Thrakia: Oceanic Pass
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- bobfinkl
- Rebel Colonel
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Thrakia: Oceanic Pass
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!
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.
- IndianaJoe
- 1st Lieutenant
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Re: Thrakia: Oceanic Pass
I found the map visually stunning, but I didn't like the weapons setup.
Nice work altogether.
Nice work altogether.
- CodaRez
- Field Commander
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Re: Thrakia: Oceanic Pass
...wait, who told you that?bobfinkl wrote: CodaRez: DLT-9 Automatic Rifle model
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
![Confused :?](./images/smilies/icon_confused.gif)
-
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Re: Thrakia: Oceanic Pass
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.
- bobfinkl
- Rebel Colonel
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Re: Thrakia: Oceanic Pass
Exactly, I made my own name I used ingame for it.CodaRez wrote:Or u designated another name?
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.IndianaJoe wrote:I found the map visually stunning, but I didn't like the weapons setup.
Nice work altogether.
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- Master Bounty Hunter
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Re: Thrakia: Oceanic Pass
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?
- Nihillo
- Master Bounty Hunter
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Re: Thrakia: Oceanic Pass
Decoration. Though it can be a bit deceiving, I'll agree on that.501st_commander wrote:Also, why the tri-fighters if you cant get in them?
- Filipinio
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Re: Thrakia: Oceanic Pass
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_up :thumbs:](./images/smilies/thumbsup2.gif)
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
- sampip
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Re: Thrakia: Oceanic Pass
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
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!![Very Happy :D](./images/smilies/icon_biggrin.gif)
- 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
![Laughing :lol:](./images/smilies/icon_lol.gif)
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!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- impspy
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Re: Thrakia: Oceanic Pass
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_up :thumbs:](./images/smilies/thumbsup2.gif)
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
![Wink ;)](./images/smilies/icon_wink.gif)
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_up :thumbs:](./images/smilies/thumbsup2.gif)
- bobfinkl
- Rebel Colonel
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Re: Thrakia: Oceanic Pass
Could you by any chance get me pictures of the floating objects?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!
-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.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![]()
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!
-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.
-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)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
-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 :wink:](./images/smilies/icon_wink.gif)
- Sky_216
- Droid Pilot Assassin
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Re: Thrakia: Oceanic Pass
Credit killst4r please. His palm trees.
- sampip
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Re: Thrakia: Oceanic Pass
Blimey. You're pretty good then!bobfinkl wrote:Also I found myself capable of getting at least 30 kills per life as any of the classes.
![Wink :wink:](./images/smilies/icon_wink.gif)
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- Master Bounty Hunter
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Re: Thrakia: Oceanic Pass
there at least needs to be a unit with nooby minessampip wrote:a bit hopeless, I just thought they were weak compared to the other classes.bobfinkl wrote:Also I found myself capable of getting at least 30 kills per life as any of the classes.
![Smile :)](./images/smilies/icon_smile.gif)
- impspy
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Re: Thrakia: Oceanic Pass
Surebobfinkl wrote: -Could you take a picture of the minimap and circle the cp you are talking about?
![Wink ;)](./images/smilies/icon_wink.gif)
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