Geonosis: Spire Beta
Moderator: Moderators
- Darth-Derkie
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Location: The Netherlands
Geonosis: Spire Beta
Here it is, with all the vehicles spawning +geonosian fighter! (firing weird bolts, tough)
New version:
Fixes:
1. Geonosians added to the CIS, I couldn't add them as locals.
2. HP increased of the Technounion Ships and the Republic Destroyable CP
3. Changed fog color to brown
4. Shadows Fixed
5. Republic doesn't lose reinforcements at the beginning anymore
http://s35.yousendit.com/d.aspx?id=0MU7 ... OA8AS1CPXK

New version:
Fixes:
1. Geonosians added to the CIS, I couldn't add them as locals.
2. HP increased of the Technounion Ships and the Republic Destroyable CP
3. Changed fog color to brown
4. Shadows Fixed
5. Republic doesn't lose reinforcements at the beginning anymore
http://s35.yousendit.com/d.aspx?id=0MU7 ... OA8AS1CPXK



Last edited by Darth-Derkie on Mon Feb 27, 2006 2:56 pm, edited 3 times in total.
- JabbaLovesLava
-
- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
RE: Geonosis: Spire Beta
COOL! Thanks a lot Derkie, i hate the SWBF2 Geonosis 

- Trans
RE: Geonosis: Spire Beta
I'm thinking we need a mappack of all the re-done BF1 maps once everyone has finished making them
Great Job Derkie!

Great Job Derkie!
- sh4d0wl0rd
RE: Geonosis: Spire Beta
I absolutely agree with Trans that we need such a mappack! (Perhaps LA should link his support page to gametoast
)
I'll try out the new Geonosis beta and post my opinion soon.

I'll try out the new Geonosis beta and post my opinion soon.
- Schizo
RE: Geonosis: Spire Beta
I was thinking the same thing, guys. A map pack would be awesome.
This map is great. Brings back fond memories. Really, I see nothing wrong with it, myself. Maybe now you can go and fix up the Rhen Var Harbor map now.
This map is great. Brings back fond memories. Really, I see nothing wrong with it, myself. Maybe now you can go and fix up the Rhen Var Harbor map now.

- Alex533
RE: Geonosis: Spire Beta
Well theres only 3 real things i see wrong with this map, all the terrain except for the spires is way too dark, the minimap is too far zoomed out, the turrets fire but they dont fire an effect. My only other little critiscism is that maybe it would be better having ep2 troops than ep3 troops?
Other than that its really fun to play
, the terrain is the main problem for me though.
Other than that its really fun to play

RE: Geonosis: Spire Beta
Lookin good Derkie. Yeah, the terrain is still pretty dark, and it looks like you haven't set up 1 or 2 flag CTF yet, but it's comin along nicely. I miss those rep gunships that actually 'hovered', but they sure pack a punch on those techno union ships. One set of bombs takes out about half the life
It would also be cool to get the old sounds in there. "We've lost the spire", etc. I don't know if that data is accesible or not.

- sh4d0wl0rd
RE: Geonosis: Spire Beta
There is also a problem with the geonosian fighter:
- The "alt"-moves and the immelmann take too much time and their "radius" is too big.
- The stamina bar is not working correctly
- They laser animation looks quite weird
- They have no weapon sound.
But did you know that they have a cockpit view?!
Just press "V" when you sit inside a geonosian fighter and you have the good old cockpit view!
All in all the map is great. Only this geo. fighter bugs are a bit nasty and the view distance is a bit too high. But the dark terrain looks very awesome IMO.
- The "alt"-moves and the immelmann take too much time and their "radius" is too big.
- The stamina bar is not working correctly
- They laser animation looks quite weird
- They have no weapon sound.
But did you know that they have a cockpit view?!
Just press "V" when you sit inside a geonosian fighter and you have the good old cockpit view!
All in all the map is great. Only this geo. fighter bugs are a bit nasty and the view distance is a bit too high. But the dark terrain looks very awesome IMO.
- Schizo
RE: Geonosis: Spire Beta
Oh, and, it'd be nice if you could get rid of the GCW era on the map. That's just... strange.
- Darth-Derkie
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Location: The Netherlands
Re: RE: Geonosis: Spire Beta
sh4d0wl0rd wrote:There is also a problem with the geonosian fighter:
- The "alt"-moves and the immelmann take too much time and their "radius" is too big.
- The stamina bar is not working correctly
- They laser animation looks quite weird
- They have no weapon sound.
But did you know that they have a cockpit view?!
Just press "V" when you sit inside a geonosian fighter and you have the good old cockpit view!
All in all the map is great. Only this geo. fighter bugs are a bit nasty and the view distance is a bit too high. But the dark terrain looks very awesome IMO.
I have copied this geonosian from the SWBFI assets so it can be right that the stamina bar is not working and the "alt"-moves.
I have not much knowledge to fix these "geonosian Fighter bugs" but I will do what I can.
- Teancum
-
- Posts: 11087
- Joined: Wed Sep 07, 2005 11:42 pm
- Location: Indiana
- Projects :: No Mod project currently.
- Games I'm Playing :: Destiny
- xbox live or psn: No gamertag set
RE: Geonosis: Spire Beta
Hey, GCW could have fought there....
He could do 501st vs Rebels....
I'm working on a side pack that will have the Geonosian fighter and the BF1 style LAAT/i, plus all missing BF1 vehicles, but real life make e think it will take a month or two.
He could do 501st vs Rebels....
I'm working on a side pack that will have the Geonosian fighter and the BF1 style LAAT/i, plus all missing BF1 vehicles, but real life make e think it will take a month or two.
- ghost_ops121
RE: Geonosis: Spire Beta
cool map, that was one of my favorites in bf1.
some issues tho ( i understand this is a early version)
- when flying, the minimap is super zoomed out.
- (not major) when in the geo starfighter you cant explode in midair, only when you hit the ground.
- gunship cant hover, but is a bit too overpowered compared to bf 1 (tho this gunship is more accurate according to the movies)
- lasers for geo starfighter is ugly (no offence)
- no sound for geo starfighter wepons.
good map to keep my busy till the next realeases. i love how you added the assault mode
some issues tho ( i understand this is a early version)
- when flying, the minimap is super zoomed out.
- (not major) when in the geo starfighter you cant explode in midair, only when you hit the ground.
- gunship cant hover, but is a bit too overpowered compared to bf 1 (tho this gunship is more accurate according to the movies)
- lasers for geo starfighter is ugly (no offence)
- no sound for geo starfighter wepons.
good map to keep my busy till the next realeases. i love how you added the assault mode

- Darth-Derkie
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Location: The Netherlands
Ok, I changed the ep3 troopers to ep2 ones, and I got the geonosian turret completely working.
I tried to add the geonosian, but he is not spawning.
http://s54.yousendit.com/d.aspx?id=2DWF ... 44FFPH60WQ
I tried to add the geonosian, but he is not spawning.
http://s54.yousendit.com/d.aspx?id=2DWF ... 44FFPH60WQ
- tkrausse
Yay! The map looks pretty good, and very nice.
Two small problems - namely, the ground being too dark and the lack of explosion effects for some items(I personally noticed the Techno Union ships and the Republic Destroyable CP(Whatever that is)). Like I said, both are fairly minor, and not a problem.
What may be a problem is the CP differance at the beginning. I don't believe that the AT-TE's count as CPs anymore(they are still spawn points, but not CPs). As a result, the map starts out 6 CPs for CIS, and 2 for Republic. Unfortunately, that means a fairly heavy reinforcement drain at the beginning. Playing Republic, I lost 30 reinforcements that way before I was able to stabilize the CP differance. Not sure how to fix that best, but that may be a problem.
Other than that, great job.
Two small problems - namely, the ground being too dark and the lack of explosion effects for some items(I personally noticed the Techno Union ships and the Republic Destroyable CP(Whatever that is)). Like I said, both are fairly minor, and not a problem.
What may be a problem is the CP differance at the beginning. I don't believe that the AT-TE's count as CPs anymore(they are still spawn points, but not CPs). As a result, the map starts out 6 CPs for CIS, and 2 for Republic. Unfortunately, that means a fairly heavy reinforcement drain at the beginning. Playing Republic, I lost 30 reinforcements that way before I was able to stabilize the CP differance. Not sure how to fix that best, but that may be a problem.
Other than that, great job.
- Darth-Derkie
- Posts: 453
- Joined: Thu Feb 03, 2005 6:32 am
- Location: The Netherlands
[GT]EraOfDesann wrote:Great! Hey can you lighten the ground texture some? It just doesn't fit the Geonosis setting.

Is this bright enough, or should it be a little darker?
Edit:
I think this one is better:

Return to SWBF2 Released Maps & Mods
Who is online
Users browsing this forum: No registered users and 2 guests