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Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 2:43 pm
by Darth-Derkie
Here it is, with all the vehicles spawning +geonosian fighter! (firing weird bolts, tough)

New version:

Fixes:
1. Geonosians added to the CIS, I couldn't add them as locals.
2. HP increased of the Technounion Ships and the Republic Destroyable CP
3. Changed fog color to brown
4. Shadows Fixed
5. Republic doesn't lose reinforcements at the beginning anymore

http://s35.yousendit.com/d.aspx?id=0MU7 ... OA8AS1CPXK

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RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 2:45 pm
by JabbaLovesLava
COOL! Thanks a lot Derkie, i hate the SWBF2 Geonosis :(

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 2:55 pm
by Trans
I'm thinking we need a mappack of all the re-done BF1 maps once everyone has finished making them :D

Great Job Derkie!

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:08 pm
by sh4d0wl0rd
I absolutely agree with Trans that we need such a mappack! (Perhaps LA should link his support page to gametoast ;))
I'll try out the new Geonosis beta and post my opinion soon.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:38 pm
by Schizo
I was thinking the same thing, guys. A map pack would be awesome.

This map is great. Brings back fond memories. Really, I see nothing wrong with it, myself. Maybe now you can go and fix up the Rhen Var Harbor map now. :)

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:41 pm
by Alex533
Well theres only 3 real things i see wrong with this map, all the terrain except for the spires is way too dark, the minimap is too far zoomed out, the turrets fire but they dont fire an effect. My only other little critiscism is that maybe it would be better having ep2 troops than ep3 troops?

Other than that its really fun to play :D, the terrain is the main problem for me though.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:53 pm
by squipple
Lookin good Derkie. Yeah, the terrain is still pretty dark, and it looks like you haven't set up 1 or 2 flag CTF yet, but it's comin along nicely. I miss those rep gunships that actually 'hovered', but they sure pack a punch on those techno union ships. One set of bombs takes out about half the life :) It would also be cool to get the old sounds in there. "We've lost the spire", etc. I don't know if that data is accesible or not.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:53 pm
by sh4d0wl0rd
There is also a problem with the geonosian fighter:

- The "alt"-moves and the immelmann take too much time and their "radius" is too big.
- The stamina bar is not working correctly
- They laser animation looks quite weird
- They have no weapon sound.

But did you know that they have a cockpit view?!
Just press "V" when you sit inside a geonosian fighter and you have the good old cockpit view!
All in all the map is great. Only this geo. fighter bugs are a bit nasty and the view distance is a bit too high. But the dark terrain looks very awesome IMO.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 3:57 pm
by Schizo
Oh, and, it'd be nice if you could get rid of the GCW era on the map. That's just... strange.

Re: RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 4:04 pm
by Darth-Derkie
sh4d0wl0rd wrote:There is also a problem with the geonosian fighter:

- The "alt"-moves and the immelmann take too much time and their "radius" is too big.
- The stamina bar is not working correctly
- They laser animation looks quite weird
- They have no weapon sound.

But did you know that they have a cockpit view?!
Just press "V" when you sit inside a geonosian fighter and you have the good old cockpit view!
All in all the map is great. Only this geo. fighter bugs are a bit nasty and the view distance is a bit too high. But the dark terrain looks very awesome IMO.
I have copied this geonosian from the SWBFI assets so it can be right that the stamina bar is not working and the "alt"-moves.

I have not much knowledge to fix these "geonosian Fighter bugs" but I will do what I can.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 4:07 pm
by Teancum
Hey, GCW could have fought there....

He could do 501st vs Rebels....

I'm working on a side pack that will have the Geonosian fighter and the BF1 style LAAT/i, plus all missing BF1 vehicles, but real life make e think it will take a month or two.

RE: Geonosis: Spire Beta

Posted: Sat Feb 25, 2006 6:11 pm
by ghost_ops121
cool map, that was one of my favorites in bf1.
some issues tho ( i understand this is a early version)
- when flying, the minimap is super zoomed out.
- (not major) when in the geo starfighter you cant explode in midair, only when you hit the ground.
- gunship cant hover, but is a bit too overpowered compared to bf 1 (tho this gunship is more accurate according to the movies)
- lasers for geo starfighter is ugly (no offence)
- no sound for geo starfighter wepons.
good map to keep my busy till the next realeases. i love how you added the assault mode :D

Posted: Sat Feb 25, 2006 8:44 pm
by Darth-Derkie
Ok, I changed the ep3 troopers to ep2 ones, and I got the geonosian turret completely working.

I tried to add the geonosian, but he is not spawning.

http://s54.yousendit.com/d.aspx?id=2DWF ... 44FFPH60WQ

Posted: Sat Feb 25, 2006 8:48 pm
by EraOfDesann
Great! Hey can you lighten the ground texture some? It just doesn't fit the Geonosis setting.

Posted: Sat Feb 25, 2006 9:00 pm
by TAW_pinx
Very cool, Derkie! I'm glad to see more and more coming out. I have a VERY GOOD feeling that Cloud City will be next! That is, I've already played Cloud City in SWBF II, so be ready :)

Posted: Sat Feb 25, 2006 9:00 pm
by tkrausse
Yay! The map looks pretty good, and very nice.

Two small problems - namely, the ground being too dark and the lack of explosion effects for some items(I personally noticed the Techno Union ships and the Republic Destroyable CP(Whatever that is)). Like I said, both are fairly minor, and not a problem.

What may be a problem is the CP differance at the beginning. I don't believe that the AT-TE's count as CPs anymore(they are still spawn points, but not CPs). As a result, the map starts out 6 CPs for CIS, and 2 for Republic. Unfortunately, that means a fairly heavy reinforcement drain at the beginning. Playing Republic, I lost 30 reinforcements that way before I was able to stabilize the CP differance. Not sure how to fix that best, but that may be a problem.

Other than that, great job.

Posted: Sat Feb 25, 2006 9:02 pm
by Darth-Derkie
[GT]EraOfDesann wrote:Great! Hey can you lighten the ground texture some? It just doesn't fit the Geonosis setting.
Image

Is this bright enough, or should it be a little darker?

Edit:
I think this one is better:
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Posted: Sat Feb 25, 2006 9:37 pm
by Lord-Bandu
You need to edit your fog color and fog distances :)

also id make the directional light a more Geo color (orangey ) .

copy the RGB settings in the swbf1 geo sky file to you global light settings in swbf2 ZE.

Posted: Sat Feb 25, 2006 10:00 pm
by squipple
You beat me to it Lord Bandu. Here's a screenie from the BF1 map.
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Posted: Sat Feb 25, 2006 10:04 pm
by Blaaguuu
a screenshot or 2 would be nice.

Edit: Wll how abotu that.. i didnt even notice the second page link :D

Looks pretty good, ill chekc it out!