Tatooine: Canyon Settlement

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Post Reply
Jaspo
Command Sergeant Major
Command Sergeant Major
Posts: 282
Joined: Sun Mar 01, 2009 4:34 am
Projects :: AotC DoW+++Boonta Eve Classic
Games I'm Playing :: WoT MBWBVC Robocraft
xbox live or psn: No gamertag set
Contact:

Tatooine: Canyon Settlement

Post by Jaspo »

Sorry, first of all, I kind of left the screenies I have behind when I went computer hopping to get this posted.

What we have here is an alpha that overall is about 70% complete.

map overview:
gcw and cw conquest and lazer tag in Beggar's Canyon, podrace on the Boonta Eve Classic circuit (book accurate, and would be movie accurate if the movie was accurate...especially with the third lap included [from the deleted scenes], landmarks got shuffled around somehow)

readme:

Tatooine: Canyon Settlement
Alpha Release 1
By Jaspo

project status:
Conquest - Completed
Lazer Tag - Completed (mission included in the original lazer tag mod release, downloadable seperately)
Podrace - Very much WIP; track is about 50% complete and scripting is about 5% complete.

Podrace sectors and portals need relocation (I moved all the objects but not the sectors and portals, yet) so expect strange things.
Podrace mode does currently contain 1 model of fully unarmed and operational podracer. Happy flying (fast...very fast, and dangerous, as advertised)



Download:
http://www.mediafire.com/?kkf36ho2oqabk5g

Edit:
Newer download (Alpha 2nd release on swbffiles):
http://www.gamefront.com/files/files/23 ... _alpha.zip

And Screenshots!
Hidden/Spoiler:
Image

Image

Image

Image

Image

Image

Image

Image

Image

Image
Last edited by Jaspo on Sat Mar 01, 2014 7:13 pm, edited 1 time in total.
User avatar
Ant
Chief Warrant Officer
Chief Warrant Officer
Posts: 326
Joined: Sat Sep 29, 2012 8:16 am
Projects :: The Clone Wars Mod
Games I'm Playing :: Battlefront Series
Contact:

Re: Tatooine: Canyon Settlement

Post by Ant »

This mod rocks! I just downloaded it! Finally someone made a Podrace map!
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Tatooine: Canyon Settlement

Post by DarthD.U.C.K. »

thanks! that sounds really interesting, i cant wait to test it :D
User avatar
DarthSolous
Chief Warrant Officer
Chief Warrant Officer
Posts: 351
Joined: Fri Sep 14, 2012 4:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2 Halo Minecraft
xbox live or psn: No gamertag set
Location: Wielding the Dark Side of the Force on Korriban

Re: Tatooine: Canyon Settlement

Post by DarthSolous »

Can't wait til the Podrace mode is finished :thumbs:
User avatar
sark4425
Posts: 2
Joined: Fri Dec 07, 2012 4:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF II
xbox live or psn: No gamertag set

Re: Tatooine: Canyon Settlement

Post by sark4425 »

Looking forward to your map! :atatpilot:
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

Re: Tatooine: Canyon Settlement

Post by Cerfon Rournes »

DarthSolous wrote:Can't wait til the Podrace mode is finished :thumbs:
This. The controls on the Podracers seem perfect. Other than that, great map layout and mini-map. Looking forward to the release. :D
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: Tatooine: Canyon Settlement

Post by TWINKEYRUNAWAY »

How cool! Jaspo you really do make some pretty cool stuff!
DylanRocket
2nd Lieutenant
2nd Lieutenant
Posts: 363
Joined: Sun Sep 02, 2012 2:47 am
Projects :: None
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set
Location: HK Factory
Contact:

Re: Tatooine: Canyon Settlement

Post by DylanRocket »

Podrace?I've got to try this! :cpu: :bowdown:
User avatar
Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: Tatooine: Canyon Settlement

Post by Locutus »

Sorry for the bump (I know it's close to the 30 days) but I finally found some time to try this out.
The podrace mode looks really fun but it seems very bugged (I know it's WIP but still) because when I spawn I don't see any terrain below me and only of few open objects in greater distance (except for the podracers themselves which are right next to me). As soon as I move (no matter in what direction) I get the out-of-boundaries message and die. Is it just me are is it currently really like this?
Okay, the real reason why I'm bumping is to ask: Can we expect a new version any time soon? ;)
Jaspo
Command Sergeant Major
Command Sergeant Major
Posts: 282
Joined: Sun Mar 01, 2009 4:34 am
Projects :: AotC DoW+++Boonta Eve Classic
Games I'm Playing :: WoT MBWBVC Robocraft
xbox live or psn: No gamertag set
Contact:

Re: Tatooine: Canyon Settlement

Post by Jaspo »

Well, up until a few days ago it was like that...the vehicle spawns and command posts and all that were simply located more or less in the default conquest location, rather than on any meaningful position on the racecourse...particularly since I haven't done the Laguna Caves modeling yet; that's the closest landmark to where they were...so basically everything was parked on the inside of Ben's Mesa (the minimap is accurate in podrace mode)
But, I've moved all that stuff to the starting grid now (though the modeling at the arena isn't complete either)
The out of bounds message is unfortunate, but probably unavoidable...to make the podracers fly rather than hover, yet be restrained to the appropriate flying height, I made the podracers flyers but set the player's minflyheight to 3 and maxflyheight to 6. Therefore, attempting to go either higher or lower than this will result in the out-of-bounds message (which I did manage to change)
and unfortunately will also result in your destruction if you don't get back to a flight height of between 3-6 in 15 seconds or whatever. I would of course like to be able to get rid of the message and countdown, while retaining the flight height constraints, but I'm not sure how to do that, or if it's even possible.
Right now I'm trying to figure out the race programming...I'm pleased with how well flyer splines are working in this context but currently the coding part is giving me some trouble (see the topic in the modding section)

EDIT
Added a new download link and screenshots (finally)
zwyx1234
Lance Corporal
Posts: 92
Joined: Fri Sep 13, 2013 10:20 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2 Insurgency
xbox live or psn: No gamertag set
Location: Alberta, Canada

Re: Tatooine: Canyon Settlement

Post by zwyx1234 »

Why do the podracers need to fly? hovering would be *much* easier and eliminate the bug altogether.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Tatooine: Canyon Settlement

Post by Marth8880 »

So the A.I. flyers will make use of the flyer splines. ;)
Post Reply