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RenegadeOfPhunk
03-06-2004, 00:30
Darth Hunter has created the first Movie Battles II map outside of the movie battles team...
The map is based from de_dust2 from Counter_strike, but set on Tatooine.
While this is officailly a beta map, I must say it seems very nearly complete to me - and I think it's going to play really well...

You can download it here:
[link removed, download no longer available - Cerb]

I am going to be running it on our second Movie Battles server shortly. Please try it out. :)

One known problem only experienced by specific people (including myself :/ ) are a couple of missing textures. If you are also experiencing these problems, please look back up in your console and post in your output - you should have some errors to do with shaders. THis will help us see how consistent this problem is - so far Darth says it's relatively rare...)

Alesh
03-06-2004, 00:44
WARNING: shader 'textures/yavin/woodwall_flat' has lightmap but no lightmap stage!

That's the error, i don't see the texture in a table, in the windows, and in the poles.

It'd be nice to see a big explosion when the bomb detonates :P

=tom=
03-06-2004, 01:07
wow cool , im gonne d/l it right now :P

Calexus
03-06-2004, 01:54
You know when you said that dust2 was released i had my doubts, but i just checked out this map, and its kickarse - Props to whoever made it, the remake is class.

Roadkill
03-06-2004, 02:01
From someone who never plays CS... this was tons a fun.

TehJumpingJawa
03-06-2004, 02:24
non MB-Team Movie Battles II map.

expanding that acronym, I get :-

non Movie Battles-Team Movie Battles II map.

This realy doesn't help me with understanding what type of gametype the map is used for.
Do you mean its an FFA map, not an objective based Teamplay map?

:edit:

ahhhh....
read the readme and found it to be a regular objective based teamplay map...
then thought about what you said again, and finally worked out the meaning...
This is the 1st map for the MovieBattles mod, that wasn't made by the MovieBattles team.
/me sees the light! =D

eGL|Darth.Hunter
03-06-2004, 03:31
Okay folks, spent 2 weeks making this map in a rush. As it's the first 'open' map where you can really use the advantages of the mandalorian, I hope you'll enjoy it.
But please remember: This is currently an open beta version. So I'd like you to post your feedback - what you like and what you don't, where you can find graphical bugs and what you say about the level flow.

First thing you don't need to post: Some of you don't see certain textures in the windows (wooden blocks). That's due to a damaged Yavin shader. I'll exchange that by a custom texture in the next version so it'll be visible for all.

The most important part of this test is finding out which player classes are suitable for a good gameplay on this map in semi-authentic mode.
This means: Which classes should be allowed/disallowed on mb2_dust2 and should certain classes be restricted to a specified number?

We've already had a little debate on the server about Mandalorians and Jedi. Some want the map to be for gunners only, on the other side - the Jedi is the only one who can attack a Mandalorian effectively on the rooftops.

So, just test a bit (best with full teams) and post your feedback :)

Oh and another short remark: I've put up another open beta server especially for the people from central europe. Currently, only mb2_dust2 is running there and you can also use it for betatesting
The IP: 82.211.27.12:10075

Lil_Bro_Jawa
03-06-2004, 05:15
Personally, I think its a bit hard to disarm the bomb, mainly because of its size. But then again, that could just be me.

I really like the openess of the map. Its great and very fun (I haven't really played much CS and I've never played the original map, I don't think).

Suggestion: If you are to limit mands and jedi, why not make it a 1 for 1 ratio? Now how you would factor sith in there too, not sure...

Also noticed, there is an invisible "wall" between the two bomb points that a mand can't fly through. Was that on purpose or a bug?

Other than that, great work and be sure to keep 'em coming!

Dacks Zero
03-06-2004, 07:33
And you was gon do thing bomb thang with in-game entities, psshh :p
Welcome to the life of scripting, D@rth Hunter.

Bout the map:
In your .siege file simply redirect to the following .teams files, complication arise if you use your own, which is unneccesary as the code overwrites it.
Rebel-team: Republic
Imperial-team: Gangstas

(these .teams files are provided by the MB Team maps and aren't needed to be copied over to your map.)

Reduces file size, aswell as solving the "invalid model" problem I've been getting when joining the Rebel team. Also gives you the correct Force Powers based on your side.

CerberuS
03-06-2004, 12:29
A job well done, Hunter :)

Roadkill
03-06-2004, 12:33
I have found a couple of glitches in the map.... nothing major, you probably already know about them. Have some screenies but are to big to post here i am sending em email stylee!

jdtech
03-06-2004, 13:13
I get the missing textures on the windows, table, poles and some of the steps. Still very good map but quite hard for the Republic.

Cheers,
John

Cyberrblob
03-06-2004, 13:14
great map, will be sweet when it is polished!
keep up the great work

What map editor did you use?
I am using gtk radient for the sarlacc map i am working on atm.
progress is slow atm but I may be able to post some screenshots next week =/

eGL|Darth.Hunter
03-06-2004, 16:08
@ Jawa: The invisible wall is there due to gameplay reasons. You have that wall with a hole in it at that bombsite. As target zone A is already very open and diffucult to take cover, I decided to use the advantage of the hole in the wall like in CS. Mandalorians and Jedi won't be able to start surprise attacks from that side, they'll have to use doors and the hole at spot B.

@ Dacks: Well, Richie told me that I need to put in the .team and .scl files because the MB 2 code can't handle maps without those files yet. So I just copied the classes from siege_desert.

Concerning the missing window textures: Please read what I wrote on the first page: This is a bug in the Ravensoft Yavin shader. When you open the console, you'll find an error notice that tells you this shader has no lightmap stage. This is already on my list of bugfixes.

TehJumpingJawa
03-06-2004, 16:32
Managed to destroy bomb site (A) with a TD :S

Don't ask me how, the bomb was planted (by some1 else) and had been ticking for about 5seconds
I shot the crates a few times with disrupter, then threw 2 primary fire TD (timed), when the 1st of the 2 blew up, and we got 'objective complete',
The crates hadn't exploded and the timer hadn't expired, i've not managed to repeat it yet.

the only possible explanation I can think of, was the other bomb site (B) was destroyed... but as the bomb was planted at site (A) I can't see how that could be the case :S

As for comments on the map itself - its great - however, as you have already stated it exagerates still further the advantages of the mandalorian.
He can move around the map fastest, he is the 2nd best sniper (only second to hero+sniper+dodge - but ofcourse a hero can't get into the good sniping spots), the rocket gives him long range area-effect weaponry, or a suicide kill, and flamer is ideal anti jedi weaponry.
Jedi are weakened substancially since they have to take & use force jump to be of any use on the map - further limiting their choice and usage of other powers.

CerberuS
03-06-2004, 16:41
Managed to destroy bomb site (A) with a TD :S

Don't ask me how, the bomb was planted (by some1 else) and had been ticking for about 5seconds
I shot the crates a few times with disrupter, then threw 2 primary fire TD (timed), when the 1st of the 2 blew up, and we got 'objective complete',
The crates hadn't exploded and the timer hadn't expired, i've not managed to repeat it yet.

the only possible explanation I can think of, was the other bomb site (B) was destroyed... but as the bomb was planted at site (A) I can't see how that could be the case :S
maybe all members of the enemy team were killed in the meantime?

The_lizard
03-06-2004, 16:55
What about someone hosting a Dust only server?

sais
03-06-2004, 16:55
First of all, I dont play CS but this map is really nice. Thx Hunter! I like open maps too btw :p

About jedi/sith issue... When u have a lot of jedi/sith in any MB map, the game turns different. But maybe this is *worse* on dust2, because it seems a cool map for gunners. Maybe you could set a limit of 1 sith and 1 jedi for example? For authentic mode of course, to avoid seeing an army of jedis coming throught roofs :rolleyes:

Another idea would be... some kind of stairs (like that stair of boxes you have near one bombing area) to get up to roofs. Just 1 of 2, to let normal gunners can reach roofs too (maybe not all roofs? I dont remember now if all roofs are connected).

CerberuS
03-06-2004, 17:00
What about someone hosting a Dust only server?
Afaik there are already 2 servers who run mb2_dust2 only - the eGL server Hunter posted above (IP: 82.211.27.12:10075) and one of the Moviebattles.com servers (IP: 195.20.109.47:29075).

ACiDuS
03-06-2004, 17:26
Jedi can kinda just stand right next to the bomb and stop anyone from defusing it. Versus sith this is an incredibly powerful method, versus gunners almost as good.

If that wall has to be there for gameplay reasons can it be made into a visual wall please? No point having people waste fuel trying to get over it all the time.

I must admit I dont enjoy the map much. I've played a lot of cs in my time, and I dont have a high opinion of it anymore. I think moviebattles is a much better game currently, and has the potential to grow, but copying cs will only harm the game, in gameplay and in popularity imo.

CT-272
03-06-2004, 18:47
I've just played a game with it on the MBII Server, is here is what I think:

Disable access to the rooftops or allow all classes to have accessible routes to it. At the moment, the map is perfect for Mandalorians (quick escapes, lots of hiding places - similar to the bridge on Cloud City - good sniping spots and a lot more advantages). Add some ramps, lifts, ladders, if you want to keep all classes on the same level.

The only classes that have the most efficiency on this map are Jedi, Sith and Mandalorians, mainly since they can reach the building roofs.

Sith can do surprise attacks simply on a map where they can stalk from above on gunners, it makes it unbalanced this way for rebel gun classes.

Higher ground makes a lot of difference in warfare, the same applies to gameplay. ;)

Dacks Zero
03-06-2004, 18:56
@ Dacks: Well, Richie told me that I need to put in the .team and .scl files because the MB 2 code can't handle maps without those files yet. So I just copied the classes from siege_desert.

The game can't handle the map without those files if they are referenced. If you simply state "Republic" or "Gangstas" in your .siege file they work perfectly without your ext_data folder. It's up to you of course if you want unused files.

The map has a few graphical glitches, which I'm sure RK will point out. There are two other unmentioned flaws.

Radar-Use: You can place one of the objective-entities over the Targetzone B so that that area can be found through use of the Radar. Objective entities show up on the radar, which can be used as radaricons.
Killarea: The explosions seem very big, but you can hide behind a nearby wall to avoid dmg. Use a target_kill area to express the area you want a player to take dmg from. Use it's (un)activity flag to switch it on/off.

jdtech
03-06-2004, 19:09
I suppose it's not designed for Droidekas but I have found that all of the 'door' openings are too small for Droidekas to fit through. Could this be amended in the final version?

Thanks,
John

Cyberrblob
03-06-2004, 19:40
great map, will be sweet when it is polished!
keep up the great work

What map editor did you use?
I am using gtk radient for the sarlacc map i am working on atm.
progress is slow atm but I may be able to post some screenshots next week =/

erm i reiterate my question

eGL|Darth.Hunter
03-06-2004, 21:18
Thanks for the tips, Dacks. I'll try and see what target_kill can do. The splashdamage run by the fx_runner or func_breakable isn't very realistic due to those walls, as you correctly stated.
Btw. how did you came to the name "Gangstas" for one team? Quite funny since they are normally the "good" guys ;)

Cyberrblob: I'm using GtkRadiant 1.4.0 (buggy, but still the best out there)

Jdtech: The problem is that you'd have to open the doors very wide to give the droideka enoigh space. But he can get everywhere without using those doors. You just have to know the map. If we open the doors wider, it's a big tactical disadvantage for all other classes.

Okay, I've seen some good ideas concerning the Mandalorian problem so far. We already discussed adding paths up to the roofs for ordinary players. But that could shift the whole battles to the rooftops which I wouldn't like.
I had the idea of covering the bomb spots with some kind of tarpaulin as you might have seen in other regions of the map.
That would at least decrease the open space at those spots. But then we have the next problem: Jedis could plant bombs there without the Imperial team having any possibility of attacking them from a safe distance.

Still I think the best idea is to just limit the Mandalorian/Sith/Jedi classes in semi-authentic mode.
We've been playing for a long time last night with all classes enabled. First, the mandalorians and jedi were too many, but then things balanced out and the mandas weren't that powerful. For example the Clonetrooper with a strong rifle upgrade could blast him down from his rooftop.
I think we should leave that as it is for open mode and restrict the classes for semi-authentic. Totally authentic could possibly be ground gunners only. Then you'd have the map in three different versions and the server admins could decide themselves which way they play it.

DaveGrohl
03-06-2004, 21:32
it would be hard for a clone trooper to do that cause the guns inaccurate from afar distance (well i think it is)

eGL|Darth.Hunter
03-06-2004, 21:57
That's why I said strong rifle upgrade. You can use the second weapon mode to drop a plasma grenade right on top of the Mandalorian :)
Killed a few yesterday using this tactic.

DaveGrohl
03-06-2004, 22:02
ok my review now.

Its a good map, a good lot of detail and thought put into it. The actual idea is brilliant too and the "bomb" looks cool too.
But i am getting fed up of running and getting shot from a roof top or rocketd from one or even a sith jumping down behind me from the roof. On the rebel soldier class its very unfair and mainly a mand,sith vs jedi level

TehJumpingJawa
03-06-2004, 22:27
The invisible wall to the south of Bombsite (B) is incredibly annoying for jedi, as it prevents them quickly getting upto any mandies who are sitting on the rock face just beyond it.
btw, u get a 1/2way skilled mandy player on that map, and every other class is obsolete.

CerberuS
03-06-2004, 23:19
Okay, I've seen some good ideas concerning the Mandalorian problem so far. We already discussed adding paths up to the roofs for ordinary players. But that could shift the whole battles to the rooftops which I wouldn't like.
Maybe you could add some elevated "platforms" (like some crates that can be climbed by gunners and that are on the same level as the rooftops). This would make the Mands more vulnerable to snipers (e.g. the rebel Hero with a disruptor rifle or, to a lesser extent, the Wookiee provided he has the scope upgrade for the bowcaster) when sitting on the rooftops.

This way the fight would not shift to the rooftops but the Mands would be more vulnerable.

RenegadeOfPhunk
03-06-2004, 23:31
CerberuS,

I think exactly the same. I'd rather that all classes didn't just end up running around on the rooftops. All the other gunner classes need is a way to shoot across the rooftops and then that solves a lot of problems. Mands couldn't just prance around up there thinking they can't be got at by anybody but Jedi's, which would actually force a lot of the action back onto the ground...

...just my 2 cents ;)

jdtech
03-06-2004, 23:45
btw, u get a 1/2way skilled mandy player on that map, and every other class is obsolete.

Not entirely true, at the beginning of the round, if you can get a couple of Jedi up there and provided the Mands don't 'run' away then you can own a few, well if you have Lvl3 Defend you can block a fully charged Disruptor shot, so they are cannon fodder. Unfortunately they quite often fly off.

I do, however, think the rooftops can be a fun 'arena', providing you have the right circumstances. At the beginning of the round, Jedi & Sith often jump up there, resulting in some interesting Duels. Overall it is quite a good map, par a few problems and the limited access to the rooftops.

In my opinion, I would not 'ban' the rooftops, more let all classes get up onto them, in the form of crates for humanoids and, maybe, a ramp or two for Droidekas, although Droidekas are not a very easy class to play on this map, I certainly wouldn't advise playing as them.

Just my two pence worth,
John

jdtech
03-06-2004, 23:47
All the other gunner classes need is a way to shoot across the rooftops and then that solves a lot of problems.

Maybe a series of 'towers' with lifts up to the top and, perhaps, the odd mounted gun in them.

John

[NUT]
04-06-2004, 00:43
First of all, I LOVE IT!

Second: i'm uploading the map to the wireplay mirror as we speak :)

=Profcorron=
04-06-2004, 01:09
I haven't managed to get onto a server hosting it. They have both been down (or empty) when i've god on for 2 days. From what I here its abit like a map in Suber Smash Brothers Melle (a gamecube game) and its difficult to get to a charactor who stays at the top when your a heavy charactor.

I say add 1 or 2 stairs/lifts to let all players up. You don't have to put them right near the spawn points too :) . Also if there are few places to come up the mandos still can attack them early put can still be attacked.

But if you see a sniper/boba on desert siege the first part what do you do? dodge (at leach thats what i do) and i'd try to throw of thier aim the disruptor is still usable but use cover and you'll get to the objective before them.

My 2 rusted 5 cent pieces.

Walker
04-06-2004, 14:34
I like it, just agree that everyone needs roof access.

Mago
04-06-2004, 16:17
Been playing om the map quite a lot, and I'm sad to say that I'm getting more and more disappointed the more I play.

This is because of several reasons. For one, the game easily and EXTREMELY often turn into some bad version of "Jedi Wars", where both teams pretty much all go jedi/sith. This ruins the game completely for all the other classes (except for the mand's, since they just fly away whenever you get close to them). When the game reaches this state, all the fun fades away and it just becomes boring, stiff and repetive.

Another situation is when we get a ton of mand's who then completely 'own' the rebels. This isn't as common (from my experience) but is still equally as boring. It does however provide some more fun than the first gamestate, with all jedi/sith.

Another really big reason to why it's become way less satisfactory for me, is that it's in several aspects unbalanced. Sith run a very big advantage with their force selection. Grip enables them to simple "grip" the jedi and throw him down the roof. Lightning does insane amounts of damage with the large areas provided on top of the rooftops.

Jedi, who used to be able to do real good on their push+sense alone, is now finding that tactic more or less useless. The push is ineffective against the Sith + Mands and the sense provides little help since the rooftops give such a clear view of what's going on.

The bomb comes with several gameruining aspects as well. To start with, the time it takes to plant the bomb is very short, which itself doesn't have to be that devestating. But this in combination with how fast the bomb detonates (you're the only one left at bombspot A when the jedi suddenly plant the bomb at bombspot B) makes it almost impossible (at most occassions) to disarm it. Add a Jedi guarding the bomb and it's completely impossible.

In my opinion, what needs to be changed in order for this map to hold some balance is:

1. Remove the rooftops.

Putting a "max allowed" Jedi/Sith or Mands would in my opinion add a lot of frustration, when people want to be Jedi/Sith, whatever, come in conflict with those who allready are those classes, because there's no spots left. The problem that the Jedi/Sith or Mands bring however, is that they are the ones with roofaccess, which in return makes the game unbalanced. Simply removing access to the rooftops would thereby fix this problem and instead deliver a more direct way of playing on the map, with more outlined tactics and thought through mission objectives. (Corridor action like in all other MB maps).

2. The bomb.

Fix the bug when you die from the bomb having jumped up in the air at the Jedi respawn. Those deaths aren't pleasing >.<

Also extend the bomb detonation time, so the Sith are given a fair chance of disabling it.

That's about it though. Hope it wasn't too long :P

CerberuS
04-06-2004, 16:30
Another really big reason to why it's become way less satisfactory for me, is that it's in several aspects unbalanced. Sith run a very big advantage with their force selection. Grip enables them to simple "grip" the jedi and throw him down the roof. Lightning does insane amounts of damage with the large areas provided on top of the rooftops.
correct me if i'm wrong - but force block lvl 3 should make both grip and lightning completely useless against jedi?



Jedi, who used to be able to do real good on their push+sense alone, is now finding that tactic more or less useless. The push is ineffective against the Sith + Mands and the sense provides little help since the rooftops give such a clear view of what's going on.
invest in other force powers - speed, jump, mindtrick...



Add a Jedi guarding the bomb and it's completely impossible.
agreed - although a Jedi is not much of a problem if u either have a rocket or a thermal.

Mago
04-06-2004, 16:55
correct me if i'm wrong - but force block lvl 3 should make both grip and lightning completely useless against jedi?



invest in other force powers - speed, jump, mindtrick...



agreed - although a Jedi is not much of a problem if u either have a rocket or a thermal.

Lightning drains your HP very fast. And I belive you walk when you use it as well. When I refer to grip, I'm not talking about the 10 sec sessions with tea and cookies, but fast grips and then instantly throwing them off the rooftops. You'll have a hard time using push during that short moment of time.

Mindtrick seems to be very bugged. I did invest in it (had lvl 3) but it seemed to work as good as a car without wheels. I fanatically pressed my "use force" button over and over with nothing in result. Jump is obvious. Hard to play as a jedi without it. Speed doesn't exactly beat lightning and grip does it?

A sith has neither a rocket or thermal, and so far it's been pretty much sith vs jedi during the odd 5 hours per day I've played.

CerberuS
04-06-2004, 16:57
Lightning drains your HP very fast. And I belive you walk when you use it as well. When I refer to grip, I'm not talking about the 10 sec sessions with tea and cookies, but fast grips and then instantly throwing them off the rooftops. You'll have a hard time using push during that short moment of time.
still - as I said before, force block lvl 3 makes you completely immune against grip and lightning.

mindtrick seems to work fine with me - except for some minor flaws that were imported from basejka.

speed is useful against flaming mands, never proposed to use it against Sith - although it can be useful against them as well.

Mago
04-06-2004, 16:58
still - as i said before, force block lvl 3 makes you completely immune against grip and lightning.

Oh, sorry. My bad :(

RenegadeOfPhunk
04-06-2004, 16:59
Mago,

Cerberus is talking about the 'force block' power. Stick even just a couple of levels into that, and you'll find that as long as you keep your force levels reasonably high that Sith powers will have absolutely no effect on you...

Mago
04-06-2004, 17:02
Mago,

Cerberus is talking about the 'force block' power. Stick even just a couple of levels into that, and you'll find that as long as you keep your force levels reasonably high that Sith powers will have absolutely no effect on you...

I kind of figured ;) (For some reason I thought he wrote Force Push...)

DaveGrohl
04-06-2004, 17:48
still doesnt help those rebel soldiers who are getting lightninged from the roof and cant fire back

=tom=
04-06-2004, 17:57
i think theres a very easy solution
change the force regentime so that it would take 3 times longer as it is now to refill :p
then they would think twice to spam some force powers

sais
04-06-2004, 18:13
Tom 3 times longer is a lot :p Jedi could be really tuned down with this, remember that you need force mana to block enemy fire too.

=tom=
04-06-2004, 18:21
remember that you need force mana to block enemy fire too.
thats what im aiming for ;)

Alesh
04-06-2004, 18:58
Blocking blasters is supposed to be more expensive in next build so...

ACiDuS
04-06-2004, 19:18
mindtrick + map of this size = death if you try to use it. It needs its area of effect increased drastically.

CT-475
04-06-2004, 20:57
I keep getting a corrupted .zip file :(
I'be tried downloading with FTP, IE, Mozilla.. nothing works.
Could someone confirm that the zip on the server still works?
If it is, it's probably my pc that's causing the issue.
If it isn't, could someone repack it and put it online again?
Really looking forward to playing this map...

Calexus
04-06-2004, 21:16
Whats the server IPs ?

CerberuS
04-06-2004, 21:22
I keep getting a corrupted .zip file :(
I'be tried downloading with FTP, IE, Mozilla.. nothing works.
Could someone confirm that the zip on the server still works?
If it is, it's probably my pc that's causing the issue.
If it isn't, could someone repack it and put it online again?
Really looking forward to playing this map...
have you tried downloading it at the wireplay mirror?

ftp://ftp.wireplay.co.uk/pub/jediacademy/mods/moviebattles/maps/mb2_dust2.zip

[Cui-Unit] P-Duffy
05-06-2004, 05:53
I love this map, it's great as a clone, jedi, mando, or wookiee, heros do very well, droidekas are usefull if the droideka knows what the heck he's doing and soldiers are very usefull but noone uses em.

However i cant see one of the textures, im assuming this is going to be fixed in the future though.

ACiDuS
05-06-2004, 13:30
The thing is with soldiers the respawn isnt so useful as you have to run back to the bomb.

Aezeroth
05-06-2004, 16:47
One question: If Movie Battles' purpose is to bring out the realism of the movies, why start a non-Star Wars map? No offense, but frankly, I feel that this map isn't that great... :confused:

Dacks Zero
05-06-2004, 21:48
One question: If Movie Battles' purpose is to bring out the realism of the movies, why start a non-Star Wars map? No offense, but frankly, I feel that this map isn't that great... :confused:
The maps released by the MB Team will continue staying on that path, but remember that this is a "fan-made" map. They're free to do it their way, it's all how the public reacts to it.

ACiDuS
05-06-2004, 23:18
I'm glad to hear that dacks. I think the current maps, buggy as they are seem to just "fit". I dont know if its just me, but on dust2 it feels like all the inherent abilities of the classes are completely changed, and as a result the gameplay suffers.

For instance. The clone rifle 3 is no longer so powerful because of its innaccuracy, especially at range. The soldier respawn isnt that useful. You get people using primary e11 fire more than secondary due to the high ranges. Heroes can literally run away from most opponents due to thier quickness and the fact that most gunners never need to get within push range if they play right (ok, its a gunners map, but do you think all servers will play in authentic mode?). Mindtrick just plain doesnt work in most fights because of the size, lightning becomes even more amusing. Wookies are buffed due to thier accuracy even further, whilst most of the defenders are at even more of a disadvantage than usual for using e11s. I could go on, but I'll stop.

This isnt the mappers fault, these problems are expected really when a map is copied detail for detail from a completely different game. I actually wonder how many of these issues will actually be a factor in any long ranged map.

I played cs for many years, and dust2 was a poor map compared to some of the classics like dust1 and assault.

Personally I think the entire layout of dust2 is a poor one. It forces the defending team to split up, whilst the attacking team can attack these poor divided few with thier full force and plant before the other half of the defenders knows what hit them.

In my opinion all of the best "DE" maps were good because they had clear choke points. There should be a point where each team can gather, and then meet head to head. The current official MB maps all have that, and therefore play very well I think.

I fully admit that my hatred of this map (no offense to the converter, but the original maker :) ) may come from burning out on cs, but I still have fond memories of dust1, mansion, assault and others.

Alesh
06-06-2004, 02:04
I don't hate the map, but for me, it's the worst MB map (if we ignore the damn black ground in CC... how i hate that...) until now. I'd rather be trying to get though the door or protecting/killing jabba than protecting/destroying a bunch of crates.

zag
06-06-2004, 03:33
dude i think technically its kick ass and its cool and its a good remake for the enginw

note:zag wa drunk when he typeedd this

TehJumpingJawa
06-06-2004, 04:06
I've found abit of a glitch near the ceiling just above the rebel spawn point - jetpacking up there, u can get stuck and not be able to get down.

http://www.pkl.net/~rsc/MB2/shot0000.jpg

http://www.pkl.net/~rsc/MB2/shot0001.jpg

http://www.pkl.net/~rsc/MB2/shot0002.jpg

The_lizard
06-06-2004, 09:56
Gr8 remake darth hunter , i great adaption , but i also dont like having to split up all the time , the attacking force take out everyone one by one like it was said somewhere above.

[NUT]
06-06-2004, 11:25
I must say i like the map but i have to agree with almost everything Acidicus said about it... its too easy for the rebels to win this :|

When do we get a map where the imperial forces have to crush the rebellion? i'm actualy waiting for one of those, the official maps made now are all making use of this, sorta, but are getting boring quite soon, i mean: my personal boredome stroke :P

The_lizard
06-06-2004, 11:39
Hey yeah what he said , its always rebels assaulting , what about imperials? we should get an assault on theed map

DogGy
06-06-2004, 13:12
Well, too bad we can't test it on the server, it would be great to use a new map with the mod :rolleyes:

DaveGrohl
06-06-2004, 13:30
how about a new battle of hoth one

Alesh
06-06-2004, 14:10
It would be just like another tantive... protect the hangar doors :P (since the outside battle is unlikely)

DaveGrohl
06-06-2004, 15:21
could do ATST vs Snow speeders :P altho probably be really hard and lag a lot. i was thining of asking if i could do a map but i dont no if i could be bothered now

TehJumpingJawa
06-06-2004, 15:36
It would be just like another tantive... protect the hangar doors :P (since the outside battle is unlikely)

I think tantiveIV should be updated, so the objective is to incapacitate/kill Leia.
Place her in the command room that the rebels start just outside of, and give the door a security lock like the outer door - it would get rid of so many annoying factors on that map. (dead bodies 'capturing' tantiveIV, Sith & Mandys rushing past the defending rebels, the rebels being rushed by mandys and dekas and getting caught in the bottleneck of the door, etc etc)

DaveGrohl
06-06-2004, 16:31
maybe it can be to lead laia to the escape pod like in jabba or that to get to laia the imperials have to plant a bomb to blow the door open or hack the door open

sodak1
06-06-2004, 16:54
Id like to do an Invasion of Echo Base map. Snowtroopers and rebel commandos and cool stuff like that, I agree that the Battle of hoth with AT ATs and snomspeeders is a little to large scale and takes away from the ground fighting aspect of movie battles.

DaveGrohl
06-06-2004, 17:04
Heres a few ideas you could do

1)rebels have to defend the trentch for some time

2)Rebels have to escape to the hanger and bored X-Wings while Imperials defend the hanger or corridors

3)The Same as number 2 but make it to the flacon

4)Rebels have to defend the falcon for 5mins while the imperials try to destroy it or something

[NUT]
06-06-2004, 17:43
Oh, i just realised something :D

I forgot to add an idea how to make this map more challenging :)

Instead of ending the map on one of the dumps blown to pieces, make it in such a way you HAVE to blow up both, having to go back to the spawn point to get the second bomb, better yet, move the bomb to a central location somewhere in the map so the imperials can defend that aswell...

This WILL make the map much more challenging for the rebels to complete... so the list of 'objectives' for the rebels would be:

- Get the bomb
- Blow up BOTH ammo dumps

And for the imperials having a lot better chance to protect the Objectives any way they please, being:

- protect the bomb from falling in rebel hands
- protect both or atleast one of the 2 dumps with all you got

Maybe some stuff to think about? Remake ok, but if you can make it better... :)

jdtech
06-06-2004, 17:55
We really need more EP1/2 maps rather than more EP4/5/6 maps. ;) Invasion of Naboo would be cool.

Cheers,
John

Alesh
06-06-2004, 18:08
Hmmm... the arena battle in ep II might be too big for this mod, but what about a battle inside the factory? With the republic having to bomb the generator or something like that.

Aezeroth
06-06-2004, 18:39
No offense to the author, but the whole concept of setting a bomb on a few crates isn't at all "Star Wars - like". The whole thing really gets boring after a while. It doesn't feel like MB style gameplay but rather a Star Wars rendition of CS - which I feel MB definitely shouldn't aim for...

EDIT: Sorry for being off-topic, I hadn't read the last two pages.

Equinox
06-06-2004, 22:05
I have yet to play this map since ive been on vacation, just asking that is this on the MB servers map cycle?

CerberuS
06-06-2004, 22:10
one of the servers runs only dust2, the other server runs jabba and tantive.

btw don't be too hard on Hunter, i think he did a good job. tearing apart his work just because of a general dislike for CS isn't exactly fair ;)

as Dacks already stated, the maps released by the MB team will continue to be more movie-like. other mappers can certainly choose whatever they want as a theme for their map imo.

Alesh
06-06-2004, 22:50
I didn't say the map is bad, i just preffer the other two.

CerberuS
06-06-2004, 22:56
I didn't say the map is bad, i just preffer the other two.
I wasn't referring to your post :) don't get me wrong - of course, everybody is entitled to his own opinion. I never intended to tell people what they are supposed to think ;)

just wanted to express that one shouldn't say the map "sucks" just because of the fact that it is a converted CS map. Hunter certainly put a lot of work into it nonetheless.

=tom=
06-06-2004, 23:02
ya the map isnt bad , i only wished he would have made a Endor map (with same objectives tho) where u have to blow up the shield generator :)

ACiDuS
07-06-2004, 00:43
Any comments made here are nothing to do with the moviebattles mapper really. I respect the work he put in, and I thank him for giving something to the community.

When discussing how it works with mb, the design and layout of the map and dislike reflects only on the cs mapper, since it is purely his map in my eyes. When I say a map is crap the original mapper is the one who should get upset, not the one who ripped it ;)

zag
07-06-2004, 11:50
well being mapper and knowing how to make things map wise i think its technically fantastic and darth did a very good job porting this map
theres a few bugs and glitches but this is a beta so i think its pretty nice

eGL|Darth.Hunter
07-06-2004, 14:27
Sorry for my few posts, folks. I've currently got much coding work to do for the eGaming-League.
What I can say is that I've found and fixed the missing shaders. I'll also fix the splash damage when the bomb explodes (thanks to the hint, Dacks). I'll probably be able to release a newer version together with the new build.

One question you as players could answer: I've found out that the imbalance on this map only appears when many people choose Jedi / Mandalorian.
A single or two Mandalorians still have got a certain advantage on the map, but they aren't that powerful. Only when they attack in larger groups. Many of you argue with the fact that they can just launch rockets into the mass. But it's also the fault of the attackers when they group up too close.
I am pretty sure that we can solve balancing by restricting the Jedi / Mandalorian class to a maximum of 2 players.
The question is: Would you like more balancing for the open mode or would an entirely balanced semi-authentic mode be enough for you?

zag
07-06-2004, 18:45
yeh but then they first people there will get to play as manda/jedi...it wouldnt be that fun

Dingo Dave
07-06-2004, 20:02
I agree with zag - you cannot fairly restrict certain classes as the same people will end up playing them - this will lead to massive abuse from other players who want to be the jedi/mandy.

[NUT]
07-06-2004, 22:39
Oh, i just realised something :D

I forgot to add an idea how to make this map more challenging :)

Instead of ending the map on one of the dumps blown to pieces, make it in such a way you HAVE to blow up both, having to go back to the spawn point to get the second bomb, better yet, move the bomb to a central location somewhere in the map so the imperials can defend that aswell...

This WILL make the map much more challenging for the rebels to complete... so the list of 'objectives' for the rebels would be:

- Get the bomb
- Blow up BOTH ammo dumps

And for the imperials having a lot better chance to protect the Objectives any way they please, being:

- protect the bomb from falling in rebel hands
- protect both or atleast one of the 2 dumps with all you got

Maybe some stuff to think about? Remake ok, but if you can make it better... :)

[/spam]

Sorry, hoping to get a response from Hunter on this :)

ACiDuS
07-06-2004, 22:42
I personally would like to see a balanced open mode primarily.

Cyberrblob
07-06-2004, 23:25
I think you should turn your efforts to a map set in the star wars universe, you obviously have some good mapping ability.
I am hoping to see some other work in this direction =)
No disrespect intended but I agree with other people that the dust map takes away from the MB mod...

Aezeroth
08-06-2004, 00:13
The map isn't bad of course. What I'm saying is that I think that a map such as that isn't really suited for MB.

Equinox
08-06-2004, 15:53
The map itself is great, but the theme just doesnt suit for MB. Well it was on Tatooine and all, but the main idea is for CS. but great job nevertheless!
im just glad the official MB maps will be kept star wars themed... :)

DogGy
10-06-2004, 16:41
bwa, not really, I liek this, I always call it Watto's shop :D , off course his shop isn't a weapon shop.

I wish I could map, I have 2 maps in my mind :confused:

sais
10-06-2004, 19:25
First of all I like the map, maybe it s not as suited for MB as... tantive4 for example, but, well, when I play this dust2 I think that I m playing a tatooine map and not a cs map :rolleyes:





The question is: Would you like more balancing for the open mode or would an entirely balanced semi-authentic mode be enough for you

I would like an entirely balanced semi-authentic mode. No doubt :p


And now here goes the silly idea of the day... I dont know the cs map but it seems to me that defending team can have a hard duty in dust2, just because they need to defend 2 areas. So the attacking team can go with all people attacking together, and the defense will be always outnumbered... Mands and sith are the only classes who can move quick from one area to the other. Well of course this can be solved with better team-work and that happens constantly not only in this map but... why dont you give more help to defense team? For example, some cameras to watch people coming throut certain spots (dont know where to place the *camera room* lol). Or some defensive turrets? I was going to say about vehicles, but that would give us that annoying bug :rolleyes:

ACiDuS
10-06-2004, 20:17
Simplest way would be to get rid of one of the bomb spots tbh.

Walker
10-06-2004, 20:19
/agree .

sais
10-06-2004, 20:28
lol Of course you re right acid, but that would really change the map a lot I suppose. It s not needed a big map like this tatooine-dust2 when u have only one area to defend/attack...

CerberuS
10-06-2004, 20:39
Maybe another possibility would be to issue a warning ("Bomb is being planted") when the bomb is being set and to increase the time it takes to install the bomb a bit? Would result in more time to react for the defenders.

Also adding where the bomb has been planted to the "Bomb has been planted" message might help as well... I don't know how often I saw the message, ran to a bomb spot and found it was the wrong one - this meaning that this round is lost as I don't have enough time left to get to the second bomb spot and defuse the bomb or kill all attackers :rolleyes:

sais
10-06-2004, 20:44
Hey I like cerb s ideas. Btw, you could add that "Bomb is being planted" alarm without a text message, I mean, it could be just some kind of red lights in both bomb areas that turned on and made noise when the bomb is being planted on the other area :p

ACiDuS
10-06-2004, 21:04
lol Of course you re right acid, but that would really change the map a lot I suppose. It s not needed a big map like this tatooine-dust2 when u have only one area to defend/attack...

mm, I think the reason the current maps work so well is because of the objective being in one place, and therefore defendable.

The other spot neednt be wasted. Could put a spare at-st in there or somethin :).. or more realistically, ammo refueling station/s, could act as a little mini base for whichever team holds it, and is therefore still worth taking.


don't have enough time left to get to the second bomb spot and defuse the bomb or kill all attackers

Plus the bomb even explodes if you manage to diffuse it with a couple of seconds left (Which takes TONS more time than it does to plant)

zag
10-06-2004, 22:33
the way i see it if you change the objectives the way you guys are saying it will just turn the map into a team free for all map

=Profcorron=
10-06-2004, 23:50
Personally the best way to improve the map is to lower the difusing time. It takes over 15 seconds to difuse it and if you get shot it stop defusing.

RockMan
11-06-2004, 01:25
well it depends on how hard the shot was. I tuseally adds to the time you have to do it. though some shots with good knockback can keep you away from the required distance to disarm it. But I think 10-15 seconds is fine. Need team work to do it. Cant defuse it then kill them all

TehJumpingJawa
11-06-2004, 03:13
Cant defuse it then kill them all


That's another dumb thing with the current map - after the bomb is planted, it *shouldn't* matter if the bombing team is wiped out - so long as the bomb destroys the target within the timelimit.
Basically, once the bomb is planted, the only way the defending team should be able to win, is by defusing the bomb.

Cyberrblob
12-06-2004, 00:13
That's another dumb thing with the current map - after the bomb is planted, it *shouldn't* matter if the bombing team is wiped out - so long as the bomb destroys the target within the timelimit.
Basically, once the bomb is planted, the only way the defending team should be able to win, is by defusing the bomb.

fully 100% agree

distrait
12-06-2004, 04:50
This has got to be my favorite map now... but then, that's prolly just 'cause I've been playing jabba and tantive too much heh :p

Aezeroth
13-06-2004, 03:41
Or maybe you just play as bounty hunter all the time. :p

eGL|Darth.Hunter
13-06-2004, 16:01
That's another dumb thing with the current map - after the bomb is planted, it *shouldn't* matter if the bombing team is wiped out - so long as the bomb destroys the target within the timelimit.
Basically, once the bomb is planted, the only way the defending team should be able to win, is by defusing the bomb.

That's a problem, once again related to the restrictions of the id-Engine. Ravensoft didn't plan any entity like a bomb for multiplayer games. You'd need to code that in C++ and implement that into the MB II code.
That's Renegade's turn...but the question is: Would people like more maps of this gametype (bomb/defuse)? If not, all the coding work would be wasted time...

=tom=
13-06-2004, 16:39
but the question is: Would people like more maps of this gametype (bomb/defuse)?
yeah i like the idea
but u should do it to the concept of MB (something that is in the movies)
endor would suit (han placed those bombs to destroy the shield generator)

[NUT]
13-06-2004, 17:32
I'm totaly up for it :)

ACiDuS
13-06-2004, 17:33
While its an interesting variant, I dont think its worth spending the time to actually code it in. That time could be spent better elsewhere imo.

RaGe'
24-10-2004, 12:17
I can't download it. Neither Wireplay nor by the first link. Can anybody tell me if I can find it somewhere else?

El Vi-Riachi
24-10-2004, 14:05
PCgamemods still have it i think

CerberuS
24-10-2004, 15:03
PCgamemods still have it i think
Isn't that a Siege version of this map?

Meister
24-10-2004, 15:31
no i got it from pcgamemods, and it worked when virus was running it on mb2.

Tenken
26-10-2004, 23:19
i cant open that link it says it cant find the site and i cant find where it is on pcgamemods if u have the site name with the dl for the map of pcgamemods could u post it plz

Hero
27-10-2004, 03:41
hey can u post a link that works when i click on the link ir does not work for me i would like the map plz :)

Abe
28-10-2004, 00:37
hey can u post a link that works when i click on the link ir does not work for me i would like the map plz :)

bump :)

Artem
28-10-2004, 05:00
http://www.pcgamemods.com/5585/ ...

Tenken
28-10-2004, 05:02
wooo ty artem i love you man!!!

Artem
28-10-2004, 05:03
mmm, fast response. np, this is the one i have used/works, i didnt read all the pages of the post, but i read some confusion about siege/not, this is the only version i've owned/played..recently at that.

[NUT]
01-02-2005, 12:09
eGL|Darth.Hunter ... feel like ajusting this map to be released with the CMP all suited up for B17? :rolleyes:

* recruitement killingspree *

Artem
01-02-2005, 16:17
has he even been seen in the last....6 months?

i haven't seen him once, and nobody has permission to mess with his map (as easy as that would be, really)

=tom=
01-02-2005, 18:09
he is very often in #Movie_Battles on IRC