Christophsis Battle (Crystal City) Beta 1.0

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Awesome!
42
49%
Cool
16
19%
is good
19
22%
nothing special
4
5%
bad
4
5%
 
Total votes: 85
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by RevanSithLord »

I agree with Devastator here. I welcome criticism, but harshness in said criticism is another story. Being too harsh can set someone off; not saying it will happen, just saying it could happen. Being too harsh can also make someone give up because it didn't meet a community's standards. I am just stating some things that I've seen happen before and I am just throwing this out there for awareness incase some people didn't know.

All in all, I love this map despite the issues stated. I had fun. Canon maps for me are very fun, despite balance issues or not. Besides, makes for great filming for a machinima. :lol:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by obiboba3po »

ForceMaster wrote:but this is my first published map
which has to make this about the best first published map ive ever seen. Its so good of a first map i didn't even know that until you mentioned it :)
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Nihillo »

I do not have any intention to be harsh, I don't like to be harsh on people, I have said that a couple times before.

Let me ask you guys something, if nobody came up to say Chrisophsis wasn't fun, that the map layout is too simple, that he spent too much time caring about cannocity instead of gameplay, what would happen? What sort of comment would this map receive?
"Epic"? "Cool"? "OMG THIS IS aWEsOME!!11! [insert pointless streak of smilies here]"?
Would that help him improve his project?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Fluffy_the_ic »

I actualy kinda agree with Nihillo. It wasn't actually boring but it certainly wasn't extremely fun. I'd also like to see a couple more units on the Rep side, Cody having a jetpack, and conquest. Campaign is not very replayable for me.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Devastator77 »

Nihillo wrote:I do not have any intention to be harsh, I don't like to be harsh on people, I have said that a couple times before.

Let me ask you guys something, if nobody came up to say Chrisophsis wasn't fun, that the map layout is too simple, that he spent too much time caring about cannocity instead of gameplay, what would happen? What sort of comment would this map receive?
"Epic"? "Cool"? "OMG THIS IS aWEsOME!!11! [insert pointless streak of smilies here]"?
Would that help him improve his project?
Sorry, but (like I said earlier) Criticism is essential to improve a map, it's just saying the map "wasn't fun" and is a "tiny box" is a little blunt. Why not just list the problems and give suggestions (this is a beta) I mean what you pointed out had some truth to it, but constructive criticism (without emotion) is the best kind to use in the early(beta) stages of a project. Hold off on those awesomely detailed amazing reviews of yours (like you almost did) until ForceMaster has a chance to improve his beta map
The Campaign (although in need of improvement) is meant to be canon ( the movie ) That, I believe, was ForceMaster's purpose of making this map to begin with.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Nihillo »

I wasn't actually going to 'review' this until the next version, but all right, let's not argue over this.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Devastator77 »

Nihillo wrote:I wasn't actually going to 'review' this until the next version, but all right, let's not argue over this.
Ok, peace.

On Topic: Bug Report:
AT-RTs and AT-TE are both missing sounds
To help fix the campaign (make it winnable) maybe you could have the Tri-Droids spawn on the map right after the objective comes up to destroy them. And maybe you could decrease the firing range of the cannons (so they can't destroy the shield generator too early)
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

Devastator77 wrote:
Nihillo wrote:I wasn't actually going to 'review' this until the next version, but all right, let's not argue over this.
Ok, peace.

On Topic: Bug Report:
AT-RTs and AT-TE are both missing sounds
To help fix the campaign (make it winnable) maybe you could have the Tri-Droids spawn on the map right after the objective comes up to destroy them. And maybe you could decrease the firing range of the cannons (so they can't destroy the shield generator too early)
thanks man! it is possible? spawn turrets? is a armedbuilding. with a vehivle spawn?

EDIT: I tried to do with the functions and KillObject and RespawnObject but not a working recurrence. The tri-droids were eliminated at first but did not appear again.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by RevanSithLord »

Let's see. Here's a somewhat unbiased report:

Tri-droids. Too easy to destroy. Are destroyed by the time the objective to destroy them comes.

AI gets stuck on the barriers. Requesting better bot pathing where they'll go around.

Too easy to destroy shield generator, notably with Obi-wan able to go through the shield and dart pass the droid armies and destroy the droids (turrets) protecting the shield generator, and finally destroy the generator with your lightsaber.

Cody, Rex, and Obi-wan should be an unlockable class instead.

I think about joining Anakin on the sphere should instead be just you on the ground and you watch a scripted event where Anakin jumps from the sphere, with separate Rex, and attacks the Tri-droids. An ambush thing, to be more precise.

New model of Super Battle Droid would be nice, but not required. I just think the default SWBF/SWBF2 one looks too pointy. lol

Some new blaster efx would be nice, but if it would cause performance issues, don't worry about it.

Don't know if ambience works in maps, but I can make some Clone Wars-type battle ambience for you to give a bigger feel of the battle.....just if you want. :D

Would be cool if Ahsoka joined the battle later if you had the model of her. Maybe as a native side or something?

Peace, ForceMaster.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Devastator77 »

ForceMaster wrote: thanks man! it is possible? spawn turrets? is a armedbuilding. with a vehivle spawn?
EDIT: I tried to do with the functions and KillObject and RespawnObject but not a working recurrence. The tri-droids were eliminated at first but did not appear again.
Maybe, as RevanSithLord said, you could give the tri-droids a lot more health (so they could last longer) and then you could make the objective to destroy 1 Tri Droid, instead of all 3.
This way, there would probably be at least 1 Tri- Droid still left by the time the objective came up.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Eggman »

ForceMaster wrote:
Devastator77 wrote:
Nihillo wrote:I wasn't actually going to 'review' this until the next version, but all right, let's not argue over this.
Ok, peace.

On Topic: Bug Report:
AT-RTs and AT-TE are both missing sounds
To help fix the campaign (make it winnable) maybe you could have the Tri-Droids spawn on the map right after the objective comes up to destroy them. And maybe you could decrease the firing range of the cannons (so they can't destroy the shield generator too early)
thanks man! it is possible? spawn turrets? is a armedbuilding. with a vehivle spawn?

EDIT: I tried to do with the functions and KillObject and RespawnObject but not a working recurrence. The tri-droids were eliminated at first but did not appear again.
A good way to ensure the droids aren't destroyed too early but still appear in the map is to increase their health or health regen rate with the SetProperty command at the beginning of the map, then when the objective starts, return their health to what it should be. This is used in some shipped campaigns and a lot of the objective modes I set up to make objects indestructible until the exact moment they should be.

Here's the function to use: SetProperty("objectname", "odf property", value)

In your case, you should probably set it up like this:

Add these lines to the script before your objectives start, or on the start of the first objective:

SetProperty("turret1", "MaxHealth", 999999)
SetProperty("turret1", "CurHealth", 999999)

Then at the start of the objective where the turrets are destroyed, use the same function and just change the health values:

SetProperty("turret1", "MaxHealth", 1000)
SetProperty("turret1", "CurHealth", 1000)

Substituting "turret1" for the names you gave the tri-droids in ZeroEditor and the health values for whatever you want them to be. If you need examples, just look through some of the scripts for the shipped campaigns.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

OK :D Thanks Eggman! I try it.

EDIT: thanks to all for the bugs reports. you will make this map better.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Skipper 24 »

Just a new idea. I'm not sure if this is coincidence but when you jump on the big ball thing where Anakin and the jet troopers pop up they always come up. Perhaps this could be an objective? I'm not sure if it is coincidence that always fly up there on an objective because the text doesn't show up for me. Hope you understood that :oops:.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Faceman2000 »

No, it is not a coincidence, it is part of the campaign. Also, I get the words during campaign
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Delta 47 »

Wow, haven't been on GT in awhile but this map I always thought looked good in the Screen-Shots. I'll have to play it sometime. :wink:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Skipper 24 »

Faceman2000 wrote:No, it is not a coincidence, it is part of the campaign. Also, I get the words during campaign
It's because I have the UK version of the game I think.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Bantha55 »

I like the map. It looks very nice but some things sould be changed:

-there´s no campaign scripting
-the blue clone who jump on the street with Anakin die because the haven´t CollisionScale = "0.0 0.0 0.0"
-the weapons should be modified a bit (new laser textures, more damage)

But other than that it is really a great map for a beginner. New models, new troops... really good.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Jendo7 »

I agree, "most impressive" for a first map. Just comparing the layout to the film shows a high level of accuracy for detail you have achieved, although I do agree with some views about it lacking in the gameplay department. Overall though, amazing map :)
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Faceman2000 »

Bantha55 wrote:the weapons should be modified a bit (more damage)
NO THEY SHOULDN"T! Bantha, you make great maps, but I couldn't get to have ANY fun on them because you die the second you spawn.
1 hit kills = PHAIL
Anyway, I love this map. I have no idea why you had so many complaints, I really enjoyed myself. I just think you should fix campaign so it's winnable and definitely add conquest.
Last edited by Faceman2000 on Sun May 31, 2009 5:11 am, edited 1 time in total.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Ping »

I've just played the campaign, and it was good, except for that little tri-droid problem. I was actually able to fire away at one when the objective came, but one of the AI destroyed it instead of me, so the victory message didn't come up.
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