One Map Mappack BETA
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- Command Sergeant Major
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- DarthD.U.C.K.
- Master of the Force
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Re: One Map Mappack BETA
i downloaded and im testing away now its lotsa fun!
ill write something like a report later today.
ill write something like a report later today.
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- Captain
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Re: One Map Mappack BETA
Great, downloading, and making report ASAP.
- ShadowWing
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Re: One Map Mappack BETA
Hidden/Spoiler:
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- Droid Pilot Assassin
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Re: One Map Mappack BETA
WARNING: If you have a history of seizures, do NOT play in the Battlezone.
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- Rebel Warrant Officer
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Re: One Map Mappack BETA
YEAH !! My eyes were really sore after (or was it the fact that I played 3 hours of minecraft before ?) !Noobasaurus wrote:WARNING: If you have a history of seizures, do NOT play in the Battlezone.
- PizzatheHutt
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Re: One Map Mappack BETA
This mappack is awesome !!! The scripting is well done and the maps are very fun to play (especially the Rancor one !!!). The manufacturing plant had a little issue: you cannot jump in some places. Some textures were a bit lowres but the gameplay is really good.
The map selection room was a little small: you should add a cantina :cantina: .
The map selection room was a little small: you should add a cantina :cantina: .
I concur .Webster27 wrote:YEAH !! My eyes were really sore after (or was it the fact that I played 3 hours of minecraft before ?) !Noobasaurus wrote:WARNING: If you have a history of seizures, do NOT play in the Battlezone.
- DarthD.U.C.K.
- Master of the Force
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Re: One Map Mappack BETA
i played every map atleast 3 times and they are all really enjoyable!
its really cool how you built the environments out of assets that were intendet for something else.
here are my thoughs/suggestions/criticisms about them:
Manufacturing plant:
-eddies props give the map a really nice industrial feel, the partly weird UVs bug me a little though. i guess im a little focused on models
-the setup favours the rebels strongly, while their commandposts are in areas that are either wide or have multiple entrys the imperials cps are only reachable through one narrow passage and dont have any chance once the rebels capured the large room with the tanks.
-there is a collisionproblem with the generators, you can walk trough the spindle
rancor research enclosure:
-the explosionradius of the flying spheres is a bit too large in my opinion, it shouldnt reach into the passages betwene the spherical rooms, atleast i was always standing there when i shot one and got killed
-is it intentional that some rooms switch from green to blue/red lighting when you are in them?
ventilation chamber:
-the layout really makes an intense battle and has you running back to recapture cps, especially the one i the middle
-the imps are also in a disadvantage here, the reason is that their cps in the outer corners are being captured very quickly i think
crystal caverns:
-the map feels really like caverns, it took me some time to figure out which passage leads where because everything is so nicely unregular
-im not totally sure, but i feel like the imperials are a little cramped in, especially when they only have the two cps in the back left the only way to reach them is the narrow ramp and tunnel
mushroom canyon:
-the environment is my favourite i think ,although
-it would be nice to have some (/more) very large mushrooms
fuel depot:
-the collision if the imperials two baracks is off somehow, you cant shoot through the windows
-from one side you can walk through the crategroups that stand in front of the two bunkers
battlezone:
-again a very intense map, its fun and looks good, i dont know what else to say about it
junkyard:
-its great how the different assets blend together, i just had to smile when i saw the jeditemplepillar
-the tilted utapau walkway looks awesome, it would be great to have a cp up there
-in the rebel cphouse you cant walk on the walkway through the opening in the back, usually 1-2 units get stuck back there
it would be really cool to have a light that casts specular and maybe even shadows. i wouldnt mind that the props dont cast shadows, already the unitshadows make the "atmosphere" nicer. not that your environments arent great enough already but i think it would definitelly add something.
it also would be nice to have other heroes, maybe even changing depending on the map? i dont know if you can replace heroes, but in the geonosis campaign mace is put in as hero midgame so it could work...
its really cool how you built the environments out of assets that were intendet for something else.
here are my thoughs/suggestions/criticisms about them:
Manufacturing plant:
-eddies props give the map a really nice industrial feel, the partly weird UVs bug me a little though. i guess im a little focused on models
-the setup favours the rebels strongly, while their commandposts are in areas that are either wide or have multiple entrys the imperials cps are only reachable through one narrow passage and dont have any chance once the rebels capured the large room with the tanks.
-there is a collisionproblem with the generators, you can walk trough the spindle
rancor research enclosure:
-the explosionradius of the flying spheres is a bit too large in my opinion, it shouldnt reach into the passages betwene the spherical rooms, atleast i was always standing there when i shot one and got killed
-is it intentional that some rooms switch from green to blue/red lighting when you are in them?
ventilation chamber:
-the layout really makes an intense battle and has you running back to recapture cps, especially the one i the middle
-the imps are also in a disadvantage here, the reason is that their cps in the outer corners are being captured very quickly i think
crystal caverns:
-the map feels really like caverns, it took me some time to figure out which passage leads where because everything is so nicely unregular
-im not totally sure, but i feel like the imperials are a little cramped in, especially when they only have the two cps in the back left the only way to reach them is the narrow ramp and tunnel
mushroom canyon:
-the environment is my favourite i think ,although
-it would be nice to have some (/more) very large mushrooms
fuel depot:
-the collision if the imperials two baracks is off somehow, you cant shoot through the windows
-from one side you can walk through the crategroups that stand in front of the two bunkers
battlezone:
-again a very intense map, its fun and looks good, i dont know what else to say about it
junkyard:
-its great how the different assets blend together, i just had to smile when i saw the jeditemplepillar
-the tilted utapau walkway looks awesome, it would be great to have a cp up there
-in the rebel cphouse you cant walk on the walkway through the opening in the back, usually 1-2 units get stuck back there
it would be really cool to have a light that casts specular and maybe even shadows. i wouldnt mind that the props dont cast shadows, already the unitshadows make the "atmosphere" nicer. not that your environments arent great enough already but i think it would definitelly add something.
it also would be nice to have other heroes, maybe even changing depending on the map? i dont know if you can replace heroes, but in the geonosis campaign mace is put in as hero midgame so it could work...
- ShadowWing
- Command Sergeant Major
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Re: One Map Mappack BETA
Yeah, this map is kinda empty.DarthD.U.C.K. wrote: mushroom canyon:
-the environment is my favourite i think ,although
-it would be nice to have some (/more) very large mushrooms
Also, the Manufacturing Plant has a lot of choke points and narrow spaces, so I was able to get a lot of kills. and deaths
- Unlucky13
- Sergeant Major
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Re: One Map Mappack BETA
Downloading now!
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- Command Sergeant Major
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Re: One Map Mappack BETA
I've noticed that the tighter the map, the worse the imperials seem to do, and I think it's because of the bothans' buff...in a small map, they end up regenerating a lot of allies' health, and rather frequently, and since the AI tend not to do 1 shot, 1 kill most of the time, it really puts the battle in the rebels' favor. So, as imps, "you've got to fight hard to win"...but it is still possible. Actually the CIS is usually a bit stronger than the Republic, too, but in that case, due to the droidekas - the reps try to spam them with grenades and in close quarters end up committing mass suicide in doing so.
As for the rancor research facility exploding bubble, yes, that's what it is, and yes, I can decrease the blast radius a bit.
As for shadows, there are "cast shadows" and "cast specular" buttons in ZE that I overlooked, aren't there? So I'll get that figured out too.
As for model textures, I guess it is what it is.
As for collision issues, I had noted the problems mentioned so far, I suppose I can see what I can fix with msh.option files.
Also - would rain be good in the junkyard?
And - Are the exploding barrels ok? I set the one kind to have moderate damage and large range, and the other to have high damage and small range.
As for the rancor research facility exploding bubble, yes, that's what it is, and yes, I can decrease the blast radius a bit.
As for shadows, there are "cast shadows" and "cast specular" buttons in ZE that I overlooked, aren't there? So I'll get that figured out too.
As for model textures, I guess it is what it is.
As for collision issues, I had noted the problems mentioned so far, I suppose I can see what I can fix with msh.option files.
Also - would rain be good in the junkyard?
And - Are the exploding barrels ok? I set the one kind to have moderate damage and large range, and the other to have high damage and small range.
- DarthD.U.C.K.
- Master of the Force
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Re: One Map Mappack BETA
yes, i guess thats the case with the ventilation chamber and probably battlezone but in the manufacturing plant its definitelly also the layout/cp setup.Jaspo wrote:I've noticed that the tighter the map, the worse the imperials seem to do, and I think it's because of the bothans' buff...in a small map, they end up regenerating a lot of allies' health, and rather frequently, and since the AI tend not to do 1 shot, 1 kill most of the time, it really puts the battle in the rebels' favor.
yes, you can activate them for directional lights, unitshadows work only with a global directional light.Jaspo wrote:As for shadows, there are "cast shadows" and "cast specular" buttons in ZE that I overlooked, aren't there? So I'll get that figured out too.
yes, that would fit well and again yes, the barrel explosions are good in my opinion.Jaspo wrote:Also - would rain be good in the junkyard?
And - Are the exploding barrels ok? I set the one kind to have moderate damage and large range, and the other to have high damage and small range.
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Re: One Map Mappack BETA
Hmm, all my lights are omni or spot, because I need different lighting for each map...so I probably won't be able to do shadows.
- DarthD.U.C.K.
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Re: One Map Mappack BETA
thats no problem, if you just place the global directional light and keep the original color it wont affect the "lighting" of the individual maps
you could additionally use lightingregions for the maps then you could have a differently colored directional light for each map and still have a global light.
you could additionally use lightingregions for the maps then you could have a differently colored directional light for each map and still have a global light.
- Maveritchell
- Jedi Admin
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Re: One Map Mappack BETA
What's the incentive, again, for making all the maps share the same world? You're losing functionality (things like CP limits and lights), and I doubt you're gaining anything appreciable in terms of filesize. Textures take up most of your filesize, and no matter how many maps the props are spread over, they still all use the same textures.
- yuke5
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Re: One Map Mappack BETA
What might be cool would be an option where it was just certain infantry units that you design to make things more balanced, sort of like the RED vs BLUE in Battle Arena. Some fun knick knacks in the main room would be nice too, like a sofa or a weapons case. However, it's your mod, you do what you want with it, these are just my suggestions. I love how it is already.
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- Command Sergeant Major
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Re: One Map Mappack BETA
a) only 2 slots used in the mission listWhat's the incentive, again, for making all the maps share the same world? You're losing functionality (things like CP limits and lights), and I doubt you're gaining anything appreciable in terms of filesize. Textures take up most of your filesize, and no matter how many maps the props are spread over, they still all use the same textures.
b) granted, the addon filesize is about the same, but I would have waaay more space taken up in my modtools folder.
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- Private Recruit
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Re: One Map Mappack BETA
Could you please upload it on filefront?mediafire is not accessible for some IPs...
- RED51
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Re: One Map Mappack BETA
I finally got the chance to download this, and I can say that I didn't regret it! Like others have said, the imps have a real disadvantage, but this may be due high AI counts. Only the junkyard and canyon are suitable for 32 AI, while the rest are better off with only half. My favorites are the ventilation chamber, fuel depot and the manufacturing plant. Nice execution of this concept!
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- Command Sergeant Major
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Re: One Map Mappack BETA
I'll be releasing the 1.0 on filefront within the hour. I expect I'll put it on mediafire if/when the filefront download link dies.