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Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Dark_Phantom on August 23, 2020, 01:53:15 PM

Title: Tatooine Dune Sea Xbox Beta
Post by: Dark_Phantom on August 23, 2020, 01:53:15 PM
Tatooine Dune Sea Xbox Beta

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1565 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1565)
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: Giftheck on August 23, 2020, 02:02:46 PM
Thanks for the share! This one's going to be 'interesting' to play on account of how large and sparse it is.
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: DylanRocket on August 23, 2020, 05:12:37 PM
Pandemic definitely made the right decision in down-sizing the maps. This map is a real slog for infantry, but it's still pretty fun to fly around in.
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: Unit 33 on August 24, 2020, 01:29:17 AM
Between this and the proto-Naboo map, it seems like the devs initially created maps that are reminiscent of early mod map attempts... in which map creators were possessed with a need to create great big empty maps with a bunch of vehicles littered about.

That's not to say I dislike that kind of map! Rhen Var: Dirty Ice is still one of my favourites.
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: Dark_Phantom on August 24, 2020, 08:35:02 AM
Fun fact: When I was talking to Psych0fred about this map, he told me that at some point they enacted something like an "8-second rule" (I could be misremembering the number).  Basically, if you can't reach combat in 8 seconds by walking, it's too far apart.

To try to mitigate this issue without losing the "direct conversion directive" I have set for myself, I did bump the AI up to 40 per side and 18 tuskens.  It helps slightly with getting into action but of course there's still a ton of walking. In line with this directive, I also took portions from the original map lua (like AddCameraShot and death regions) and added them in.
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: Unit 33 on August 24, 2020, 11:48:08 AM
Quote from: Dark_Phantom on August 24, 2020, 08:35:02 AM
Fun fact: When I was talking to Psych0fred about this map, he told me that at some point they enacted something like an "8-second rule" (I could be misremembering the number).  Basically, if you can't reach combat in 8 seconds by walking, it's too far apart.

To try to mitigate this issue without losing the "direct conversion directive" I have set for myself, I did bump the AI up to 40 per side and 18 tuskens.  It helps slightly with getting into action but of course there's still a ton of walking. In line with this directive, I also took portions from the original map lua (like AddCameraShot and death regions) and added them in.
Neat! I'm glad Fred is still out there answering these kind of questions.
Title: Re: Tatooine Dune Sea Xbox Beta
Post by: Michaeluj on August 29, 2020, 07:22:14 PM
These maps add a whole new level of context for what Jens Andersen said in Feb 2004:

QuoteThe maps vary in size greatly. Our environments range from arid deserts and icy plains to urban streets and dense jungles. But there are essentially two styles of maps we have, vehicle heavy or infantry heavy.
The vehicle heavy maps tend to be much larger and expansive since the vehicles of Star Wars are fast and powerful. The battle of Hoth and Geonosis are excellent examples of large expansive maps with lots of vehicles.

So yeah, of course the map is a slog while playing as infantry! It was solely intended for vehicle combat!
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