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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Phobos on June 05, 2010, 09:25:02 PM

Title: Cloud City Originally had 7 CPs in Development
Post by: Phobos on June 05, 2010, 09:25:02 PM
 :censored:
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Jon415 on June 05, 2010, 09:32:52 PM
Where was the drop zone located? maybe it was like an LZ?
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Xfire Keenmike aka cull on June 05, 2010, 11:56:04 PM
Sounds like fun I want to be a part of.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Master Zen on June 06, 2010, 12:39:17 AM
I remember this, there's a health bot and ammo bot in the middle of nowhere.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Xfire Keenmike aka cull on June 06, 2010, 12:43:27 AM
Quote from: Master Zen on June 06, 2010, 12:39:17 AM
I remember this, there's a health bot and ammo bot in the middle of nowhere.
Are you talking about the health bot under the city?
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Giftheck on June 06, 2010, 09:48:27 AM
There's lots of things they changed. Lots of CPs in the localization keys that aren't in the game. Bespin Platforms had loads. Originally there were supposed to be two destructible extractors there.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Droideka on June 06, 2010, 09:53:53 AM
Yeah you can definitely tell cloud city is unfinished, there's so many buildings beyond the CPs that are just standing there for no reason.

A drop zone CP sounds pretty cool too.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: aeria. on June 06, 2010, 10:46:38 AM
Yeah it's a bit interesting to explore and see how unfinished this game really is. Cloud City was nothing like what we all saw in the original movie, and the map ingame was very obviously unfinished, especially in Zero Editor.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Maveritchell on June 06, 2010, 11:04:07 AM
Unused content doesn't mean something's "unfinished." All it means is that - as with every game ever made - more content was made than there was a practical use for. Extra CPs (if there were any at all - a localization key doesn't mean anything) could simply be removed for balanced reasons after having already been put in.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: quik on June 06, 2010, 12:29:58 PM
Quote from: Maveritchell on June 06, 2010, 11:04:07 AM
Unused content doesn't mean something's "unfinished." All it means is that - as with every game ever made - more content was made than there was a practical use for. Extra CPs (if there were any at all - a localization key doesn't mean anything) could simply be removed for balanced reasons after having already been put in.

We must also take in consideration when SWBF was made.

The original game has 4 cds. (Which is what I have.)

Maybe they cut out part of the map because the file was too large. A lot of maps have vacant rooms when you go out of bounds in them.
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: MasterFang on June 07, 2010, 09:20:33 PM
most of those vacant rooms in cloud city are just buildings they added to make the city boundaries more defined and so that you couldn't see out of the city
Title: Re: Cloud City Originally had 7 CPs in Development
Post by: Xfire Keenmike aka cull on June 08, 2010, 04:23:24 AM
This opens the door to the map idea nexus shows in his screenshots. He clearly made an effort to allow his game to take specific camera shots at buildigs you have to see for yourself. Extra cps means more fun for anyone that wants to be in those unique locations. Which includes me.
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