Scarif Map Pack (v1.0 Beta, 2 Maps Released!)
Posted: Tue Feb 14, 2017 6:06 am
Please Be Patient: I am working on reconstructing this first post.
Been away for a while do to circumstances but after a solid 3 months of modelling and fooling around in XSI im glad to announce my return with a new map Scarif: Imperial Landing Zone.
This map is intended to be a large scale "beta" for a much larger planned project.
Basis of the map will and game play:
This map is intended to be an air to ground type of map;
The Map is divided into four islands connected by land / metal bridges.
The maps key command post will for the rebellion will be a beach like area where UT-60D U-Wing Gunships have landed. You can pilot a Uwing gunship to deploy your troops throughout the map, or use them to assault infantry from the air. You may also attack the enemies airborne TIE reapers to weaken their offense or Destroy the enemies Zeta class shuttle to cut off their access to the imperial comm tower island.
On the other side of the island the imperial landing zone has two landing pads where Tie reapers have landed.
Each island itself has a command post under a landing zone these landing zones are meant for both U-Wing and Tie Reapers to land so they may deploy their troops for ease of access; These landing points will be the only places that the U-Wing and Tie Reapers are able to land, so plan your deployment before departing your initial command posts. (however in the alpha test build this limitation has not been placed.
The imperial and rebellion starting islands both contain Zeta class shuttles as destroyable command posts placed near the bridges linking to the comm tower islands, destroy these shuttles to help slow down your opponents advance.
Many of the large scale bridges between command posts and islands feature Cargo Containers and can be used not only as a path to each command post but also strategically as cover from enemy fire;
Sides Revisions:
Sides are in progress of being entirely redesigned; this in large part is due to the fact that multiplayer gameplay focuses on either the rocket launcher or shotgun which to me doesn't feel very star wars like.
be patient as the sides included in the alpha map test are very much so temporary they are more or less "place holders" until I can finish revising the sides.
Empire Sides:
Rebel Sides
OF SPECIAL NOTE:
First off please be patient with progress, I work a full time job and still commit to about 6 hours of modding a day however this entire map and all of its assets are being slowly hand made so they can deliver the best quality I can give and at current I am redoing everything by hand and intend to not use any stock models.
This map is intended to try to bring in newer players and older players to a great classic game and give as close to proffesional quality of game play for people to play with.
I AM OPEN TO MODDERS / HELP:
I am always looking for new models and textures, especially since doing it by hand myself has proven to be extremely time consuming.
However if you are looking to donate towards this project a few things to note:
1.) I WILL NOT accept anything ported from other games.
2.) THE MODEL MUST BE made by you, the textures must be made by you, or come with credits from an open source site, 3rd party models must have the modellers express permission before I will use it and I must have contact with the modeller themselves before I will accept it.
THIS WILL BE OPEN SOURCE.
this is intended to be a project to help revive what has been a very great community and game for me by delivering the best quality and a brand new pack of assets for future modders. As such if anyone wishes to donate assets they must first contact me directly and give their personal permission to release their assets along with this map pack. IF YOU WANT TO DONATE BUT DO NOT WANT YOUR ASSETS DISTRIBUTED: I would rather make the asset myself and gaurentee it be free for public use.
DETAILS ABOUT OPEN MAP ALPHA:
Open map test is intended to help me by checking for issues where collision issues exist or AI get stuck. General issues so I can compile a complete list of known issues and fix them. Enjoy your gameplay for now and I will keep you up to date anytime I make an update.
This work in progress will recieve updates from here on in from time to time until the final map is released so pay close attention to the progress.
Post any known issues in this topic so I can review and fix them please. (especially floating trees :s)
LAST UPDATED 11/03/2017
KNOWN ISSUES:
sounds do not work for TIE Reaper / Uwing (working on it)
player skins occasionally will swap to original meshes (this is due to not having player low rez actually modelled yet, ill have this done for full beta)
Flying too close to a landing zone will cause you to automatically land (this deals with AI region)
AI still sometimes get stuck on the way to the objectives near crates (its less frequent) im working on perfecting this, but this will take time.
Lakaru Rebel head mesh appears "off" (this deals with enveloping and how the player skeleton is positioned, im working on new animations for this)
Localization is not done on weapons (these weapons arent permanent so localizing is not worth the extra time)
Some users with Battlefront II Ultimate Pack installed may notice Uwings and Tie Reapers have default skins instead of the new ones... (we all know my views on the Ultimate Pack I am in no rush to fix this)
gameplay from the alpha (thanks to Triforce919 for recording and uploading)
https://www.youtube.com/embed/933SgUWe4xk
Moddb LINK TO MAP: http://www.moddb.com/games/star-wars-ba ... -map-test1
Credits:
Project Development
Myself: [GT]-Gogie (steam/moddb D.Onizaki) models, textures, map, scripting.
Pandemic: original game, engine, models and textures.
Additional Textures:
Harrisonfog (Gametoast user) Terrain Texture Editing / Recolor
KeivanMereel (Gametoast user) Additional Terrain Textures / Base Textures for Astromech Droids (both Imperial and Rebel)
The photographers at burningwell.org for the use of their original photos in making textures.
Eric Matyas: http://soundimage.org/txr-ground/ (Texture bases used by KeivanMereel)
Youtube / Advertisement
Triforce919 (officially designated Video Maker for the project)
Mikethebeast (additional youtube videos and a huge help showing where my issues are)
BattlefrontJDGamer (Youtube user) huge coverage video, bringing in a number of his subscribers to this project.
The community here at Gametoast for all the support and help throughout the project.
Jared @ SWgameoutpost.com For cover story and news articles on this project (a recommended read)
Version History / Additions:
Alpha Test Release Patch 1 (14/03/2017)
Been away for a while do to circumstances but after a solid 3 months of modelling and fooling around in XSI im glad to announce my return with a new map Scarif: Imperial Landing Zone.
This map is intended to be a large scale "beta" for a much larger planned project.
Basis of the map will and game play:
This map is intended to be an air to ground type of map;
The Map is divided into four islands connected by land / metal bridges.
The maps key command post will for the rebellion will be a beach like area where UT-60D U-Wing Gunships have landed. You can pilot a Uwing gunship to deploy your troops throughout the map, or use them to assault infantry from the air. You may also attack the enemies airborne TIE reapers to weaken their offense or Destroy the enemies Zeta class shuttle to cut off their access to the imperial comm tower island.
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Sides are in progress of being entirely redesigned; this in large part is due to the fact that multiplayer gameplay focuses on either the rocket launcher or shotgun which to me doesn't feel very star wars like.
be patient as the sides included in the alpha map test are very much so temporary they are more or less "place holders" until I can finish revising the sides.
Empire Sides:
Hidden/Spoiler:
Hidden/Spoiler:
OF SPECIAL NOTE:
First off please be patient with progress, I work a full time job and still commit to about 6 hours of modding a day however this entire map and all of its assets are being slowly hand made so they can deliver the best quality I can give and at current I am redoing everything by hand and intend to not use any stock models.
This map is intended to try to bring in newer players and older players to a great classic game and give as close to proffesional quality of game play for people to play with.
I AM OPEN TO MODDERS / HELP:
I am always looking for new models and textures, especially since doing it by hand myself has proven to be extremely time consuming.
However if you are looking to donate towards this project a few things to note:
1.) I WILL NOT accept anything ported from other games.
2.) THE MODEL MUST BE made by you, the textures must be made by you, or come with credits from an open source site, 3rd party models must have the modellers express permission before I will use it and I must have contact with the modeller themselves before I will accept it.
THIS WILL BE OPEN SOURCE.
this is intended to be a project to help revive what has been a very great community and game for me by delivering the best quality and a brand new pack of assets for future modders. As such if anyone wishes to donate assets they must first contact me directly and give their personal permission to release their assets along with this map pack. IF YOU WANT TO DONATE BUT DO NOT WANT YOUR ASSETS DISTRIBUTED: I would rather make the asset myself and gaurentee it be free for public use.
DETAILS ABOUT OPEN MAP ALPHA:
Open map test is intended to help me by checking for issues where collision issues exist or AI get stuck. General issues so I can compile a complete list of known issues and fix them. Enjoy your gameplay for now and I will keep you up to date anytime I make an update.
This work in progress will recieve updates from here on in from time to time until the final map is released so pay close attention to the progress.
Post any known issues in this topic so I can review and fix them please. (especially floating trees :s)
LAST UPDATED 11/03/2017
KNOWN ISSUES:
sounds do not work for TIE Reaper / Uwing (working on it)
player skins occasionally will swap to original meshes (this is due to not having player low rez actually modelled yet, ill have this done for full beta)
Flying too close to a landing zone will cause you to automatically land (this deals with AI region)
AI still sometimes get stuck on the way to the objectives near crates (its less frequent) im working on perfecting this, but this will take time.
Lakaru Rebel head mesh appears "off" (this deals with enveloping and how the player skeleton is positioned, im working on new animations for this)
Localization is not done on weapons (these weapons arent permanent so localizing is not worth the extra time)
Some users with Battlefront II Ultimate Pack installed may notice Uwings and Tie Reapers have default skins instead of the new ones... (we all know my views on the Ultimate Pack I am in no rush to fix this)
gameplay from the alpha (thanks to Triforce919 for recording and uploading)
https://www.youtube.com/embed/933SgUWe4xk
Moddb LINK TO MAP: http://www.moddb.com/games/star-wars-ba ... -map-test1
Credits:
Project Development
Myself: [GT]-Gogie (steam/moddb D.Onizaki) models, textures, map, scripting.
Pandemic: original game, engine, models and textures.
Additional Textures:
Harrisonfog (Gametoast user) Terrain Texture Editing / Recolor
KeivanMereel (Gametoast user) Additional Terrain Textures / Base Textures for Astromech Droids (both Imperial and Rebel)
The photographers at burningwell.org for the use of their original photos in making textures.
Eric Matyas: http://soundimage.org/txr-ground/ (Texture bases used by KeivanMereel)
Youtube / Advertisement
Triforce919 (officially designated Video Maker for the project)
Mikethebeast (additional youtube videos and a huge help showing where my issues are)
BattlefrontJDGamer (Youtube user) huge coverage video, bringing in a number of his subscribers to this project.
The community here at Gametoast for all the support and help throughout the project.
Jared @ SWgameoutpost.com For cover story and news articles on this project (a recommended read)
Version History / Additions:
Alpha Test Release Patch 1 (14/03/2017)
Hidden/Spoiler: