Mountain Maddness BETA

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

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Dakota
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Mountain Maddness BETA

Post by Dakota »

i've made a BETA of a map that i have been working on since last friday. i have the map playing good but i need to do the skins, localizations, minor glitches/bugs, and a few other things. the map is pretty good and the planning is working so i decided to make a beta release. (ok i just want to play it online with people :P )

Currently:
i have most of the effects and weapons set up right
i have all the vehecals done and in the map
i have uber mode and conquest mode. (uber is CTF and conquest is conquest, no CW eras)

In next version:
Localization
New skins
Less bugs
damage region under the water so that when you fall down and can't climb up the sides you just die instantly instead of waiting for water to kill you
Dark Troopers having resized animations
Extra stuff

download link
http://www.gamefront.com/files/20963048 ... ddness.exe

download it and report any bugs that you find (and maybe a screenshot if its a map bug)
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Re: Mountain Maddness BETA

Post by ARCTroopaNate »

Sounds interesting. But PLEASE post some screenshots. I will never ever never ever EVER download something without screens. It's a HUGE pet peeve of mine and I'm sure it annoys many other people as well.
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Dakota
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Re: Mountain Maddness BETA

Post by Dakota »

ARCTroopaNate wrote:Sounds interesting. But PLEASE post some screenshots. I will never ever never ever EVER download something without screens. It's a HUGE pet peeve of mine and I'm sure it annoys many other people as well.
turns out that i was getting the screenshots while you were posting, anyway the yavin sky is still there in the beta, i haven't decided on the sky i want yet.

pictures
Hidden/Spoiler:
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there (P.S. i use low graphics and the screenshots are from UBER mode (which is ctf mode))
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Re: Mountain Maddness BETA

Post by Noobasaurus »

As soon as I saw the title (and author) I thought "Oh no...". The screenshots tell me that it isn't that crazy, which is good. I'll DL later today.
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Re: Mountain Maddness BETA

Post by ARCTroopaNate »

Doesn't Gammorean attack have a very severe case of crazy that could only be cured by Sergeant Boring? :funny2:
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Re: Mountain Maddness BETA

Post by Noobasaurus »

ARCTroopaNate wrote:Doesn't Gammorean attack have a very severe case of crazy that could only be cured by Sergeant Boring? :funny2:
Now, now, let's not get offtopic...

ATM no, in the Alpha Squad no, in the other era, yes...

Unless you count LOTS of gamorreans trying to kill you a "Severe case of Crazy"...

And thank you, mister! I shall now make a Sergeant Boring! (Or something of the like :lol: )
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Dakota
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Re: Mountain Maddness BETA

Post by Dakota »

Noobasaurus wrote:As soon as I saw the title (and author) I thought "Oh no...". The screenshots tell me that it isn't that crazy, which is good. I'll DL later today.
I decided not to make this map too crazy, it actually was a bit hard to actually make it a bit less crazy, yet there still are some strong weapons. units healths go from 100 to 2500 (scout and heavy assault). you can actually survive more than one hit with most weapons if you have a unit with over 500 health.

edit: i must say that it feels good to have my name on a map mean that its crazy :D

this is actually my first released map, the others are just side mods.
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Re: Mountain Maddness BETA

Post by Noobasaurus »

Dakota wrote:edit: i must say that it feels good to have my name on a map mean that its crazy
After playing it, I concur that it is not crazy.
Numero uno: No super fast unlimited jetpacks. You can't get around the map.
Numero dos: The person that has the best weapon takes an arm and a leg to unlock and walks SO DARN SLOWLY and you didn't even give his jetpack fuel.
Numero tres: Please, oh please, make the sky something different along with the yavin textures. PLEASE.
That's my "review."
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Re: Mountain Maddness BETA

Post by Dakota »

i've been thinking of what sky to use since i made the map, i'm thinking maybe hoth... but i don't really know yet.
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Re: Mountain Maddness BETA

Post by Noobasaurus »

IMO the Polis Massa sky would be the best, along with changing the Yavin textures to the Polis Massa ones or something of the like.
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Re: Mountain Maddness BETA

Post by Dakota »

BETA 0.75 out now. there are alot of changes. i've done some localizations but not all are correct yet. i've added new units and gotten all of the skins for now done and added some new models and vehecals and turrets and things.

i haven't gotten any screenshots since i never really thought about it, and i already have them for version 0.5. ok now download it and tell me some bugs you see.

http://www.gamefront.com/files/21040173 ... a+0.75.zip

EDIT: Oh yeah, i also got the starting camera positions done there are about 10.
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Re: Mountain Maddness BETA

Post by Noobasaurus »

This is a huge improvement from the last one. Some of the textures are missing, the flying saucer is hard to get out, the Yavin sky is still there...some issues with one bridge fight where i would just get pwned in three seconds...

And the effects went away...just like Dann_Boeing's maps.
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Dakota
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Re: Mountain Maddness BETA

Post by Dakota »

Noobasaurus wrote:This is a huge improvement from the last one. Some of the textures are missing, the flying saucer is hard to get out, the Yavin sky is still there...some issues with one bridge fight where i would just get pwned in three seconds...

And the effects went away...just like Dann_Boeing's maps.

ahh yes the missing textures, like on the utapua bunker and the main bridge, i need to know how to fix those, i thought i put all of the msh files for those maps in the msh folder for my map to be sure but i'll probably have it fixed by the 1.0 release. as for the flying saucer i must say that yes its ment to be hard, you have to not go into turbo and not look up or down, that helps. the yavin sky is still there because i am a very very indecisive person and may even end up having it be a random skybox each time, i usually like getting little details that don't effect gameplay done last (like localizing, sky changing, texture fixing, adding weather and suns.)

i would need to know which bridge to help you out there. i must say that the mountain bridges are killers, they are the longest, have the smallest room, and have no cover other than the allies infront of you. the ones on the ground have cover and pits and even health and ammo driods but not these.

also the effects will go away at some points if you have ai on because thats how the game is set up. the map is a bit "resource intensive" especally on ctf mode (which is uber mode in the map). the effects even disappear on space maps at some points. the only real fix to that is to get a better computer. even i can't see the effects sometimes.

i'm actually a bit glad that on the beta release i actually had someone to take the time and explore the map and actually find the hidden saucer. i almost want a story about how you found it.
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Re: Mountain Maddness BETA

Post by Noobasaurus »

Dakota wrote: i almost want a story about how you found it.
If it helps...I was fighting on the bridge I told you about when I died and landed on the cliff. The buy who killed me was already dead so the camera went on me, and went inside the mountain. I then saw a Hoth tunnel so after 3 tries of getting in a ship and flying it, I got down there, landed, and went in. I was surprised that it was cut off so I figured "I might as well jump off." So I did and I found a flying saucer. I got in, lifted off, and boosted out.

Some guns have missing textures, too. And don't forget vehicle is spelled "vehicle" not "vehecal." Just helping with the localization.
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Dakota
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Re: Mountain Maddness BETA

Post by Dakota »

Noobasaurus wrote: And don't forget vehicle is spelled "vehicle" not "vehecal." Just helping with the localization.
i noticed i had spelled it wrong while play testing about half way through uploading. i also made the tunnel cut off for a reason, not many people think, "oh let me just jump off this cliff here."

also i have found a bug, sometimes the flying saucer can cause a crash if used to a great effect. if you kill a whole bunch of ai it overloads it. i found out after blasting hundreds of ai off the map from their only cp left for about 10 minutes :P

EDIT: also i'm planning on weaking the missile turrets in some way. they are a bit strong and get annoying when you destroy them all and the other team's ai just fixes them by the next time you spawn. so i'll probably make them fire less rockets, weaker (concussion probably so it only does a bunch of push and a little damage), or maybe do some other things. maybe then tanks and ships will have a chance to go over the bridge or fly.


(now to go make a concussion trail effect and explosion effect (or just use the one from the push grenade :D)
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