive number of units charging up the pass towards you and this means you can't just pick off one at a time all too easy. It's more realistic though and it's quite unique, which I thought was nice.

- Ok, so you've got the pretty weak soldier classes and then you've also got the strong 3rd (and for the droids 4th too) class which is kinda a bit too powerful against the weaker classes, you could kind of equal it out a bit. With the droid sniper you can stand on a far away and snipe endlessly until your ammo runs out. The clones could do with something to counteract this.

- The auto-turrets might be a bit too powerful, I dunno. I thought there were a few too many around the place. It was a nice idea though.

- Finally - and this is really picky - I think that your animated sea (around the outside of the map) moves to fast. It looks rather strange going at breakneck (exaggeration) speeds towards the bay :lol:

I think Mav might have mentioned some of these in his review, but they were what I found. All in all it was a beautiful map and it was very fun to play! :D
-The first two characters have more accurate weapons than the 3rd, and the republics 4th. Also I found myself capable of getting at least 30 kills per life as any of the classes.

-Ammo? The only weapon with ammo was the DLT-9 and that was the Rebel's support gun. And the sniper rifle bullet actually goes the same distance as the Semi-Automatic Rifle's bullet, the only differences between the weapons are the sniper fires at a longer distance is more accurate and more powerful but at the expense of fire rate and overheat rate.

-The Auto Turrets, they were easily disabled by either assaulting (taking a long time also) or sneaking into (can be done very quickly) the tunnel complex closest to the waterfall.

-That happened due to the way the water was made to move, it's just a rotating square really the outer parts of the square move very fast since it's at such a huge distance, there is no way to counteract this unless I made the closer more visible water move incredibly slow.
impspy wrote:First of let me say that, overall, I was very impressed with the map. The entire setting was excellent, and you pulled off a stunning visual experience. This map is one of the most striking I have ever seen.

What I liked:
*The setting
*The animated props (or self piloted vehicles?)
*The map layout. In terms of bot movement and paths, this was excellent
*I liked your sides ;) , and I can see why you wanted to include them

What I thought could be improved:
*Like you mentioned, your sides on a different era
*Vehicles. The map seemed too big to not include them
*Bit of buggy planing near that one cp with the Yavin Wall props
*Flyers? Maybe, they could work for the map.
*Like sampip said, the turrets felt too powerful

Overall: An excellent map, you've done it again, great job :thumbs:
-Yep the sides on a different era will be included at the next release, as I've decided to re-release this map along with my sequel to it (on the same planet, but very different environment)

-Vehicles would've taken me another few months to create, and I have experienced many annoying bugs with this map that I just wanted to get it done-with.

-Could you take a picture of the minimap and circle the cp you are talking about?

-Same case as all other vehicles, and those auto turrets are really AA guns, it would make no sense to use fliers, nor do I think adding fliers to a ground map is ever a good idea as I've never seen it work well.

-The turrets are easily disabled, but I suppose I will make them weaker in one way or another for the next version.


Thanks for the feedback everyone, I really appreciate it :wink: .
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Thrakia: Oceanic Pass

Post by Sky_216 »

Credit killst4r please. His palm trees.
User avatar
sampip
General
General
Posts: 792
Joined: Mon Mar 16, 2009 12:08 pm
Projects :: Something big. And exciting.
Games I'm Playing :: Battlefield 3
xbox live or psn: masowner66
Location: Zebra

Re: Thrakia: Oceanic Pass

Post by sampip »

bobfinkl wrote:Also I found myself capable of getting at least 30 kills per life as any of the classes.
Blimey. You're pretty good then! :wink: I'm a bit hopeless, I just thought they were weak compared to the other classes.
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: Thrakia: Oceanic Pass

Post by 501st_commander »

sampip wrote:
bobfinkl wrote:Also I found myself capable of getting at least 30 kills per life as any of the classes.
a bit hopeless, I just thought they were weak compared to the other classes.
there at least needs to be a unit with nooby mines :) and more grenades...
User avatar
impspy
Captain
Captain
Posts: 493
Joined: Wed Dec 31, 2008 1:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Pax Empiricae; check WIP

Re: Thrakia: Oceanic Pass

Post by impspy »

bobfinkl wrote: -Could you take a picture of the minimap and circle the cp you are talking about?
Sure ;) :
Hidden/Spoiler:
Image
Post Reply