(6)Xagobah: 607th Siege

The series of maps created by Xavious that follow the story of the 607th legion.

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(6)Xagobah: 607th Siege

Postby Xavious » Wed Jun 27, 2007 5:18 pm

Storyline: 607th Commandos have intercepted a message with encrypted commands sent toArmonus from a secret Seperatist outpost on Xagobah.

Capturing the outpost's communications center would enable the 607th to trackdown all the major Seperatist leaders, including the mysterious Darth Sidious.

Little does the 607th know what awaits them on the surface of this barren,
fungus-covered planet; Count Dooku himself, with a full army of battle droidsunder his personal command...

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Postby {501st}Commander_Appo » Wed Jun 27, 2007 5:20 pm

Woah, ur making a lot of new maps for the future Darth_Maul, thats pretty awsome gtpwn

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RE: (6)Xagobah: 607th Siege

Postby Taivyx » Wed Jun 27, 2007 5:20 pm

Is this an updated version, or just the same?

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RE: (6)Xagobah: 607th Siege

Postby Xavious » Wed Jun 27, 2007 5:28 pm

The updated version will be posted here when it is finished.

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RE: (6)Xagobah: 607th Siege

Postby Achronos-117 » Wed Jun 27, 2007 8:01 pm

Can you please post the old link?

And I reccomend you add more flora that look "dangerous/poisonous"

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Re: RE: (6)Xagobah: 607th Siege

Postby Xavious » Wed Jun 27, 2007 8:12 pm

Achronos-117 wrote:Can you please post the old link?


Version 1.0 of Xagobah is in Map Pack 2.

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Re: (6)Xagobah: 607th Siege

Postby Eggman » Fri Dec 19, 2008 4:11 pm

I played through it a few times as both the Republic and CIS, and I have to say that it was incredibly fun. Pretty much everything is set up perfectly - unit count, planning, foliage density, etc. The only real bug I found was that the blasters on the AAT were missing their firing sound. Other than that, all you need to do is move a few objects a matter of inches to get rid of some gaps.

Screens of gaps between objects:

Hidden/Spoiler:
I don't really have any way of indicating where in the tunnels the first two shots were taken, so you might need to go hunting them down yourself. I can tell you that one of them was pretty close to the rear entrance to the CIS base, maybe around the third and fourth tunnel pieces in.
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The main entrance to the base has a gap between it and the terrain:
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A small sliver of ground made it past the terrain cutter:
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Another small visual adjustment I would make is with the halos around the sun. The bloom effect doesn't entirely cover them, so the sun looks kind of strange.

Some glamour shots:

Hidden/Spoiler:
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I wish I just had a video recording of the whole time I was playing; there were some really cool moments that just couldn't be captured by screenshots. For example, as I was taking cover behind an AAT as a battledroid, a clone trooper was blasted into the air by an explosion, landed on the bottom platform of the tank, and rolled off. Normally events like that don't look so great in Battlefront because of the lack of any ragdoll effects or anything of that nature, but somehow the animations worked out in this sequence to look incredibly realistic. Situations like this were made even more intense by the fact that I was playing in first-person mode for most of the time.

Anyway, good work. This is already a very polished map, so there's really not much you need to do with it.

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Re: (6)Xagobah: 607th Siege

Postby H_BOMB » Fri Dec 19, 2008 6:37 pm

The map looks great. I like how you touched up the plants in this version with their own colors so that they are a little more unique than stock Felucia plants.

Aside from Eggman's bugs I found two other issues.

1) In the caves, near the command post opposite the hangar, the jumping is kind of glitchy. You do a half jump and it plops you back down really fast. Almost like the height ceiling is really low.

2) Some of those blue tree plants have little glowing white boxes on the corners of the leaves:
Hidden/Spoiler:
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All in all they are pretty minor bugs so don't kill yourself trying to fix them.

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Re: (6)Xagobah: 607th Siege

Postby AlexSecura » Fri Dec 19, 2008 8:01 pm

Like H-Bomb wrote,the Plants in this Version are very beautiful.
I prefered much to fight the Way in Direction to the CP on the little Island behind the hill.
I didnt found any big Errors besides of :
To Jump at the rear Cave CP of the CIS is very glitchy.(H-Bomb found it also.)

Not much to say to this Xagobah Version.You revised it well and its optical more enjoyable than the old One.
Good Work in all your Maps. :thumbs:

Some Screens:
Hidden/Spoiler:
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A Question beside:
You really like the actual, Way to underpowered, Jet-Trooper? Its no Fun to play with this Unit. I normaly prefere to use the Jet Trooper but in this Series he su..s.Sorry that i need to say it.
Besides of this everything in your Series is well thought out.

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Re: (6)Xagobah: 607th Siege

Postby fai222 » Sun Dec 28, 2008 7:44 am

First of all, this is a very good map. I like the placement of the objects etc.
There are very few bugs in this one. Besides what the others found, there are some objets a bit underground in the main REP base. I think you should just double check the objects in that area.
I also think that the REP main base is kind of empty. You might want to put some more objects there to make it look better.
:thumbs:

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Re: (6)Xagobah: 607th Siege

Postby Nova Hawk » Fri Jan 09, 2009 6:13 pm

Hey Xavious, could I have the screenshot you used for the loadsreen? I really liked that one.

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