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View Full Version : MBII IMP- Separatist Ambush


[KP] Tokakeke
06-07-2006, 00:45
Objectives (Separatist)

destroy the Acclamator's turbolasers - it is in the perfect spot to destroy us as we come out of lightspeed, destroy all its turbolasers so we can shut it down

destroy the Acclamator's main reactor - we can't let it escape or send transmissions

destroy the Venator's communications array - spies have destroyed their hyperdrive already, but don't let it send a message

destroy the interdictor field - so we can hyperspace in our capital ships
(comment: venator is an experimental interdictor-generator thing)

FIRST SCREENIE FOR SCALE ONLY - PLAYERS WILL NOT BE ABLE TO STAND ON VENATOR CRUISER AND DUEL (AS COOL AS THAT MAY SEEM)
http://i5.photobucket.com/albums/y154/Tokakeke/shot0034.jpg

http://i5.photobucket.com/albums/y154/Tokakeke/shot0032-1.jpg
http://i5.photobucket.com/albums/y154/Tokakeke/shot0031-1.jpg
http://i5.photobucket.com/albums/y154/Tokakeke/shot0029-1.jpg
http://i5.photobucket.com/albums/y154/Tokakeke/shot0028.jpg

[KP] Tokakeke
06-07-2006, 00:46
http://i5.photobucket.com/albums/y154/Tokakeke/mb2_imp_ambush2.jpg
http://i5.photobucket.com/albums/y154/Tokakeke/mb2_imp_ambush.jpg

[KP] Tokakeke
06-07-2006, 00:47
Reserving this space for further screenshots.

Bobnumerotres
06-07-2006, 00:49
The map looks incredible. Good job toka.

Infernox
06-07-2006, 00:56
The map looks incredible. Good job toka.
Well now we know its crap.

[KP] Tokakeke
06-07-2006, 00:56
Thanks - I'm going to work on the hull texture a bit. From afar it's repetitive as hell, and it makes it look..kind of ugly.

Infernox
06-07-2006, 01:01
toka, surface inspector owns you.


Personally I liked D.H's version better, but who knows.

[KP] Tokakeke
06-07-2006, 01:02
Infernop, blowing the hull texture any more would stretch it and make it look ugly from close up..and anywhere else.

Jasper_Kazai
06-07-2006, 01:19
I like the fact that you made the cruiser, but it is too blocky and plain.

®av3n
06-07-2006, 01:57
Yeah, Jasper I think that is what they call a "work in progress".

Personally, I'm whooping for joy, I love the X-wing/Tie map from base and would love to see a few space battles for MB.

I loved how the Rebs could fly into the imp hangar, jump out of their ship and then duel/fight the imps as they spawn. I'd *love* to see a combination ground/space map with two sets of objectives (internal and external). You could have a fast lightly armed/armoured ship for getting to the hangar and then romping around on foot and a slower more armed/armoured ship for space combat and doing the space based objectives.

Of course, that bit of day dreaming is nothing to do with what you are doing, but good luck with it and keep us updated!!!

[KP] Tokakeke
06-07-2006, 02:09
Yeah, Jasper I think that is what they call a "work in progress".

Personally, I'm whooping for joy, I love the X-wing/Tie map from base and would love to see a few space battles for MB.

I loved how the Rebs could fly into the imp hangar, jump out of their ship and then duel/fight the imps as they spawn. I'd *love* to see a combination ground/space map with two sets of objectives (internal and external). You could have a fast lightly armed/armoured ship for getting to the hangar and then romping around on foot and a slower more armed/armoured ship for space combat and doing the space based objectives.

Of course, that bit of day dreaming is nothing to do with what you are doing, but good luck with it and keep us updated!!!

Actually it does. Previous incantations of this map have been both ground and space fighting - however this is both an fps lag and hard to map out. I may add a space station to the map where you can dock, "ground" fight, and acquire a Virago or other pirate ship.

As for the blocky comment, it's really not that way once you get into the map, however, being a WIP doesn't mean I don't want any criticism.

EDIT: Also, this map is very like the siege_destroyer map. (attacker spawns, hyperdrives in, blows up objs, etc). In fact, in addition to the port hangar I may add a bottom hangar for the ships to drop down out of, ala siege_destroyer.

Infernox
06-07-2006, 02:46
Tokakeke']Infernop, blowing the hull texture any more would stretch it and make it look ugly from close up..and anywhere else.
Well, try resizing the texture outside of radiant.

^EvilCake
06-07-2006, 02:54
Looks alright. About time another space map :D (Time for me to become god)

If you use any vehicles try some made by this Person (http://pcgamemods.com/user/1061.html)

Bobnumerotres
06-07-2006, 05:09
Well now we know its crap.

I meant that it looks great SO FAR. Of course the textures on the ship need to be re-worked so that it doesn't look like some sort of huge, strange block. No offense, but it's pretty boring-looking right now.

Alpha '08' DireWolf
06-07-2006, 05:37
A major problem I've noticed: In the very first screenshot Obi is outside of the ship, which is very unrealistic. I think you should try to emulate the Lunar Base map when a window is broken and players who are too close get sucked out and die.

The rest of the map, however, looks nice for a WIP.

Riles Lek
06-07-2006, 06:01
http://i5.photobucket.com/albums/y154/Tokakeke/shot0028.jpg



Republic ships weren't this long. Otherwise they'd collide in space :P . Other than that, map is cool. But... Vehicles = lag in MBII. But oh well... Your choice.

Jasper_Kazai
06-07-2006, 12:02
Yeah, Jasper I think that is what they call a "work in progress".Yeah, sorry about that. I didn't know I wasn't allowed to comment on anything. :rolleyes:

®av3n
06-07-2006, 12:14
Tokakeke']Previous incantations of this map have been both ground and space fighting - however this is both an fps lag
Bah, figured as much, there had to be a reason why such maps aren't already about.

Tokakeke']I may add a space station to the map where you can dock, "ground" fight, and acquire a Virago or other pirate ship.
You know, this I like. Not the idea (though that as well) but the fact you're not abandoning an idea, but trying to make it work and fun. Just the option of "ooo land here and grab a different ship" would be cool.

All this makes me wonder what the FPS would be like on a map with two ships. An Imp/Seperatist ship Vs Rebel/Republic ship with each fighter wing racing to cripple the other ship the fastest. Do you press on and try to attack the other cruiser, or defend and shoot down torpedos and fighters preventing them from crippling yours?

So, Tokakeke any thoughts on if there will be Bombers and Fighters like the siege map or a single combination vehicle?

Cid88
06-07-2006, 15:07
I also prefer other versions better as well.

Şahricida
06-07-2006, 16:35
looks like a 5 minute job.

ixin
06-07-2006, 16:48
Pahri you're wrong.. Three minuts job.

Infernox
06-07-2006, 16:53
A major problem I've noticed: In the very first screenshot Obi is outside of the ship, which is very unrealistic. I think you should try to emulate the Lunar Base map when a window is broken and players who are too close get sucked out and die.

The rest of the map, however, looks nice for a WIP.


FIRST SCREENIE FOR SCALE ONLY - PLAYERS WILL NOT BE ABLE TO STAND ON VENATOR CRUISER AND DUEL (AS COOL AS THAT MAY SEEM)
http://i5.photobucket.com/albums/y154/Tokakeke/shot0034.jpg




zLearn to read

[KP] Tokakeke
06-07-2006, 17:27
A major problem I've noticed: In the very first screenshot Obi is outside of the ship, which is very unrealistic. I think you should try to emulate the Lunar Base map when a window is broken and players who are too close get sucked out and die.

The rest of the map, however, looks nice for a WIP.

Didn't you see the huge caps talking about how it's not going to be that way and it's only that way for scale? :rolleyes:

But... Vehicles = lag in MBII. But oh well... Your choice.

No, big maps and terrible visblocking lag.

And if you think it looks like a "five minute job" the entire Venator cruiser was constructed from scratch in about one and a half months, including the hangars. Oh well, seems some people here can't let old grudges be forgotten.

The Chosen One
06-07-2006, 17:39
It looks good so far Tokakeke. Hope to see this in action soon, I am getting tired of everyone playing dotf constantly...

Fang
06-07-2006, 17:59
I agree with what a few people have said that it doesn't really look like a realistic venator, but if its a decent fun map then I guess its a fair sacrifice.

We can't really judge until we've play it.

[KP] Tokakeke
06-07-2006, 18:27
Question while I'm here.

I have a separatist hangar that when existed triggers a trigger_hyperspace. The hangar should not be visible from the Republic space, yet because I need that hole in the skybox for when the Separatists come through, I can't block it off. I've tried areaportal and it doesn't seem to work.

EDIT:

So, Tokakeke any thoughts on if there will be Bombers and Fighters like the siege map or a single combination vehicle?

Current lineup is the SWBF2 lineup of V-Wing, ARC-170, Eta-2 for Republic (but with the V-Wing the multipurpose fighter and the arc the bomber). Separatists will get droid starfighters, tri-fighters, and still trying to decide on a bomber.


All this makes me wonder what the FPS would be like on a map with two ships. An Imp/Seperatist ship Vs Rebel/Republic ship with each fighter wing racing to cripple the other ship the fastest. Do you press on and try to attack the other cruiser, or defend and shoot down torpedos and fighters preventing them from crippling yours?


Hate to tell ya but the Separatist hangar is basically the one from Negotiations and stands alone - republic cannot go back to the separatist ship and try to blow it up. And I don't know how you guessed but it is both a CW and GCW map (two versions, of course).

redsaurus
06-07-2006, 18:34
Hm, might antiportals be of assistance ( http://map-review.com/index.php?page=tutorial_view&id=17 ) ?

[KP] Tokakeke
06-07-2006, 18:51
Sounds fine but the following line:

*Antiportals cannot be visible in playable space or they will give you the nasty HOM effect. You must bury the antiportal faces of the brush inside of detail and/or structural brushes."

kind of scared me. Basically we have a skybox, with a hole in it. Ships come through. We don't want anyone seeing from side 1 to side 2. Side 2 has a hyperspace effect so it doesn't matter whether Side 1 is visible or not.

From what i'm seeing, you have to make a detail brush inside where the hole is, then antiportal it. Ships would slam into that detail brush. And die.

p!ng
06-07-2006, 19:29
"Tired of retarded forum community, may be back in B18."

Care to elabor8?

Oh, and what happened to your "Train freedom ride" project?

redsaurus
06-07-2006, 19:34
Tokakeke']Sounds fine but the following line:

*Antiportals cannot be visible in playable space or they will give you the nasty HOM effect. You must bury the antiportal faces of the brush inside of detail and/or structural brushes."

kind of scared me. Basically we have a skybox, with a hole in it. Ships come through. We don't want anyone seeing from side 1 to side 2. Side 2 has a hyperspace effect so it doesn't matter whether Side 1 is visible or not.

From what i'm seeing, you have to make a detail brush inside where the hole is, then antiportal it. Ships would slam into that detail brush. And die.

Make it nonsolid?

kristal fett
06-07-2006, 19:41
Oh god no, jka textures on a copy of a BF2 map :(

Şahricida
06-07-2006, 20:00
Tokakeke']Oh well, seems some people here can't let old grudges be forgotten.

No I do actually not have any problems with members of this community right now, except for the idiots of course.

I was just telling you it looked like **** not only becasue of the bad tiling.

Striker
06-07-2006, 20:07
Don't worry Toka, I still love you. o.O

Lookin' pretty good.

Infernox
06-07-2006, 20:22
Tokakeke']Sounds fine but the following line:

*Antiportals cannot be visible in playable space or they will give you the nasty HOM effect. You must bury the antiportal faces of the brush inside of detail and/or structural brushes."

kind of scared me. Basically we have a skybox, with a hole in it. Ships come through. We don't want anyone seeing from side 1 to side 2. Side 2 has a hyperspace effect so it doesn't matter whether Side 1 is visible or not.

From what i'm seeing, you have to make a detail brush inside where the hole is, then antiportal it. Ships would slam into that detail brush. And die.
Make it a nonsolid brush( like water)

Jasper_Kazai
06-07-2006, 20:34
It looks good so far Tokakeke. Hope to see this in action soon, I am getting tired of everyone playing dotf constantly...Thank god, I'm not the only one!

[KP] Tokakeke
06-07-2006, 22:13
"Tired of retarded forum community, may be back in B18."

Care to elabor8?

Oh, and what happened to your "Train freedom ride" project?

Well, I'm pretty much out of these forums until b18 - I just wanted to get some feedback on this map. I didn't think this sort of thread would degenerate into a flamefest like all the other ones so often do - and so far it hasn't, which is always good.

Train freedom ride, hehe, well that map's almost done and I'll post some screenies soon. I got rid of the train for now but I'll redo it. Basically I redid the map, except for the spawn area, and made a ship that takes off when you "win" the round (with you on it) but for some reason it's nonsolid and so..well..it kind of takes off without you.

Make it nonsolid?

How did I not think of that before? o_o I hate shaders though, maybe I can find an original shader in the system folder or something that's just nonsolid and invisible.

No I do actually not have any problems with members of this community right now, except for the idiots of course.

I was just telling you it looked like **** not only becasue of the bad tiling.

well then, care to elaborate why it looks like ****? constructive criticism is always welcome. Just keep in mind these are only a few screenshots, if and when the map is released it'll look a lot different.

Oh god no, jka textures on a copy of a BF2 map :(

Funny, because this map is nothing like bf2 except for the fact you have republic ships shooting at you and you fly around in space.

Peng-1-nator
06-07-2006, 23:46
Its a change from ground fighting when I tested it. It was fun. You guys might like it.

p!ng
07-07-2006, 01:33
Tokakeke']...made a ship that takes off when you "win" the round (with you on it) but for some reason it's nonsolid and so..well..it kind of takes off without you.

Weird... My new GeoArena map has the same problem, sort of. The ship is non-solid on the ground, but when it takes off it becomes solid. Hmph.

Infernox
07-07-2006, 02:07
lol at p!ng and toka!

Can't say i'm an expert at scripting, so i'll let you two figure it out.

[KP] Tokakeke
07-07-2006, 02:30
Weird... My new GeoArena map has the same problem, sort of. The ship is non-solid on the ground, but when it takes off it becomes solid. Hmph.

I was thinking of making really small clip brushes around the ship to make it "solid", however, this would be a very bad thing when it takes off and the player is crushed in between the ship and an invisible wall.

ixin
07-07-2006, 15:24
Me and pahri meant the ship is so foking easy to make. Dunno if you made something inside then it would be different. But making a venator ship = easy.
And DH's venator looks like.. 100 times more realistic then yours and also more fun.

[KP] Tokakeke
07-07-2006, 17:20
SCENE: ANTIQUE CAR SHOW

Person 1: So here you'll see my restored 1956..
Person 2: WAIT STOP
Person 1: yes?
Persion 2: SOME GUY HAD ONE THAT LOOKED BETTER
Person 1: The cover's still on the car, you can only see a tiny bit of the tires.
PERSON 2: WELL THIS GUY HAD ONE AND ITS REALLY MORE FUN AND COOL
Person 1: You got any photos or anything?
PERSON 2: WELL NO LOL IT"S A SECRET, BESIDES I COULD RESTORE THAT CAR IN 30 SECONDS!
Person 1: Um, alright, so, even if that was true, who cares?

frankly ixin, that's a ridiculous argument because you're comparing a map I've only shown parts of to a map that I can't see. All I know is - I've spend plenty of time working on this, have about 8 or 9 bookmarks of various venator shots, and it was not "easy to make" by any means.

Cid88
07-07-2006, 17:22
Me and pahri meant the ship is so foking easy to make. Dunno if you made something inside then it would be different. But making a venator ship = easy.
And DH's venator looks like.. 100 times more realistic then yours and also more fun.
Pssst, you just leaked something.

[KP] Tokakeke
07-07-2006, 17:25
No leaks!

http://www.pg.hu/press/download/pampers.jpg


lol, NDA

Infernox
07-07-2006, 18:10
Oh please, didn't stuff about D.H's map get told in one of the trailers?

Mando Fett
07-07-2006, 18:20
toka that is impresive very very impresive and dont listen to the people are mocking your work its great i will give you cookies for this one

*passes toka cyber cookies*

ixin
07-07-2006, 20:49
Anyway, I'm only setting up some fire for you so that you get burning action and get to map to make it look nice. Since the map just basicly sucks and since I visited:http://impmb2.blogspot.com/

I just noticed that the detail just isnt nice, textures are just.. to puke? And the brushwork is awefull. Get some fantasy.

[KP] Tokakeke
07-07-2006, 20:58
Lol, that's an old version (mb2_imp_freighter). The Ambush venator is way improved - it was rebuilt completely from scratch. I'm not exactly understanding what you're saying about "Get some fantasy." or "I'm only setting up some fire for you so that you get burning action and get to map". Did Striker hack your forum account or something?

Infernox
07-07-2006, 22:44
By fantasy, he means creativity, imagination, inspiration.

[KP] Tokakeke
07-07-2006, 23:41
Ironic as I'm the one making up huge convoluted storylines for my maps and making complete, original plots. The reason the map does not look different is that i've tried a lot of different ways and they all looked like ****.

For example the map has evolved from:

Battlefront 1 Port of Bespin Platforms
Platforms kept but Rebels must destroy a Imperial freighter
Platforms removed, Republic launches from Republic cruiser and attempts to destroy Separatist freighter
Republic cruiser removed and replaced with Venator, Separatist ship stays
Separatist ship redone
Separatist ship removed, map in space.

That's 6 times I've redone this map. I'm not Jorge Fonseca, I don't release everything I make the first time - boy have I learned that lesson. I aim for creativity and I think I've done so here. If you want to question it, fine, but if you don't have anything to show for yourself because of a NDA then you don't have any room to talk.

Thanks Infernop for translating that.

Rusty
07-07-2006, 23:48
Tokakeke']Ironic as I'm the one making up huge convoluted storylines for my maps
Who else would? Your personal butler?

Original plots are hardly challenging. Its trying to get the JA engine to do what you what with your imagination that's the challenge.

[KP] Tokakeke
08-07-2006, 00:12
Who else would? Your personal butler?


Now now rusty, no need to refer to yourself in the third person :P


Original plots are hardly challenging. Its trying to get the JA engine to do what you what with your imagination that's the challenge.

amen to that

[KP] Tokakeke
09-07-2006, 01:07
By the way, the brush count for the venator is 1034 brushes. This is a view from gtkradiant:

http://i5.photobucket.com/albums/y154/Tokakeke/venator.jpg

I happen to think that's pretty accurate myself, minus the interdictor spheres.

Infernox
09-07-2006, 15:50
Toka, i've had hallways with more brushes than that.

Fang
09-07-2006, 17:09
I've seen more realistic looking venators than that, but it looks like a decent enough effort toka. In reference to Infernox's reply, with vehicle maps there is always the lag issue, so the less brushes you need to achieve a decent detail level the better really.

[KP] Tokakeke
09-07-2006, 17:56
Toka, i've had hallways with more brushes than that.

So have I - remember Negotiations?

Remember how many people bitched about low fps?

Infernox
09-07-2006, 18:16
I know fang, just being a smartass.

And toka, people will bitch about something, just pull out the ''Get a new computer ****head!'' card.

p!ng
09-07-2006, 18:53
<mode=threadhijack>
Heh, I've never understood why so many folks give Toka such a hard time. He has ambition, is creative and adds to the community. Granted, I'm relatively new to the forums, but still... What's up with that?
</mode>

Infernox
09-07-2006, 19:19
Well, I personally don't have a problem with him, but apparently people dislike him because he actually endeavours to map, doesn't spam the forums, and uses the search button.

[KP] Tokakeke
09-07-2006, 19:24
<mode=threadhijack>
Heh, I've never understood why so many folks give Toka such a hard time. He has ambition, is creative and adds to the community. Granted, I'm relatively new to the forums, but still... What's up with that?
</mode>

Because I often disagree with the established community's opinion, find the elitism of the community..disturbing.., and have released a couple maps that sucked or could have used more testing.

Frankly, I don't care, and really, if I want to stay sane, CAN"T care anymore. The constant flamewars on these boards, both directed toward me and to others are why I no longer post very much anymore. I have an established circle of people that are friendly to me and that I can trust such as Rusty, Meister, Stilgar, Yambond, Immenor, Fry, Killer, etc, and that's all I really need. Whether people think I'm an ass or a crappy mapper is not a big deal - remember I've taken a lot of crap for releasing Negotiations and still have found the effort to complately redesign and remake maps more than three times. I took the original .map and fixed tons of vis errors, redesigned half the bridge, and the only things people think I did to the map was add objectives and make a couple boxes. With the 5 beta testers I did have, I'd say that was pretty damn good. But let's not turn this into a flamefest, that's kind of the reason I posted here. You got your answer - let's keep this on-topic.

And yeah, Infernop (I'm not going to stop calling you that you know :p ), I could say that, but look at what happened last time I did. Negotiations ran fine on my admittedly average computer but I'm willing to remake a lot of it for the lower-end guys. Of course, guess what happens. People bitch about low-quality. So I think the best option is to make it not lag and make it look as good as it can at that quality. Jorge was able to get his map on many servers for about a week. Why? It was a box with misaligned textures and his name splattered all over it, but he was able to do something new. If I can take the same idea, make an average map, then add vehicles to it without lagging, I will have single-handedly destroyed the stereotype of lagging vehicle maps. If not, then I'll keep trying.

p!ng
09-07-2006, 19:34
Well, thanks for the reply. And I shall respect your wishes to keep this on topic.

My question is, how do you realistically light a map like this?

[KP] Tokakeke
09-07-2006, 19:38
The screenshots brightness has been cranked up a bit. Basically I use a bit of ambient light for the stars. Me and Rusty had this discussion on MSN so I forget all the details but that's what he said he thinks would be best (entity suns are yucky)

Killer
09-07-2006, 19:56
id like to help test again toka :D just send me the map via pm and ill be on it like hotcakes lol

[KP] Tokakeke
09-07-2006, 20:28
I'll upload it to the kp site (kpclan.shorturl.com). Sign up for an account and I'll make it so that you can download the map off the web server.

[KP] Tokakeke
24-11-2006, 00:27
Bump, because I want everyone to know I haven't stopped working on this. I'm currently building a minor spaceport with a ship in the middle. You can fight in the spaceport (ground fighting) and the one who gets to the console first obtains the code for the ship. When the ship respawns, only that team can use it.

Knux
24-11-2006, 00:45
Finish a map.

[KP] Tokakeke
24-11-2006, 00:57
If I release something early, you'll bitch at me about it being ****ty.
If I wait and make it better, you'll bitch at me because I haven't released it.

Now I know how the team feels.

Colt
24-11-2006, 05:09
Toka, this is just a suggestion, but instead of making a spaceport that doesnt fit into the map, why not make an interior for the venator? A good interior too, not the ****ty BF2 one. So like, the droids have to take out the shield generator so then they can land inside the hanger and take the interior of the ship, and inside the objectives are to turn off the turbolasers so the droid fighters can finish off the ship without being shot, and destroy the bridge or something, while the space objective (after you take out the lasers) could be for the fighters to take out the engine, and thus you combine space and land combat.

[KP] Tokakeke
24-11-2006, 05:26
yeah, because of two reasons:

1. no way to land INSIDE the venator (maybe a docking area, but meh)
2. the venator brushes are huge, oddly vertex'd, and impossible to hollow or clip.

Colt
24-11-2006, 23:55
Tokakeke']yeah, because of two reasons:

1. no way to land INSIDE the venator (maybe a docking area, but meh)
2. the venator brushes are huge, oddly vertex'd, and impossible to hollow or clip.

What do you mean you cant land inside the venator? Do you mean you simply havent made an interior, or it isnt possible? Because I know for a fact its possible to land inside a ship lol

[KP] Tokakeke
24-11-2006, 23:57
I'd argue with you about it, but I'd like to see how you think it's possible, realistically, and technically,

AlphaFA
25-11-2006, 01:09
Im doing an interior ISD...
Cough
:|

Infernox
25-11-2006, 03:38
It is possible, if you made the interior first.


Otherwise, it'd be a bitch to rebuild.

[KP] Tokakeke
25-11-2006, 04:38
that's what i said, the brushes are so messed up that it'd be impossible to clip them

UltimateCrouton
25-11-2006, 07:05
I feel the need to spam.

Colt
25-11-2006, 09:11
I R SPAMMER!

Rofl Crouton, shut up, he's right.

Also Toka, I was confused, I thought you meant like you cant land in an open hanger on maps like SD Seige n ****, thats what I asked lol So you're saying since you made the exterior first, you cant make an interior to land in?

UltimateCrouton
25-11-2006, 16:17
Hey Admin that did that no need to be a ****. Just delete it. God, this is one reason I don't like this community, the admins belittling everything that's not them.

[KP] Tokakeke
25-11-2006, 17:26
Rofl Crouton, shut up, he's right.

Also Toka, I was confused, I thought you meant like you cant land in an open hanger on maps like SD Seige n ****, thats what I asked lol So you're saying since you made the exterior first, you cant make an interior to land in?

you can, but it either has a forcefield so the only way you can go is in (would require adding another hangar) or be open (would require unrealism, because you'd be breathing in space.

Colt
25-11-2006, 18:03
Tokakeke']you can, but it either has a forcefield so the only way you can go is in (would require adding another hangar) or be open (would require unrealism, because you'd be breathing in space.

Just leave it open then, because its very realistic, not all shields are visiable (Ala the shields protecting the ship from damage) and if you just make the rim of the opening a bright light, people will just assume there is a shield. Personally I'd much rather have a combination of space and ground rather then pure space.

[KP] Tokakeke
25-11-2006, 18:23
I'm doing this for the spaceport - when a player gets off his vehicle, he'll trigger a trigger that will activate a forcefield around the area. If he gets back in, the forcefield shuts off.

Colt
25-11-2006, 20:03
Tokakeke']I'm doing this for the spaceport - when a player gets off his vehicle, he'll trigger a trigger that will activate a forcefield around the area. If he gets back in, the forcefield shuts off.

Thats alittle complicated dont ya think? No offence but you're really over-thinking the entire issue. Look at other space maps, they meerly leave the damned thing open, and just make the space stop at the edge of the hanger (Like making water stop at a specific point I'd assume) and noone questions their maps about forcefields. One of humanities flaws is that it overcomplicates simple issues. So really, I suggest taking the easy and effective way out, instead of wasting time and energy doing fancy triggers that frankly, not a damned person will care about lol

[KP] Tokakeke
25-11-2006, 23:57
There is no point to doing an unrealistic map due to laziness. I am not going to pull a Jorge and have people with no helmets walking through space like there's a bunch of air in it.

Colt
26-11-2006, 01:09
Tokakeke']There is no point to doing an unrealistic map due to laziness. I am not going to pull a Jorge and have people with no helmets walking through space like there's a bunch of air in it.

It would still be realistic, its just you're taking it to far. Not all shields were visible in SW, thats a canon fact, so if you just light up the rim people will think theres a shield, if you make it so they walk outside, past that ring, they die due to choking, further enhancing the beleife there is a shield. I'd assume it would take less work, and less time, so I dont see why you just dont do that.

The Chosen One
27-12-2006, 01:30
Toka I herd you liek Venator cruisers. Is this true?

And have you been working on your map?

[KP] Tokakeke
27-12-2006, 01:44
yes and yes

space maps are frustrating

Back2Murder
27-12-2006, 12:07
I tought space maps didnt work on MBII?

El Vi-Riachi
27-12-2006, 12:12
I tought space maps didnt work on MBII?

Well as far as ive seen they work, just not very playable, and laggy, even with only 4-5 people.

But can depend on the map also i guess.

[KP] Tokakeke
27-12-2006, 18:13
This one works fine with upwards of 16 players all in vehicles. I have not detailed the map to extremes, though. It's really not the vehicles that often causes the problems, it's the huge maps, and I've compensated for that with visblocking and such.

CheeseDestroyer
29-12-2006, 05:06
Looks good... Variety in maps is always good for any mod... Any game.