SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Ginev on December 26, 2013, 08:18:31 AM

Title: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 26, 2013, 08:18:31 AM
Here is my first version of the map.I am giving you the link for the map forum.From there go to page 1 and you will find the download link.

http://www.swbfgamers.com/index.php?topic=6646.0
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 26, 2013, 08:37:00 AM
Would this mess with the Alpha version of the map

EDIT: nevermind it works with the Alpha, but choose the Tatoonie City NOT the other one if you have the Alpha. Any-who that map is AMAZING, that was some of the best uses of custom weapons in a map I've ever seen, not to mention the use of the Rends Mos Eisley Assets, hey could I have the shotgun ODF, I don't really want to say much but I may or may not need it for a BF2 Project that may or may not exist that I may or may not be working on...
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 26, 2013, 09:05:33 AM
The Alpha Version was bugged so i renew most of the things from there.It will be better just to delete the ALpha version and place this in your addon. :) Tell me what you think about the map so far guys.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 26, 2013, 09:24:10 AM
If thats the case then why can't I destroy the sign
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 26, 2013, 09:45:25 AM
I am sending you the shotgun odf in PM.And actually you can keep and the Alpha version of the map cuz i forgot that they have different names ;d
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 26, 2013, 10:04:27 AM
Thanks I can use this, I'll credit you when I finish this project (it may take a while to finish)
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ltin on December 26, 2013, 11:40:17 AM
could you put some sort of install instructions somewhere, it was confusing at first.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 26, 2013, 12:01:01 PM
You just need to download the Ginev Tatooine map archive.After that extract it and place it in your Addon :D
If you talk about the download link its again very simple.Click on the link here and it will take you to the forum of the map in the first page.There you can find the download link for the map thats all ;d
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {PLA}gdh92 on December 26, 2013, 12:14:07 PM
I've only had 15 minutes on it so far but it's a brilliant map. The sound effects are really good and I like the exploding buildings of course. The new sides are fun to play and I like the extra ships in the sky. It's definitely going to stay in my addon folder for a long time.
I also liked the Christmas message. :)

Here's how to install mod maps (this one seemed no different to usual) if it helps anyone; http://www.swbfgamers.com/index.php?topic=4668.0

Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ltin on December 26, 2013, 12:23:50 PM
i like it. at the cp called chamber( i think) there are two doors that lead out at the bottom, but if you walk through them, you end up clipping through a wall. glitch?
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: 411Remnant on December 26, 2013, 02:03:25 PM
This is incredable! Still needs a little work in the future but its really good where it is. That airstrike is awesome, is it possible to swtich to new weapons in this version after you kill someone?
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Gold Man on December 26, 2013, 04:50:33 PM
Tried playing it, and my game crashed. Do I need stock skins/common to play it? :confused:
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 26, 2013, 05:25:18 PM
You know the escape pods remind me of a RvB scene involving a drop pod and a overussed catch phrase
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ltin on December 26, 2013, 07:18:01 PM
Quote from: {TCE}Call-of-Raindeer on December 26, 2013, 05:25:18 PM
You know the escape pods remind me of a RvB scene involving a drop pod and a overussed catch phrase
Worst scene I dont remember, of all time.
Quote from: {Alpha}Gold Claus on December 26, 2013, 04:50:33 PM
Tried playing it, and my game crashed. Do I need stock skins/common to play it? :confused:
It has its own sides, so it should work.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 26, 2013, 07:52:16 PM
THINK ABOUT IT... http://roosterteeth.com/archive/?id=5432&v=more
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: 411Remnant on December 26, 2013, 08:44:23 PM
Quote from: ChristmasTin on December 26, 2013, 07:18:01 PM
Worst scene I dont remember, of all time.It has its own sides, so it should work.
It does need stock lvls.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Gold Man on December 26, 2013, 10:14:51 PM
Quote from: 411Remnant on December 26, 2013, 08:44:23 PM
It does need stock lvls.

Both side and common.lvl's? Or just common.lvl?
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 27, 2013, 03:25:24 AM
I think it will need stock side lvl's in order to work.If i remember correctly (cuz i made this side before long time) the only one that use stock odf file is the dark trooper.And if you have mod with different dark trooper odf file that probably crash the map.I am not sure but it will be good to replace your sides/all.lvl and imp.lvl with stock one and try again.About the Chamber Cp yes i know that you can walk in to walls.Like i say in the readme in the forum alot of things are not finished.Now i am making the other weapons with the skins.Ill explaine this when the new update come :D

I hope that some of you guys found out that some sound can be heared from long distance like the sniper rifle.But when you go closer the sound is different :D
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Gold Man on December 27, 2013, 07:49:03 AM
Yeah, I tried it with stock skins in place, and it worked. :)

However, it was extremely laggy for some reason after 5 minutes into the map. I tried to put it on a LAN server (usually if a map is on a server it makes my PC less laggy), but it simply crashed my game. I even lowered my video settings to try and play it!

I guess I'l simply need to suck it up with the lag then, cause I know it's not my video settings...
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 27, 2013, 08:37:00 AM
The map lag and for me when i play it but when i reduce the video settings to low/off there is no lag.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 27, 2013, 09:01:05 AM
I don't have any at all and im playing on high graphic settings
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {PLA}gdh92 on December 27, 2013, 09:22:47 AM
I didn't lag but I think it's the first mod map I've played where I waited a few seconds for it to load. Normally with my PC mod maps are instant so there must be a lot in that map. :)
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Gold Man on December 27, 2013, 12:28:51 PM
Well, after playing it several times (with my laptop overheating in the process), I LOVE IT! :D

The destructible buildings are a very nice touch, especially loved that you could blow up almost all of the map. The sides were also pretty cool, loved the weapons! I really am hoping to play the Empire side, I've yet to try out the TIE Tank or any of the tanks at all. Also loved all the other cool elements, like the sound layers, and the little booby-trap for the tank. The only bug I encountered was that I was able to move the portable shield around myself, however I couldn't exit the shield, and it ended up crashing the game.

Other than that, the map is EPIC! Looking forward to the next version! :D
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 27, 2013, 12:41:06 PM
Thanks for the comment :)   Well some of you probably notice that the rebels still dont have tanks.I have alot of things to fix/add/edit in the next version.I am also thinking to give a special file with the next version that when you replace it with old one it gives you to play with the empire (Empire will be team 1 and rebels will shoot you :D )
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 27, 2013, 12:43:11 PM
I think Ginev has some sorta empire pregidous, EDIT: never mind... (see post above), he set the empire reinforcements 100 units less that the rebs and the objectives on the right say to beat the empire, and the tank is awesome GM, kinda hard to drive in the city though...
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 27, 2013, 03:24:45 PM
About the reinforcements when i test the map in the past few days (before releasing) i always loose and the empire left with more than 100 reinforcement.I don't know why but we (the rebels) loose faster reinforcement points than the empire.I think this is some sort of bug don't know.This happen to my other maps too and don't know how to fix it :D   Thats why i give to the rebels 100 points more so i think its balanced.In future i will reduce the rebel reinforcements just to be even more hard to win :D  Alot of things need editing :D

About the tie tank i am thinking now do i really need to remove him cuz its too slow and its not usefull.What you think guys?
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: {TCE}Call-of-Duty on December 27, 2013, 03:37:08 PM
Well it would be a bit more useful if you had it were you can drive it in the city without blowing up half of the buildings on the map
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Gold Man on December 27, 2013, 03:48:03 PM
Actually, I liked the TIE Tank, it was fun destroying buildings around the city. Though perhaps some more, wider paths around the city would make the TIE Tank more maneuverable. I actually love the TIE Tank, but that's just me. All I hope is if it's removed, then someone should put it in the next mod map released. :P

Also, I tried the Empire side, and they sometimes shoot you. Only at a distance though, they don't fire a round up-close, unless you have some teammates with you. Also, may want to add sound to the stormtrooper's rifle. ;)
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 27, 2013, 05:08:49 PM
Yes the rifle need sound.I always forget about that rifle.Every time i am saying myself-add sound to the stormtrooper rifle but in the same time i am always busy with something else and every time i forget.  :slap:
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Sereja on December 28, 2013, 04:55:37 AM
Good work! Realy nice and quality map! :tu:
There is a realy lot of things, you put in there, I found your xmas poster, and I even my old vase. :D
Most impressive thing - sound work, and specialy, sound of the sky objects.  :blink:
Since, it is a still testing version, here list of bugs and issues, I found:
[spoiler]
1. No minimap :(
2. Victory/Defeat shotcam not adjusted.
3. Sound missing: imperial rifle, com turret, supply box.
4. Some building collision issues, including inner spiral bulding, (can't reach the upper turret)
5. Gamplay: a little bit disbalanced, since imperials always loose. 
6. Not sure it an issue, or it's should be like that, but your portable shield, isn't rotate.
[/spoiler]

Oh... and the minute of silence, for the pure souls, in escape pods... :rofl:
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on December 28, 2013, 06:26:37 AM
How to adjust this shotcamera?I think that i have to open my lua file and to go to the bottom of the file.There is some camera shots parametrs but i simply don't know how to edit them.

About the portable shield when the player click right button on the mouse the shield appear in fron of the player but if the player click again the right button he immediatly control the shield itself (he move around with him like a  actual soldier).How i can fix that so the player can't control the shield after spawning it?
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Phobos on December 28, 2013, 07:08:45 AM
maybe this helps

Quote from: Napseeker on September 06, 2009, 09:02:35 AM
However, to get accurate coordinates to use, what I do is run SPTEST and turn on the printplayercoords() so that as I run around, I can see the approximate x,y,z coords to use to put my objects at when I get back into ZE.  I also suggest you do a printscreen (which then gives you a pic of the location along with the x,y,z printed at the bottom of the pic).
- IMPORTANT: you need to use the negative of the Z-coordinate given to you by printplayercoords()... so if you see (100,25,52), then in ZE you must put your object at (100,25,-52) for it to show up.  Don't ask me why, but that's how it works and I just saved you a few days of headscratching by telling you guys that.
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Kit Fisto on January 03, 2014, 11:54:54 AM
Upon request I created a video of me playing this map (I was going in blind since I hadn't played the map until then) and my reaction in short is just :o

It should be uploaded in less than 24 hours and I post a link if you want to see gameplay. My full "review/gameplay" will be in the video. 8)
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on January 04, 2014, 12:39:14 AM
Cool man thanks alot. :D
And yes i want the link for the video  :cheer:

Oo i found it. :D
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Kit Fisto on January 04, 2014, 09:43:23 PM
Quote from: Ginev on January 04, 2014, 12:39:14 AM
Cool man thanks alot. :D
No problem!

This map is amazing fun! The destructible buildings adds a whole new dimension to the map and to the gameplay overall! The AI adjust to the changing surrounding which is awesome! I love seeing an area start out nice and clean (like stock Mos) then when the fighting starts it's all over! Debris flying and nothing but dirt piles in place of buildings.

I said it in my video but I'll say it here. This is how I want Dice's SWBF to be (with better graphics and better gameplay mechanics of course)


Even though the map is 100% awesome I think it could reach level 200% awesome by fixing/improving some things.
Sereja mentioned the big ones and here is a big bug I found in the Carbon Freezing CP.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfGTQ2sF.png&hash=65e04584661ddb96ed649666c2767ddb63e638de)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOAu41pE.png&hash=6c9a77be150c7ffc9d3bee3d4813e3c1de1707f6)[/spoiler]

Also the AI don't seem to use the TIE tank (and that tank needs better rotation controls)

I'd also take out the invisible walls left in from the stock Mos map.

I'll post more bugs as I find them. I can't wait to see this map 200% awesome...  :D
Title: Re: Gogo12/Ginev Tatooine map Released (Version 1.0 for now)
Post by: Ginev on January 13, 2014, 08:10:49 AM
It will be even 300% awesome.In the next version there will be alot of bug fixing,enchanced destructions and even more!!!But it will take some time.I am thinking to make and a little quest mission that when you complete it will give you some new cool weapons to use.I will try to make and capital ship bombardments when capturing a specific CP.I won't say more   :XD:

Now i just need to find a patch that will fix the particle editor of the battlefront cuz the one that i have is not working.
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