Alderaan Beta (VERSION .99 RELEASED; March 18th, 2006)
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Aha. I forgot about that. Thanks for the heads-up. Too bad I can't edit the amount of bots though. I remember the original Alderaan for BF1 had about 50 bots. Unfortunately, I can't really change it.
But, I've just added a bit of buildings and such to the map. It's a little more like a city now. I'm working on getting it ready for another .95 beta release, so then I can get feedback for it and release the final version.
But, I've just added a bit of buildings and such to the map. It's a little more like a city now. I'm working on getting it ready for another .95 beta release, so then I can get feedback for it and release the final version.
- Epena
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The map is fine. It obviously favors snipers though because of the wide open space. I'm unsure as to whether that was your aim or not.
I seemed to fair better as a sniper at least. Probably would've done a little worse if I was a ground troop, but you can still win playing for either side (despite what others say).
I seemed to fair better as a sniper at least. Probably would've done a little worse if I was a ground troop, but you can still win playing for either side (despite what others say).
cool map, although its so open it feels like i'm constantly being shot. i agree with epena, the alleyway alderaan map sound good!
o yeah, and once i unlocked the arc captain, i snuck around on the top of the walkways to the cis's back cp, and the map was over before i knew it. dont know if thats a good or a bad thing, just thought i'd point it out.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
o yeah, and once i unlocked the arc captain, i snuck around on the top of the walkways to the cis's back cp, and the map was over before i knew it. dont know if thats a good or a bad thing, just thought i'd point it out.
- Epena
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- Teancum
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- Captain
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Well, that's the main point of this map. You need to be skillful, and use strategy. You can't just rush in and wipe out all the bots and take over the whole map like you may regularly do with the official maps. This one, it's an ongoing struggle for control, and you've got to outwit your enemies. I, myself, have never lost a match playing as Republic yet. I've won quite a few times as the CIS as well. The map is balanced, but you also need to use strategy too.
Snipe...BF2-Master wrote:I like the map, but I can't win on Republic. I cannot get enough points for the Jet-trooper or ARC captain. Could you change the starting cammand posts so I don't need to spend the entire battle running to the cis posts and then dying immediatly? (no offense)
And no offense, but the map isn't nearly as hard as you're making it out to be.
The layout of the map is fine. Especially considering the fact that the ARC Trooper in itself is unbalanced enough to change the tide of the game in a matter of seconds.
If you ask me, the ARC Captain isn't all that mighty and poweful. Sure, he may be able to take down a droideka in mere seconds, but I tend to die a lot while playing as him. The bots tend to focus on the special units and officers more than they would a normal trooper. Makes it all the more realistic. ![Smile :)](./images/smilies/icon_smile.gif)
Though I'm thinking about decreasing the power of the Scatter Rifle and making it weaker, and also making it 20 points to unlock rather than the regular 12.
![Smile :)](./images/smilies/icon_smile.gif)
Though I'm thinking about decreasing the power of the Scatter Rifle and making it weaker, and also making it 20 points to unlock rather than the regular 12.
Schizo, yeah, the hits are low... what I was getting at is once you usually unlock him its a done deal.
Looking at it this way... an ARC trooper can take out a minimum of three troops within one life (usually, and I would hope some have enough skill to get more then that, but yeah... its an example). If thats the case, you're still getting two extra kills then the enemy is.
What would make the map all the more interesting is if you would get points deducted for every death you suffer. Making dieing have more of a point to an individual player. Any person can get an easy 12 points and be guaranteed the ARC Trooper, no matter how many times they die. As long as they don't get any TKs, they're untouchable as far as accessability to the ARC Trooper goes.
Looking at it this way... an ARC trooper can take out a minimum of three troops within one life (usually, and I would hope some have enough skill to get more then that, but yeah... its an example). If thats the case, you're still getting two extra kills then the enemy is.
What would make the map all the more interesting is if you would get points deducted for every death you suffer. Making dieing have more of a point to an individual player. Any person can get an easy 12 points and be guaranteed the ARC Trooper, no matter how many times they die. As long as they don't get any TKs, they're untouchable as far as accessability to the ARC Trooper goes.
Well... I'm not sure how one would go about doing that. Like I said, I'm thinking about way to kinda tone down the ARC Captain. I'll increase the points to unlock to 20, and I'll weaken the shots to inflict only half the damage each bolt does now; really, since it's just a hailstorm of lasers anyway, it wouldn't make much of a difference, but enough so that the CIS would actually have a chance to retaliate.
And, for all you anxious fans, Beta Version .95 has been released. Lots of bugs and problems fixed, overall map added on to, and gameplay tweaked for optimal pwnage.![Wink :wink:](./images/smilies/icon_wink.gif)
Czech the first page for the Download Link.
And, for all you anxious fans, Beta Version .95 has been released. Lots of bugs and problems fixed, overall map added on to, and gameplay tweaked for optimal pwnage.
![Wink :wink:](./images/smilies/icon_wink.gif)
Czech the first page for the Download Link.
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- Captain
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I was considering Dooku. He's only got a few maps, where as the other CIS heroes seem to have quite a few. Plus, Dooku makes sense because he was around during the Clone Wars, and actually fought, in contrast to Jango who died in the very first battle. ![Razz :P](./images/smilies/icon_razz.gif)
Grievous would make sense too, since during the Clone Wars he launched a series of campaigns and invaded many Republican planets. But, since Dooku has less maps, I think I'll be going with him.
![Razz :P](./images/smilies/icon_razz.gif)
Grievous would make sense too, since during the Clone Wars he launched a series of campaigns and invaded many Republican planets. But, since Dooku has less maps, I think I'll be going with him.
- squipple
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Some nice improvements Schizo. I still love that scatter gun. I like how you evened him out a bit too. It seems like I'd die pretty quick if I spawned as that guy. But, that might be because I thought I was Mr. Invincible with that gun!
1-flag was also working nicely (in multiplayer too). The minimap looks pretty nice in there as well, although it's a little off. If you need me to adjust it, I can. I don't know of you can adjust that in the code or not. (I'm not that far in my first map yet..still modeling).
- 2-flag's goals are still reversed, and the republic can't grab the enemy flag.
- In the CTF modes, I might add a command post for each side on the outer rim adjacent from where your current ones are, centered to that middle area. This will allow you to get into the battle quicker, and make you decide if you're going to spawn and defend your goal, or spawn and get into the action.
- You may also want to use some planning paths or barriers in that center area. A lot of AI are running into those little walls. I also noticed the CIS collecting around the base of the ramp.
- There's some geometry overlapping on the bridges (I think that's what it is), causing them to flicker. Doesn't affect gameplay, but is definitely distracting.
Keep up the good work on it, it's almost there!![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- 2-flag's goals are still reversed, and the republic can't grab the enemy flag.
- In the CTF modes, I might add a command post for each side on the outer rim adjacent from where your current ones are, centered to that middle area. This will allow you to get into the battle quicker, and make you decide if you're going to spawn and defend your goal, or spawn and get into the action.
- You may also want to use some planning paths or barriers in that center area. A lot of AI are running into those little walls. I also noticed the CIS collecting around the base of the ramp.
- There's some geometry overlapping on the bridges (I think that's what it is), causing them to flicker. Doesn't affect gameplay, but is definitely distracting.
Keep up the good work on it, it's almost there!
![Very Happy :D](./images/smilies/icon_biggrin.gif)