Author Topic: Cato Neimoidia: Hanging City (SWBF Elite Squadron)  (Read 846 times)

Giftheck

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Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« on: August 02, 2020, 11:14:04 AM »
Here's my next port. Cato Neimoidia is a map from Star Wars Battlefront: Elite Squadron. It has taken more tinkering than the previous post to get this 'ready' (though there are a couple of potential bugs still to iron out). I figured the map is in a stable-enough state to play though, so here is Version 1.

The Republic, as with Kashyyyk, has a custom sides file with Phase 2 appearances (taken straight from SWBF2 in this instance), while the Empire has a new Dark Trooper replacement, the Jump Trooper.

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CREDITS:
Quote
-Rebellion Developments - Original map
-Teancum - original map rip and conversion
-Krome Studios - Imperial Jump Trooper model
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

Napseeker

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #1 on: August 04, 2020, 12:39:53 AM »
Not sure if any other players experience this when playing in single player, but I noticed that the Republic side manages to capture more of the CPs very early in the game. This causes the CIS to start losing reinforcements right away, and tends to give the REPs a big advantage the longer it takes for the CIS to recapture CPs.

It might help to move the spawn points of the CIS units more forward closer to the CPs in the middle of the map, so that the CIS units can capture one or two CPs faster (rather than let them get scooped up by the Republic's AI bots).


Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #2 on: August 04, 2020, 02:30:27 AM »
Seems to be a carryover from the conversion - I didn't change the command post assignments. I'll look into moving spawn points.

I'm considering changing two of the command posts so that each team starts with one additional command post at the beginning.

EDIT: What I have done is give the CIS/Empire the Palace CP to begin with and added a couple of spawn points on the steps.
« Last Edit: August 04, 2020, 04:30:58 AM by Giftheck »
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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #3 on: August 06, 2020, 10:50:51 AM »
Giftheck,  I also noticed another issue when playing the map last night.

- played as the REPs, and I hopped into the AAT tank that spawns on the REP side of the map.
- as I drove the tank around (still on the REP side of the map) I think what happened was that I was backing up and my tank suddenly fell through the ground (it could be that the wall didn't block the tank from passing through it, the action was very chaotic at the time so I wasn't sure exactly where I was when this snafu suddenly occurred).

I'll see if I can repeat it again the next time I play. If you have time, try it for yourself and see if it happens on your system.

Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #4 on: August 06, 2020, 04:38:05 PM »
Giftheck,  I also noticed another issue when playing the map last night.

- played as the REPs, and I hopped into the AAT tank that spawns on the REP side of the map.

Were the CIS in control of either the South Tower or North Tower command posts?

Quote
- as I drove the tank around (still on the REP side of the map) I think what happened was that I was backing up and my tank suddenly fell through the ground (it could be that the wall didn't block the tank from passing through it, the action was very chaotic at the time so I wasn't sure exactly where I was when this snafu suddenly occurred).

I'll see if I can repeat it again the next time I play. If you have time, try it for yourself and see if it happens on your system.

Interesting... can you tell me where on the map this happened and I'll try to replicate it?
Works in Progress:

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--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
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wsa30h

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #5 on: August 07, 2020, 03:33:15 AM »
you could also remove the bleed counter.

Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #6 on: August 07, 2020, 03:57:38 AM »
you could also remove the bleed counter.

In the grand scheme of things the bleed counter doesn't really affect the gameplay enough to remove it - the issue is the Republic/Rebels capturing the Courtyard CP first and thus it being very difficult for the CIS/Empire to fight on the map.

Here's a list of upcoming changes, BTW:

Quote
-Assigned the Palace CP to the CIS/Empire in order to give them a chance to take the Courtyard CP
-Reassigned the tank spawns to the North and South Landing Pads.
-Swapped the AT-ST for the IFT-T.
« Last Edit: August 07, 2020, 04:04:18 AM by Giftheck »
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

Napseeker

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #7 on: August 10, 2020, 10:44:29 PM »
Were the CIS in control of either the South Tower or North Tower command posts?

Interesting... can you tell me where on the map this happened and I'll try to replicate it?

I finally got a chance tonight to sit down and play with the map again.  I couldn't reproduce the "falling through" problem, I now wonder if maybe instead of backing up against the wall and passing through it, I had backed up over the ledge (next to the wall) and simply fallen over that ledge.  The AAT does tend to tumble around in the air when there are obstacles or units beneath it, the tank could've gotten bounced over to the ledge during the chaos.

I believe the CIS were in control of the North Tower when the AAT was generated BTW.

The other thing I saw is that when the CIS units arrive at the REP side of the map, and my unit was standing on that elevated rooftop, the units were able to shoot at me through the rooftop's floor.   NOTE that I'm playing on a mission map of CAT (which doesn't have a death region yet) so I need to play the regular map to see if it might happen there.  The CIS would probably have died due to the death region in the regular map.

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #8 on: August 13, 2020, 09:16:48 AM »
I finally got a chance tonight to sit down and play with the map again.  I couldn't reproduce the "falling through" problem, I now wonder if maybe instead of backing up against the wall and passing through it, I had backed up over the ledge (next to the wall) and simply fallen over that ledge.  The AAT does tend to tumble around in the air when there are obstacles or units beneath it, the tank could've gotten bounced over to the ledge during the chaos.

I'll keep an eye out for any collision holes near that area just in case.

[quoteI believe the CIS were in control of the North Tower when the AAT was generated BTW.[/quote]

That's going to be rectified when the next version releases - I'll assign the tanks to the landing pad CPs instead of the Tower CPs.

Quote
The other thing I saw is that when the CIS units arrive at the REP side of the map, and my unit was standing on that elevated rooftop, the units were able to shoot at me through the rooftop's floor.   NOTE that I'm playing on a mission map of CAT (which doesn't have a death region yet) so I need to play the regular map to see if it might happen there.  The CIS would probably have died due to the death region in the regular map.

I did tweak the death region so that it sat just below the playable area so it's not likely to happen in the main version. (The death region's name is "permadeath", BTW)
Works in Progress:

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--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
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Napseeker

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #9 on: August 14, 2020, 04:01:45 PM »
Can you give me the definition that you are using for your "permadeath" death region?  I'll put the same settings into my overlay map .RGN file and see if that stops the CIS droids from shooting at my REP units standing on the roof.  I suspect that the problem will go away.

« Last Edit: August 15, 2020, 03:13:04 PM by Giftheck »

Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #10 on: August 15, 2020, 03:13:10 PM »
Can you give me the definition that you are using for your "permadeath" death region?  I'll put the same settings into my overlay map .RGN file and see if that stops the CIS droids from shooting at my REP units standing on the roof.  I suspect that the problem will go away.

Here's what it is in the RGN file:

Code: [Select]
Region("permadeath", 0)
{
Position(-8.844841, 100.000000, -123.571655);
Rotation(1.000000, 0.000000, 0.000000, 0.000000);
Size(3000.000000, 10.000000, 3000.000000);
Name("permadeath");
}

I'm looking forward to seeing what you come up with, it's been some time since I last played a Napseeker Mission Map.
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Napseeker

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #11 on: August 15, 2020, 11:50:36 PM »
I originally wasn't going to release this mission map, but on reconsideration, I thought maybe other folks would like to see the CATO map populated with some Neimoidians (and of course the combined armies of Obi-Wan and Anakin, who I believed stormed Cato Neimoidia in the novel "Labyrinth of Evil"... I read it a long time ago, but I believe that's the book). 

Hey I've managed to reproduce the problem at last.  This happens on the real CAT map (and not just on my mission map/overlay map). 

- you can be driving either the AAT or the Republic hovertank
- the "hole" exists somewhere near the water fountain in the middle of the REP side of the map

- what I did was pilot the tank so that it rode over the fountain and then as the tank is inclined downward towards the ground, it suddenly drops right through the floor/ground. 

Now on my mission map, even with the deathregion you gave me, the tank falls a short distance, lands in the underworld of the map, I can get out and run around without dying.  In your map, the moment the tank drops through, you instantly die. 

So try driving around near that water fountain, especially try driving your tank over it and see what happens.  It's like a magic sinkhole of death coming out of nowhere  :)


Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #12 on: August 16, 2020, 12:05:32 AM »
Ah, gotcha! I should be able to fix that by adding a vehicle collision to the fountain.

Perhaps the vehicle gets destroyed in mine because the LUA has a minimum fly height? Mine is set to 150 for AI and 100 for the player.

BTW, which area are you referring to when you say 'rooftop'? Is it the bridge between the two buildings above the courtyard? I've recently redone the collision for that too - I noticed that a lot of the mesh was not welded together so that might explain why enemies can fire through.

EDIT: Some further changes for the next version, when it's ready:

Code: [Select]
-Added CIS skins for the Vulture Droid and AAT
-Added Security Droid instead of Super Battle Droid. Secruity Droid is a reskinned Battle Droid from the campaign.
-Added Asajj Ventress and Master Ferroda as heroes for the Clone Wars
« Last Edit: August 16, 2020, 02:38:19 PM by Giftheck »
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

Giftheck

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Re: Cato Neimoidia: Hanging City (SWBF Elite Squadron)
« Reply #13 on: August 17, 2020, 12:22:40 PM »
Cato Neimoidia Version 2 for SWBF1 is live!

https://drive.google.com/file/d/1xFCaDpxkaXyT1MPE1n9gr4lHyLbRa6uT/view?usp=sharing

Code: [Select]
-Fixed certain collision issues
-Added custom heroes for both eras (Master Ferroda, Asajj Ventress, and General Kota)
-Assigned the Palace CP to the CIS/Empire in order to give them a chance to take the Courtyard CP
-Reassigned the tank spawns to the North and South Landing Pads.
-Swapped the AT-ST for the IFT-T.
-Added custom music for the GCW era

Not mentioned in the readme, but I added fog as well, and the skydome is based on Bespin Platforms. An unintentional effect of this is that it actually gives it the appearance of the film's Cato Neimoidia, which has clouds and fog over its hanging cities.
« Last Edit: August 17, 2020, 12:27:19 PM by Giftheck »
Works in Progress:

--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--DICE Edition Mod
--PSP Map conversions
--Scarif: Beach
--Future Legacy Reboot

 

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