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MAP: Yavin 4: Valley of Deceit
Posted: Fri Jun 11, 2010 8:28 pm
by Locutus
Hello community!
A few days ago I bought Battlefront 2 and started modding.
Now I want to present you my first map: Yavin 4 - Valley of Deceit.
Since it is my first one I'm very interested in our opinion: Is it fun to play? What's good/not good? What should I improve?
I'm looking forward to some replies.
![Image](http://www.abload.de/thumb/screenshot_000216iv.jpg)
![Image](http://www.abload.de/thumb/screenshot_0008e6fd.jpg)
![Image](http://www.abload.de/thumb/screenshot_0014766e.jpg)
![Image](http://www.abload.de/thumb/screenshot_0018a6x5.jpg)
DOWNLOAD: http://starwarsbattlefront.filefront.co ... eit;114903 <--updated
I know that the file size is quite high but I think I can reduce it with the next version, as well as the radar map (I hope). There are also some turrets missing but I couldn't find a tutorial yet...
Credits go to the ConversionPack-Team from which I used a lot of Yavin props, Skyhammer_216 for the stone props, theultimat for the exploding barrel (i just like it^^) and to Fierfek and this site because of the lot of great tutorials.
~Locutus
Re: MAP: Yavin 4: Valley of Deceit
Posted: Fri Jun 11, 2010 9:54 pm
by lucasfart
This looks like a quite good map. I'll definitely give it a go. My only concern is that, if, as you say you have only been modding for a few days, it will be very buggy and no ai planning/barriers. Did you include all this?
And i would recommend uploading pictures to imageshack.com.
Downloading now. Oh, and that file size is fine for a map, trust me, normally beginner maps are about 100mb..
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sat Jun 12, 2010 6:31 am
by Locutus
Thx=)
lucasfart wrote:My only concern is that, if, as you say you have only been modding for a few days, it will be very buggy and no ai planning/barriers. Did you include all this?
Yes, I included all this. In fact, I am quite proud of the Ai that seems to be quite strong. They just seem to ignore some of my barriers and have no idea why (soldier exclusions are set).
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sat Jun 12, 2010 1:38 pm
by MrCrayon
Nice. But I have a few suggestions that you can heed to if you choose.
1. Changing skies (like the dark times map. Maybe Mav can show you how)
2. A new vehicle perhaps
3. A crashed X-wing/ARC-170 for ambiance. It would really add to the effect of a battle past
Here is a what I wish you would include, but it would be completely your decision to ignore this one. Seriously. I wish there was a star destroyer for the imperials to attack from. They could like start from there and attack. This will drastically alter your map's game play though, so...
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sat Jun 12, 2010 2:15 pm
by acryptozoo
its pretty good for a beginner but . . .
remember. . .
might wanna change the ligting
and even though its yavin try to make a little diffrent from the others
but other than that its a good 1st map
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sun Jun 13, 2010 6:20 am
by CodaRez
Ok...
-the imps in their first CP always try to run into the walls, suggest u barrier that (just so you know, the model u used has a command center in it, and the AI run in the walls facing that direction, so barrier that if u know where it is)
-death regions to water nearest to first Imperial CP (under the bridge) pls (sometimes the fall isn't enough)
-Barrels around I feel are slightly unnecesary
-Gratings in first Imperial CP have lost transparency probably during ur import, hence they appear with white filling. (u spawn at this point sometimes so they can easily be seen)
-Those brown cube containers near the IMP CP seem unfit for the map (cus the model is still visible). Suggest u fool around retexturing a different item
-In such a large map, consider Uber mode
-You need a loading screen
Nitpicky....
-Could u pls add *Yavin IV* behind ur *Valley of Deceit* title in-game? So it becomes like *Yavin IV: Valley of Deceit*. This can be changed by manner of localization.
But these aside, you sir have done a BEAUTIFUL job for a first map. The pathing and barriers are quite excellent, water is implemented well, and u even got waterfalls. The environment is placed authentically, and cover objects (trees, rocks) are present. You have done very well for a first map. Good show!
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
Re: MAP: Yavin 4: Valley of Deceit
Posted: Tue Jun 15, 2010 9:04 am
by Locutus
Thanks for your feedback!
I recognized that I totally forgot to add flyers and vehicles for the GCW era so added them.
I have also included a custom loading screen and a radarmap now.
And I changed the name as CodaRez suggested^^
Unfortunately I was unable to fix the issues within cp1. Some models appear to white when looking through the grinder but I don't know how to change this because it seems to be caused by the grinder model itself. Also the AI sometimes runs against the gratings in cp1 ignoring my barriers and planning at all.
I have uploaded the new version again. For the few people plying it: enjoy!^^
(
http://starwarsbattlefront.filefront.co ... eit;114903)
~Locutus
Re: MAP: Yavin 4: Valley of Deceit
Posted: Wed Jun 16, 2010 9:53 am
by CodaRez
Right:
-U didnt change the name....(well, probably at least not localized to UK English) This brings up a certain tip, where one should try to localize for all English types (UK and American). Keep that in mind for the next maps
-Do ur barriers work on the ledge cliff in front of the imp base? (the ledge walkway next to the waterfall)
-Ur ships spawn floating (change the height of the vehicle spawns in ZE to fix that)
-Lastly, in Filefront of Mav's behest of the unfullfilling Yavin sky, may I suggest the similar skies of Mos Eisley, Endor or Utapau. They will at least be different
-That uber mode is still I think a good implementation
-Finally fix ur lighting (tehres a tut in the modding forum)
Still a crisp map for a first. Well done
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sat Jun 19, 2010 3:43 am
by SW_elite
I gave it a download and a good run through, and I found that object placement seemed to be an issue with this map.
There are
lots of floating objects, including vehicle spawns, which must be fixed if you make a next version. Also there are a lot of building/props that are in really weird places. (e.g. If you are rebels take a look around the back of the main temple)
Stuff like that I think, has to be fixed if you make a next version, And Please do UberMode... I played with 32 AI and only managed to rack up 20 kills (Might be cause I was more so looking at the map and it's features)
Anyway, it's a lot more then is expected from most for a first map. I say, good job
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
Re: MAP: Yavin 4: Valley of Deceit
Posted: Sun Jun 20, 2010 9:04 am
by Captain Fordo
MrCrayon wrote:Nice. But I have a few suggestions that you can heed to if you choose.
1. Changing skies (like the dark times map. Maybe Mav can show you how)
2. A new vehicle perhaps
3. A crashed X-wing/ARC-170 for ambiance. It would really add to the effect of a battle past
Here is a what I wish you would include, but it would be completely your decision to ignore this one. Seriously. I wish there was a star destroyer for the imperials to attack from. They could like start from there and attack. This will drastically alter your map's game play though, so...
dude its his first map i dont think he can make a new model he also just bought the game
I'll definetly give this map a go
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
Re: MAP: Yavin 4: Valley of Deceit
Posted: Thu Jun 24, 2010 11:28 am
by Locutus
Thank you for your replies.
I'm quite busy atm but I think I can start working on my next map soon.
Since I'm not familiar with modeling at all I'm bound to the assets I can find. I think will try do recreate Geonosis (over-used, I know^^) when I can find the assets I need.
Hope I can get a playable Geonosian in-game...