space death star 1
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im sorry JK514, i should've made myself clear. i was responding to pss_2002's post just above mine, in which he asked what site 11of3 said he posted the map. i apologise for any confusion!
next, 11of3, im happy to say that you have made a successful and well made map.
im now dividing the rest of my post into two sections, HITS and MISSES. the things under hits are the things i thing are good with the map, misses, are things that should be changed or fixed. (in my opinion)
HITS
-theres the right starfighters in, ties for the emps, x and y wings for the rebs
-bases, i think that the way u made the bases for each team hidden behind either yavin 4 or the deathstar model was really clever, and i thought id say so.
-trench and exhaust port, theyre in there and im glad to see them
-turrets, how crazy! u really do have to "stay tight and low" to get in through the turrets, and i think theres just enough to keep a bomber constantly busy, and a fighter constantly under fire.
-AI, they congrigate over the trench and buzz eachother, but i think the fact they get out of theyre hangers (most the time) and dont fly into the ground is worth putting them on the HIT side.
-BUGS!! i could not find many bugs AT ALL in terms of falling through floors, blowing up for no reason, odd colors or malfuncoioning weaponry. this is fantastic because there is hardly a map out that, on its first realese, has no gameplay bugs like those! good job!!
MISS
-the AI doesnt attack the turrets or trench enough/at all
-i thought the trench was much to deep and far to short (in length)
-the sides are messed up, the rebs have a stardestoryer icon and hear a imp commander say "we are victorious" if they win
-the AI bunches around one area, i think it'd be good to see them spread out and for the rebals to attack the exhaust port.
-the yavin floor looks tiled and unrealistic, and the yavin sky that u fly into looks flat, some clouds and trees in the distance would help i think.
-the yavin hanger is a little tight, maybe broadening it out would help?
-i really think that alot of Rebal AI should attack in a slightly more jointed way, like, bunched up more.
-there is a death zone in the hanger in the deathstar hanger, why not take it out? no ones perfect, and they will not mind the imperfect, locked doors.
i am aware this is a lot, but i really want to convey to u that it is really a fun map with a LOT of potential. frankly, the yavin 4 model was a stroke of genious, and this map is already, in this corse, unfinished form, one of the best maps ive ever played. period. i hope ive given a detailed reveiw of the map!
lastly, on a scale of 1 to 10, this map, in its current form, id give it a 8:great!
i recomend this map to all, and will keep u updated on any bugs i encounter.
once again, wonderful map, i look foreward to any new versions!
-enigmas
next, 11of3, im happy to say that you have made a successful and well made map.
im now dividing the rest of my post into two sections, HITS and MISSES. the things under hits are the things i thing are good with the map, misses, are things that should be changed or fixed. (in my opinion)
HITS
-theres the right starfighters in, ties for the emps, x and y wings for the rebs
-bases, i think that the way u made the bases for each team hidden behind either yavin 4 or the deathstar model was really clever, and i thought id say so.
-trench and exhaust port, theyre in there and im glad to see them
-turrets, how crazy! u really do have to "stay tight and low" to get in through the turrets, and i think theres just enough to keep a bomber constantly busy, and a fighter constantly under fire.
-AI, they congrigate over the trench and buzz eachother, but i think the fact they get out of theyre hangers (most the time) and dont fly into the ground is worth putting them on the HIT side.
-BUGS!! i could not find many bugs AT ALL in terms of falling through floors, blowing up for no reason, odd colors or malfuncoioning weaponry. this is fantastic because there is hardly a map out that, on its first realese, has no gameplay bugs like those! good job!!
MISS
-the AI doesnt attack the turrets or trench enough/at all
-i thought the trench was much to deep and far to short (in length)
-the sides are messed up, the rebs have a stardestoryer icon and hear a imp commander say "we are victorious" if they win
-the AI bunches around one area, i think it'd be good to see them spread out and for the rebals to attack the exhaust port.
-the yavin floor looks tiled and unrealistic, and the yavin sky that u fly into looks flat, some clouds and trees in the distance would help i think.
-the yavin hanger is a little tight, maybe broadening it out would help?
-i really think that alot of Rebal AI should attack in a slightly more jointed way, like, bunched up more.
-there is a death zone in the hanger in the deathstar hanger, why not take it out? no ones perfect, and they will not mind the imperfect, locked doors.
i am aware this is a lot, but i really want to convey to u that it is really a fun map with a LOT of potential. frankly, the yavin 4 model was a stroke of genious, and this map is already, in this corse, unfinished form, one of the best maps ive ever played. period. i hope ive given a detailed reveiw of the map!
lastly, on a scale of 1 to 10, this map, in its current form, id give it a 8:great!
i recomend this map to all, and will keep u updated on any bugs i encounter.
once again, wonderful map, i look foreward to any new versions!
-enigmas
thanks for all the feedback so far.I will be reviewing all the coments and see what can be done.I have tried to make the trench smaller and longer but have found the editor abit limited(see post posts in this forum)got some new ideas to try out to address this.getting the AI to fly into the trench has also caused problems,thats why they all meet above it.apart from the sphere that squipple sent me,all the objects are from the assets folder and I had a lot of trouble finding some thing that could be used for the floor of the rebel base.this is one area I am still not happy with.this is the first version of the map that I have put out due to all the interest in it.at the time of writing this ,135 people have downloaded it,so hopefully I should get some more feedback.it`s just turned midnight here in the UK so I am off to bed to dream up some more ideas!
This is a bug in this space template made before the mod tools were released. I have it too in my Space Endor map that I'm working on currently. I'm not entirely sure how to fix it though.{LSM}-hb-enigmas wrote: -the sides are messed up, the rebs have a stardestoryer icon and hear a imp commander say "we are victorious" if they win
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My suggestions:
- I think the reasons the voiceovers are switched is because you have the Attacking Team and Defending team mixed up. In the MapIDg_cmn.lua, change this line:
To this:
Now, I'm not too sure, but I think doing this will fix the voiceover bugs. Though I'm not completely sure, so be sure to make a back-up of the lua. This may also switch the teams around, swapping where each team spawns (the Rebs might spawn on the Death Star and Imps on Yavin). If this happens, just select each team's CP and switch the number (i.e. switch Team 1's CP to Team 2's, and Team 2's to Team 1's). I hope that made sense...
Remember though, it's just an educated guess, so it may not work. Be prepared to make a back-up just in case.
- Second, you should definitely make destroying the exhaust port trigger an instant win for the Rebels. If you need any help with this PM me. I think I have an idea as to how the point system works.
- If you're going to make the exhaust port trigger an instant win, you'll also want to increase it's health to make it a little harder to destroy. Right now, a single bombing run is enough to take it out. Again, PM me if you need help with that.
- And, if it's possible, maybe get a better model for the exhaust port? Right now, the engine is fine, but if you can find a better model to use, I'd maybe change it. Actually, you may find someone willing to model you one. It's not all the complicated of a shape anyhow.
But, other than that, great job. I also would've suggested making the trench a little smaller and longer, but I see you already went and did that. So, keep up the good work, man.
- I think the reasons the voiceovers are switched is because you have the Attacking Team and Defending team mixed up. In the MapIDg_cmn.lua, change this line:
Code: Select all
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
Code: Select all
-- Republic Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
Remember though, it's just an educated guess, so it may not work. Be prepared to make a back-up just in case.
- Second, you should definitely make destroying the exhaust port trigger an instant win for the Rebels. If you need any help with this PM me. I think I have an idea as to how the point system works.
- If you're going to make the exhaust port trigger an instant win, you'll also want to increase it's health to make it a little harder to destroy. Right now, a single bombing run is enough to take it out. Again, PM me if you need help with that.
- And, if it's possible, maybe get a better model for the exhaust port? Right now, the engine is fine, but if you can find a better model to use, I'd maybe change it. Actually, you may find someone willing to model you one. It's not all the complicated of a shape anyhow.
But, other than that, great job. I also would've suggested making the trench a little smaller and longer, but I see you already went and did that. So, keep up the good work, man.
- jangoisbaddest
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The exaust port should not be hard to destroy, but very hard to get to. Two X Wing torpedos should be able to take it out. It wouldnt match the movie at all if you had to spend half the battle bombarding it with a Y Wing.DarthDeathRow wrote:Thats looking really good!
Keep it up
BTW: Is there any way to turn that engine in the trench to the thing going to core? You should add alot more life to it though..
- jangoisbaddest
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Personally, I think that's a great idea. It'd be simple to increase the health too. Just go into the object's ODF (in this case, you probably used the imp_cap_dest_engine_1 or something similar), and edit the line that says MaxHealth = "20000.0" to something like... I don't know, MaxHealth = "90000.0" or something around that general area? It's worth a shot. If it turns out to be too strong, just tweak it till it's just about right. Hard enough to destroy, but no so hard that it's near impossible.jangoisbaddest wrote:True, but more health = more "failed" bombing runs.
"It's a hit?!"
"Negative. Didn't go in."
It's too bad we can't put in sound clips from the movie over the radio. Then again... actually, we might be able to. Record some little sound clips from Ep. IV, use the adding-sound tutorial, put it in as little radio segments to replace unecessary ones like "Get that Interceptor!" (since there's no interceptors in the map anyway). Imagine hearing Luke and company chatting over the radio like in the movie. That'd definitely bring the feel of the battle into this map. Maybe you should ask around, see if anyone could help you out with it. I know Vyse was able to get custom sound in; maybe you could ask him for help...
Just an idea though. Map's looking great. Keep it up, man.
Indeed. Rogue Leader had a near flawless version of the Death Star (in my opinion). It felt exactly like the movies, the whole thing was accurate down to the last detail, etc. Basing this map off of that level would definitely help in making it as true to the movies as you can. Even if you don't have the game, you can still watch the clips from the movie to get some ideas for what it should be like. Though, with Rogue Leader, you'll be able to see for yourself close-up and personal.