AgentSmith_#27 wrote:Well, here it is, my second complete map, Cerea: Savage Hunt.
I don't know what much extra to say, so I'll just post the documentation and link, Hope you enjoy playing it, it took me far longer than I expected but in my opinion, it was worth it.
A garbled distress signal has been received by the Cerean military. It's source is what was thought to be an abandoned research facility. The military, led by Ki-Adi-Mundi, land to investigate, only to find that the facility and the surrounding area is filled with viscious savages that are not indigenous to Cerea. The Cereans find that communications have been jammed somehow. It is now a desperate mission of survival, the savages must be eliminated. As you explore, you make pick up clues as to how this all happened.
As the savages, your mission is simple- fulfill the will of the one who released you... eliminate the Cereans.
Well here it is My New Year's present to Gametoast! After much longer than I had hoped, the much improved, final version of Cerea: Savage Hunt! If you haven't tried it before, I really hope you will give it a try now- I consider it to be a huge improvement over the past version.
1: Introduction
2: Installation
3: Uninstallation
4: The Story
5: Mission Notes/Tips
6: Known bugs
7: Changes in this, the final version.
8: Note on Lighting
9: Credits
1: Introduction-
This is my second complete map, so of course it's not perfect and I still have some learning to do. Overall, though, I have alot of fun playing it, and hope the rest of you do as well. This is a new version with lots of added content, including new ai, friendly and hostile, improved balance and tricks at your exposal, bug fixes, and a campaign feel added to the map. If you enjoyed the previous version of this map, try this, I consider this version to be much improved. If you didn't try it or didn't enjoy it, maybe you'll enjoy it now!
2: Installation-
To Install "Cerea: Savage Hunt - Final" unzip the Folder this readme is in (Cerea: Savage Hunt- Final),(If you have NO programs on your PC to unzip it, I highly recommend 7zip, you can find it via google) copy/cut the folder CSH and paste it into c:\Program Files\Lucasarts\Gamedata\addon (Note: If you customized the location when you installed Battlefront 2 it may be different) If the folder addon does not exist, create one. (It IS case sensitive) Then start up Battlefront 2 and Cerea: Savage Hunt should appear with the other maps under instant action.
3: Uninstallation-
To Remove Cerea: Savage Hunt, Delete the folder CSH from c:\Program Files\Lucasarts\Gamedata\addon (Note: If you customized the location when you installed Battlefront 2 it may be different)
4: The Story-
A garbled distress signal has been received by the Cerean military. It's source is what was thought to be an abandoned research facility. The military, led by Ki-Adi-Mundi, land to investigate, only to find that the facility and the surrounding area is filled with viscious savages that are not indigenous to Cerea. The Cereans find that communications have been jammed somehow. It is now a desperate mission of survival, the savages must be eliminated. As you explore, you make pick up clues as to how this all happened.
As the savages, your mission is simple- fulfill the will of the one who released you... eliminate the Cereans.
5: Mission Notes/Tips (if you don't want help, don't read this section!)-
If you play as the Cereans, this can be a very difficult map to beat. Here's a few hints for you in case you have trouble beating it. The ai take random paths and spawn at random places, so difficulty can vary each time you play it. Sometimes it will be very hard to beat, at times your team may be able to win without you. It will obviously be easier on normal difficulty and with fewer ai.
*SPOILERS FOR SECRETS BEGIN*
The mission is easiest to beat if you capture cps and use good timing in capturing each cp. The research facility is one of the funnest areas to explore, but there are often lots of enemies there in the beginning. The third team "Mysterious Aliens" can be very helpful as well. One of the most effective strategies I've had is to leave the facility (cp 3) alone, take cp 4 and then cp 2, keeping them as long as possible (run back and forth between them). CP 4 is the single most valuable cp to control. When you are far enough ahead or the mysterious aliens are doing more harm than good, rush down into the facility into the back room at the end, and raise the force field. The research facility is very defensible, and you can single-handedly hold off multiple enemies either with guns and demolitions or with the turret. If you're far behind, that's the only place where you'll have a fighting chance to win. Otherwise, it is much better to maintain cp control then to hole up in any one place. Just watch out for the guard ship!
*SPOILERS FOR SECRETS END*
If the mission is still too hard for you, contact AgentSmith_#27 on gametoast or on my x-fire account. X-fire account name is falconrockateer. I'll be happy to try out the map online with you. It's also much easier to play with friends!
6: Known bugs-
May crash when played with other maps, or when you play it, return to instant action, and play it again.
May crash randomly in multiplayer, for unknown reasons (I believe this bug is fixed, however)
While using saber throw in Ki-Adi's final Idle state, the lightsaber blade will not activate.
Not exactly a bug, but: Flashlight won't work unless lighting quality is set to "high" in the game's video options.
As the Mercenary, when stealth is equipped if you try to run with it your character will appear to do half of each, like he can't decide between the two of them.
If you find any other bugs aside from this, please contact falconrockateer@gmail.com, PM me, or post in the release thread on Gametoast.com
7: Changes in this, the final version-
-Multiple bug fixes including weapon awards and flashlight, fixed floating objects
-Various glitches fixed, including the mysterious aliens glitching, glitching out of the facility, and glitching through the Kolto tank
-Terrain and barriers improved so the ai won't drown or have difficulty reaching certain spots
-Lighting was changed to make the map less dark
-An observing satellite "above orbit" with a couple of different (and possibly useful) camera views added, accessible from a chair in the secret room
-Several weapon changes, including a "rapid fire" shotgun for the mercenary, the warrior's rifle
becoming a primary weapon, and other weapons becoming more or less powerful
-Blast door removed in favor of a force field that won't trap you
-Props and models added throughout the map to enrich the environment and gives you information
on what the story is
-A small but dangerous (and destructible) "guard ship" added that will "roam" the map
-An appearance by the "hero" of the savages
-Sky changes, including distracting things in the sky being removed
-Some small model changes, including an improved pulse rifle model
-All units and weapons and useable objects are now localized
-Messages added to give the map a "campaign" feel and to give you story information
-Various small tweaks and changes
8: Note on lighting-
The most common complaint I received about the first version of this map is that it was too dark. I greatly increased the lighting and tested it on multiple computers, and that problem should be solved. I have gotten one or two reports that it is still too dark on certain monitors. If that is the case for you, you can increase the lighting in bf2 or on your monitor (and you still have the flashlights in-game). I increased the lighting more than I wanted to (and more that was needed for my monitor), but hopefully I've found a balance that will work for most people.
9: Credits-
AgentSmith_#38 Research Facility Pulse Rifle and Flashlight models and skins, Night Op skins, Insane Tusken skin- Without his help this map would not be anything near the quality it is.
Fiodis- Teaching me how to make FlashLights/Teaching me about Animations, endless source of help.
AgentSmith_#44 Help with the documentation and For an unending amount of ideas
SamofBia- helping with lots of ideas and being a good friend for me to spout off to.
Computergeek/tsurugi13-plasma grenade
Silas- Battle Rifle
DarthD.u.C.K. Double weapon Skeleton\animations Arkanian blaster rifle
Codarez- Fallann Hyper Rifle/DC-15 Side-arm
RogueKnight- DP-23 Tactical Shotgun/RI-21 Blaster Rifle
Vyse- vibrosword assets (and for making that awesome zelda map)
Maveritchell- Kolto Tank assets
GameToast and secretsociety for the abundance of information and assets I have at my disposal.
Lucasarts- Making everything Star Wars
Pandemic- Making this great game
Note- If I forgot anyone post in the comments, on Gametoast, or PM me on Gametoast, or e-mail falconrockateer@gmail.com
Screenshots:
Hidden/Spoiler:
Credits one more time for good measure:
Hidden/Spoiler:
[quote]
9: Credits-
AgentSmith_#38 Research Facility Pulse Rifle and Flashlight models and skins, Night Op skins, Insane Tusken skin- Without his help this map would not be anything near the quality it is.
Fiodis- Teaching me how to make FlashLights/Teaching me about Animations, endless source of help.
AgentSmith_#44 Help with the documentation and For an unending amount of ideas
SamofBia- helping with lots of ideas and being a good friend for me to spout off to.
Computergeek/tsurugi13-plasma grenade
Silas- Battle Rifle
DarthD.u.C.K. Double weapon Skeleton\animations Arkanian blaster rifle
Codarez- Fallann Hyper Rifle/DC-15 Side-arm
RogueKnight- DP-23 Tactical Shotgun/RI-21 Blaster Rifle
Vyse- vibrosword assets (and for making that awesome zelda map)
Maveritchell- Kolto Tank assets
GameToast and secretsociety for the abundance of information and assets I have at my disposal.
Lucasarts- Making everything Star Wars
Pandemic- Making this great game
Note- If I forgot anyone post in the comments, on Gametoast, or PM me on Gametoast, or e-mail falconrockateer@gmail.com[/quote]
(Note: Filefront wasn't working for me so I used megaupload instead, if it doesn't work please post here so I can get it fixed)
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 11:42 am
by acryptozoo
looks great
DL'ing now (love the mist )
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 1:43 pm
by AgentSmith_#27
Thanks acryptazoo! If anyone wants to join me I'll be running a release server most of the day called Cerea: Savage Hunt
Come and play!
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 1:45 pm
by commander501stappo
DLing the map now
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 2:44 pm
by Noobi-Wan
o wow what a cool, crazy, funny map......good job...i love it
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 3:19 pm
by AgentSmith_#27
Thanks Guys! Server was down for a bit but I'm starting it again now.
If anyone can offer me assistance on getting it uploaded to swbffiles, that would be great. The page won't load once I click submit. I think it's just a problem uploading it to filefront I could wait it out but I'd like to get it up ASAP
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 4:26 pm
by Firefang
I really like the survival idea of the map. I'll probably download later.
Re: Cerea: Savage Hunt (Final)
Posted: Sat Jan 01, 2011 7:15 pm
by CressAlbane
Downloaded and installing!
Hope I can beat it
EDIT: Just played it:
I like it a lot, but turning up the lighting a tad helped.
Also, I felt the shake effect from the drone's mortar was a bit too much.
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 7:54 am
by DarthD.U.C.K.
its a really nice concept, i was a little bit confused by everything though... ive probably missed a few of the messages due to savages coming after me
spoiler:
Hidden/Spoiler:
the cameraconsoles were a great idea, especially the outer-space console. however i didnt understand what the sith did, he was there and then he disappeared, is he reappearing somewhere or is that the end of the mission/story?
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 8:44 am
by Jendo7
Cool! This looks like fun DL now.
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 1:36 pm
by AgentSmith_#27
Thanks for trying everyone! It really means a lot.
DarthD.U.C.K. wrote:its a really nice concept, i was a little bit confused by everything though... ive probably missed a few of the messages due to savages coming after me
spoiler:
Hidden/Spoiler:
the cameraconsoles were a great idea, especially the outer-space console. however i didnt understand what the sith did, he was there and then he disappeared, is he reappearing somewhere or is that the end of the mission/story?
Thanks, sorry it was confusing, I'll try and clear up the story:
Hidden/Spoiler:
The idea is that the Dark Jedi killed the Rogue Scientists (you can find evidence of this on the east side of the forest), then released the experimental creatures, including the Mutated Wampas, Tuskens, and Mysterious Aliens. When you find him he somehow uses the force or technology to escape the Cerean military forces and Jedi Master Ki-Adi-Mundi. You can't find out how he escaped, and he doesn't re-appear anywhere in the map. It's supposed to be a teaser.
CressAlbane wrote:Hope I can beat it
EDIT: Just played it:
I like it a lot, but turning up the lighting a tad helped.
Also, I felt the shake effect from the drone's mortar was a bit too much.
Yeah I was worried about the lighting, I'd play it in-game and it would be totally bright, I'd take a screenshot and it'd look totally dark, I'd play it on another monitor and it would look just right, but I'm glad you were able to find something that worked anyway As for the shake effect, I can agree I should have toned it down.
For everyone: If it's too much trouble to beat, then spoilers:
Hidden/Spoiler:
Take out the Research Defense ship first, then take CP's 2 and 4, don't enter the facility until the map is winding down and you have all 3 other CP's THEN go down in the facility, to the secret room, destroy the panel and capture the facility CP.
Personally, I think the facility is also great fun to make a final stand in with waves of Savages pouring in
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 2:34 pm
by DarthD.U.C.K.
thanks for the clarification, thats how i understood it too, i just wondered if i missed something in the end because it seemed to be a bit abrupt, i waited for some kind of endmessage/conclusion.
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 8:04 pm
by CressAlbane
Whoah whoah!
Spoiler:
Hidden/Spoiler:
What panel? Does this have anything to do with the Dark Jedi?
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 10:06 pm
by Fiodis
And yet another spoiler:
Hidden/Spoiler:
At the end of the facility, past the room where the CP is housed, is a hallway. At the end of this hallway, on the left, is a panel you can shoot to destroy and thus gain access to a passageway. There is a panel there that if you destroy it, it will trap any new spawning Aliens. Then you can use the turret console to eliminate any more resistance.
The Kolto Tank comes in handy, too.
Re: Cerea: Savage Hunt (Final)
Posted: Sun Jan 02, 2011 10:54 pm
by AgentSmith_#27
@ Cressalbane- What fiodis said
DarthD.U.C.K. wrote:thanks for the clarification, thats how i understood it too, i just wondered if i missed something in the end because it seemed to be a bit abrupt, i waited for some kind of endmessage/conclusion.
Yes, it was that way because Oh look spoilers!
Hidden/Spoiler:
The Dark Jedi was originally a hero for the Savages, but when he got killed on multiplayer the game would crash, I couldn't fix him so I decided to take him out and instead give him a sort of cameo, so that the whole story wouldn't fall apart and to give a tease for something I could do with him in a future map/mod
Re: Cerea: Savage Hunt (Final)
Posted: Mon Jan 03, 2011 3:55 pm
by CressAlbane
Ah, I understand now. Thanks!
Spoiler:
Hidden/Spoiler:
I guess I had such a hard time because I didn't trap the aliens !
Re: Cerea: Savage Hunt (Final)
Posted: Mon Jan 03, 2011 9:48 pm
by SAMofBIA
yes, the aliens will rip you to shreds, and btw where is the kolto tank??? i guess i missed that or you added it in after i tested some.
not really a spoiler:
Hidden/Spoiler:
WOO, I MADE IT ONTO THE CREDITS!
Re: Cerea: Savage Hunt (Final)
Posted: Mon Jan 03, 2011 10:26 pm
by AgentSmith_#27
It's
Hidden/Spoiler:
In the control room with the control chairs/panel and computer panel
Re: Cerea: Savage Hunt (Final)
Posted: Tue Jan 04, 2011 6:10 pm
by SAMofBIA
oooohhhhh my bad,
Hidden/Spoiler:
i thought you meant like the controls to a battel tank, not the health recharge tank XD.