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BETA TEST: Bast Castle SIEGE

Page: 3 of 5
 monsoontide
03-24-2004, 5:10 PM
#101
OK... the hologram globe of endor now rotates (slowly)! :D
(Just have to try and rework the shader a bit, so I can remove a couple of brushes.)

Having a few problems getting my func_rotating rings to stop when triggered - they just keep going... Any ideas on a solution? Ford Dye at Raven suggested using a script to replace (swap out) the rings with non moving version but I have no idea how to do this.

Added some small lifts in the medical center between the top and lower levels. Not 100% happy with them at the moment so will rework them a bit, but they are there now!

Started setting up all the spawn points, so as the Jedi make progress throughout the level, the Sith spawn points will move to take account of this.

Worked out a couple of smaller errors and just busy working on finalizing a few things here and there.
 ace_rogue1
03-25-2004, 3:36 AM
#102
well those changes sound good mons
the few times that ive been on jka these past weeks i havent found 1 of the 3 servers online or with this map running, which kind of annoys me becuase ive really wanted to help more than what id said b4 i played te map
btw will u be doing a second round of beta testing with the updates?
 [FotF]Maddog
03-25-2004, 3:29 PM
#103
Well I only gotto beta testthemap one time with Pahricida, most of the problems that I noticed were mentoned or fixed already. I would like to give it a Full test with more then one person to offer my suggestions and opinions. If I dont get the chance it was a great opprotunity to beta this map for you. One of the reasons I havent been on much was due to remodeling around the house and waiting for my ALIENWARE to arrive woot woot. So all is well and if I am still needed I will do my best to help out. I live in the USA and live in the EST.
:mad: Dog
 monsoontide
03-25-2004, 7:03 PM
#104
Just been working on some MP scripting and have finally managed to get it so you can trigger the spinning rings and they will come to a stop, allowing you to get the sith_holocron.

Also finally got the shader on the Mon_Mothma hologram to work the way I wanted it and have made the endor_globe hologram shader double sided, eliminating the need for 2 func_brushes which can now be used elsewhere!

Just working on solving the scripting of the switches (In turbo laser tower, fuel pump station) so that they (the switches) animate when you use them. Hope I can get that to work as it will make the map just that little bit more professional.

Then it's mainly a matter of finishing setting up the spawn points and making sure all the messages/locations/trigger work and updating the map/objectives screen/icons to reflect all the new changes.

So expect the final beta hopefully by April 5th/6th :sweating:
 monsoontide
03-29-2004, 6:29 PM
#105
Well, you can't animate md3's in multi-player it would seem, so have remade all the switches and they all now use func_buttons. Effect is much the same.
Basically will be spending this week just trying to finish off all the myriad little bits and pieces that need taking care of - icons, redrawing the objective map, rewriting the siege file, adjusting some of the player classes, fixing this and that, setting the remainder of the spawn points and making certain everything is working alright.
I'm just working on how o make it so the lifts can't be retriggered when activated and how to make it so ALL jedi team members must be in the shuttle to complete the final objective... could be tricky!

So expect the final beta to be ready/available for one week of testing starting next monday (April 6th).

Please let me know if you are still interested...
So far I only have mergatroid as a definite.
 monsoontide
04-02-2004, 12:21 AM
#106
Just Mergatroid?
 ace_rogue1
04-02-2004, 4:09 AM
#107
im interested, just hope i can make the time
it seems the other beta testers were erally only part of this to play a new map early
 Thor_SMC
04-02-2004, 8:02 AM
#108
Maybe the others don't check this thread anymore :confused:

Anyway, as I already mentioned in a PM i sent to monsoontide, I'll help out with a server (10 slots, 82.211.37.50:30005).

Additionally, about 5 or 6 of my clan mates r ready to help testing.

:)
 [ONE]Mushroom
04-02-2004, 1:43 PM
#109
I can still have beta sessions hosted on the -ONE- clanserver, and I can still test.

195.149.21.245:28070

It seems like you've changed quite a bit - I look forward to seeing what you have done.

Will it still be possible for Sith to camp at the top of the lifts and drop explosives on the heads of the poor Jedi?
 monsoontide
04-02-2004, 3:12 PM
#110
Thanks guys...
Hopefully I'll have fixed some of those problems with players camping out - some will probably remain though. Though there won't be any explosives this time out.
Also I've fixed all the spawn points, so there are now at least three progression points for the Jedi team and as objectives are activated (ie. you open the door to them or whatever) Sith spawn points are activated near the objective/s and turned off again when the objective/s is completes, thus keeping the Sith close to the action should they die.

I'll put a list of changes with the release.
 Thor_SMC
04-05-2004, 5:27 PM
#111
sounds good :)

any news on when the testing starts? :confused: (no, i dont wanna hurry you - just asking :p)
 monsoontide
04-05-2004, 6:36 PM
#112
Wow! I feel like a real software development house, as I can now officially state, A DELAY! ;)
Til tomorrow, as although the map is now compiled, there are a number of small things to tidy up tonight (Mainly to do with the map/objective screen) - just updating everything to match the changes.
It WILL be ready tomorrow though.
 TIE-pilot
04-05-2004, 6:55 PM
#113
WOOHOOOO!!!
can't wait 4 it!!! *wants download*
every new siege map sounds good and i like that mal
 [FotF]Maddog
04-05-2004, 10:05 PM
#114
I am in as a beta tester, just hope we can get atleast 8 players so we can run a full test.
:mad: Dog
 monsoontide
04-07-2004, 5:33 PM
#115
I've redone the bot-routing to take into account the changes. I've tested it to make sure it all works and it's ready for upload as soon as I can return to work (& hi-speed connection).
Had to take some unplanned time of work to deal with some unexpected stuff. Sorry for the continuing delay. Hopefully by Friday this should be ready.

I guess I can upload it to the same places as before????
 Thor_SMC
04-07-2004, 5:38 PM
#116
I don't think that this will be much of a problem, dog. In the evenings (GMT) there are usually at least 4-5 SMC members online :)


EDIT: monsoon, in case you need webspace to upload it to, i could maybe help out - how big is the file?
 monsoontide
04-12-2004, 9:05 PM
#117
Communication Room:
Fixed the shader on the Mon Mothma hologram > Hologram now only appears when triggered.
Observation Deck: No changes
Conference Room:
Slight change to desk and chair positioning to allow you to walk between wall and chair/desk.
Map Room:
Fixed shader on holographic globe. > Globe now rotates. > Lift down to laboratory now has blue edging.
Laboratory:
Major structural changes & layout redesign > Moved spinning rings here. > Rings are now scripted to spin/stop spinning. > Sith Holocron objective now STARTS in this room.
Meditation Chamber:
No changes
Power Nodes:
Objective changed. Instead of pressing four buttons, you now have to destroy the nodes – thus making it easier to keep track of which ones have been done. > Also added ladders and cushion brushes on both sides of power node “fins.”
Medical:
Added some more misc items. > Added 4 small lifts between lower and upper levels.
Power Core:
Major structural changes. > Removed electrified floor. > Removed switch for bridge and fuel pipe. > Moved Switches for Meditation Chamber and Turbo Laser Tower.
Turbo Laser Tower:
Fixed one of the ramps. > Added some piping. > Made objective into working switch. > Removed some weapons.
Main Shaft:
Removed ramps to Sith landing pad. > Fixed door messages.
Trophy Hall:
Changed top gantry, so instead of being broken, it is now the entry/exit to the Sith landing pad. > Main door now has to be “activated” before it can be used or force pushed open.
Hanger/Workshop:
Added grates in ceiling that Jedi must enter through. > Doors in hanger will not work until electrical cable in workshop has been severed. > Flame burst from pod racer engine now does considerable damage.
Cells/Interrogation:
Interrogation Door will not open until electric cable in hanger workshop cut.
Lava Well:
Lava will not drain until Sith Holocron has been obtained. > You cannot jump down lava well without dying, until lava completely drained and lift active. > Rocks at base of well removed and replaced with piping and gantry. > Fuel pipe switch has been moved to end of this gantry. > Breakable rock wall removed.
Sith Chamber:
Redesigned a bit. > Large rock must be force pushed to reveal fire pit. > Sith Holocron must be destroyed in fire-pit.
Pumping Station:
Objective switch is now a working switch.
Fuel Pipes:
The emergency switch to extend the bridge is now located half-way up the pipes. > You can now jump from the bridge switch back to the main castle cliff face and make your way back along the ledges to the cell block.

GENERAL CHANGES:
> Lifts all at 100 speed and move in a linear manner. > Retrigger times extended.
> Small “switches” added to all down lifts.
> Spawn point progression for both Jedi & Sith teams.
 monsoontide
04-12-2004, 9:09 PM
#118
Sorry for the week long delay. :( Family illness - had to take a week of work to deal with it.
Will be uploading tomorrow! NO! REALLY! :D
 Thor_SMC
04-13-2004, 7:47 PM
#119
those changes look good - waiting in anticipation :)
 monsoontide
04-14-2004, 12:11 AM
#120
Still things to tidy up in the map - most notably the map and icons + a few rocks and things that are compiling with "see-through" faces on them.

Please post ALL feedback in this thread please.
I REALLY NEED the feedback so I can fix any/all remaining problems.

Please alert me ASAP if this is not the updated map! (I can't check it from work)

Download it from here (BIG thanks to Andy867 for hosting this - Still!!!)
SIEGE - BastCastle - Beta #2 (http://videostrategy.jediknight.net/comic/video/siege_bastcastle_beta2.zip)

As this is a SIEGE map it needs to be played by as many people at one time as possible. If you can host it on you server, please post ISP address of server AND times your server will host the map (in GMT please) right here in this thread.

THIS IS NOT the final version of the map. (Final is next release!)

:sweating:
 Thor_SMC
04-14-2004, 8:25 AM
#121
downloaded and tried to run it but I keep getting this error:

Unexpected EOF while looking for group 'DarkJedi'

I extracted all files included in the .zip package to the gamedate\base folder.



EDIT: as long as the bastcastle.pk3 is in the gamedata\base folder, I also get this error when trying to start any other siege map (e.g. Korriban Valley).

EDIT2: ok, I've found the problem. the error was obviously being caused by the beta of BDC's Yavin Siege Map - removed this file and now everything works :)
 Thor_SMC
04-14-2004, 12:57 PM
#122
I've uploaded the map to one of our servers.

name: SMC Homestead (^4SMC Homestead ^7::^1 Beta Test)
IP: 82.211.37.50:30005
running bastcastle 24/7 :)


EDIT: 2 small mistakes i found:
- the class description of the Sith Inferno says that he has trip mines (instead of detonation packs)
- the bots keep running against the rock in the prison area (but i doubt that this is fixable)
 monsoontide
04-14-2004, 2:34 PM
#123
Yeah... Bots aren't really supposed to be used in SIEGE games. I put them in so that it's easier to test by yourself.

Glad you managed to get it working!

Still lots of "little" stuff like the character descriptions to tweak :rolleyes:

Have fun... WIll try and join in for a bit.
 [FotF]Maddog
04-14-2004, 9:02 PM
#124
As much as I want to be a part of the beta I dont think that I can its going to take well over 2 and a half hours to download and i have cable connection. Any reason why its taking so long?
 monsoontide
04-14-2004, 9:07 PM
#125
Erm... Downloaded fine for me in about 10 mins. when I tested it.
If someone else wants to host the .zip file that would be cool.
I tried to upload to Mongo's site as well, but it seems to be all changed - clicking on his download link now goes to some wierd icon sales site!
 [FotF]Maddog
04-14-2004, 11:20 PM
#126
NM i got it it took 36mins dunno why though
 monsoontide
04-14-2004, 11:25 PM
#127
Great!
Let me know if you have any trouble getting it to work.
 TIE-pilot
04-15-2004, 1:47 PM
#128
can you tell me how to get into the comando central for the fuel pipeline?

i tryed it over 2 houers and i fond no way...
 monsoontide
04-15-2004, 2:39 PM
#129
My appologies, I haven't updated the map/objective screen properly yet!

You Need To Complete The Objectives In Roughly This Order

After breaking out of the prison cells and making your way into the hanger by breaking one of the three grates, proceed to the lowest level and sever the electrical pipe to open the doors.
Proceed up the elevators and take the ramps to the top level of the main shaft where you will find two control panels.
One opens the door to the turbo laser tower and the other opens the door to the mediation chamber.
You can complete these objectives in any order, but it's probably best to do the turbo laser first.
Go back down the ramps two levels and proceed (quickly) across the bridge into the turbo laser tower. Go up the ramps and turn of the switch which will deactivate the turbo laser towers.
Back inside the castle proceed to the medical center and find the red door. Take the lift up into the meditation chamber and download Vader's data. You can then proceed to the very top room of the tower to send the transmission (by standing on the small pad in the center of the room).
Along the way, jump out the windows (In the room above the medical center) and destroy each of the four power nodes (spikes) This will cut off the power in the labratory allowing you to enter without being hurt.
Go up to the map room and then take the lift with the blue door frame to get to the laboratory.
If you have shut off the power, you can then pick up the Sith Holocron (Pyramid shaped thingy). While carrying it your force powers will regenerate VERY slowly.

PICKING UP THE HOLOCRON CAUSES THE LAVA IN THE MAIN SHAFT TO DRAIN.
Return to the hanger and out the lowest door. At the small panel, you can call the lift down to the catacombs. Jump across the lava and on to the gantry. At the end of the gantry you will find the switch to extend the fuel pipe.
Also down here you will find the secret Sith chamber. Force push the rock and then run (quickly) through the flames to destroy the holocron.
Return to the gantry and follow it outside and then take the narrow ledge around the side of the cliff to the now extended fuel pipe.
Running across the pipe allows access to the pumping station. Flip the switch there to complete the objective!!!
Jump out the small window and climb the pipes (Carefully) to reach the switch that opens the main gate and extends the bridge.
Make you way to the shuttle and go to the door leading to the cockpit to complete the last objective (All other objectives must be completed first)

Seems a bit complicated :rolleyes: but once you practice it a couple of times it's really straight forward and can be completed fairly quickly (Without opposition)
 TIE-pilot
04-15-2004, 7:18 PM
#130
thx!! but can you make the characters a bit slower please?
the chars are a bit too fast

EDIT: and change plz the spawnpoints of the 5th objective. the way is pretty unfair... it too long
 monsoontide
04-16-2004, 7:29 PM
#131
Which ones are those?
 Thor_SMC
04-16-2004, 9:26 PM
#132
i guess he means the spawn point at the lava well - when you activate the lift, the spawn point advances and if the holocron is returned you have to make all the way up to the lab.

I'm gonna add what we have found so far tomorrow :)
 monsoontide
04-16-2004, 11:47 PM
#133
Yes the whole spawn point thing gets comlicated very quickly, since this level is not a strictly linear progression! Will look into it though.
 TIE-pilot
04-17-2004, 9:00 AM
#134
and remove the detonation pack for the defenders plz... the defender do sth like this:


guy
|l|
|i|
|f|
|t|
| |
| |
| |
me + a deto from the guy|
= boom me dead and ipossible to get up


i hope you understand this
 Thor_SMC
04-17-2004, 7:57 PM
#135
ok, this what we have found so far (just quoting what has been posted at our forum):

Technical Issues (no particular order):
- Occasionally (only found it with luke and mara) after respawning the character looks like he/she is holding a double saber whereas he/she only has a single.

- There is a texture error on a rock outcrop on the wall where the blue grills are allowing acces to hangar. it is a see-through patch (on right side of rock outcrop).

- Texture error on rock outsrop near the large door where bridge extends from (i think) opposite the shuttle.

- Around the main building there are alot of little line texture errors, (show up little yellow lines) on the rock outcrops in general.

- The lava streams falling into the lava fall are 2d - look very odd

- In the room at the bottom of the shuttle tower, there are lots of small line gaps between the pannels of the room (walls).

- Sharp edges in lava cud be made to look better with rock outcrops.

- Lava flow from pipes starts abruptly - doesnt flow from the back of pipe.

- In the hangar room (with naboo ship) the light panels that go round room show partial light in the corners where a light is just beginning.

- In some places there are no lift buttons and they r not used for lift - u just use lift by hitting use in lift - is this meant to be the case?

- When an objective is completed the square by the objectives in the Objective Menu are not crossed. Also, if you click on some objectives, the icons on the mini-map vanish, only leaving a red square.

- The lifts are very unclear and it is easy to get lost. (maybe numbering or more usage of color codin like e.g. at the lift down to the lab)

- The frame around lift entrances looks very blocky and doesnt fit well with the rest of the great texturing.

- Some of the respawnin palces seem very difficult to leave from - i.e the lava room, and some spawn points seem very far from where u need to go.

- at one of the spawn points (in the "infirmary", below meditation chamber) it is possible that you respawn between two of the "beds". you are then stuck and cant move.

- Texture error on pipe near the button to extend the bridge.

- the Noghri can see his team mates health and ammo bars although he cannot heal or recharge them

- Falling into the lava sounded like falling into water and when died in it looked like water from underneath (blue).

- When fell into lava - u landed on it and stood on it - u didnt fall in/get sucked into it - no sinking in lava. Looked weird.

- Guardrails on the refueling gangways may be useful as very easy to fall off.

- In other palces as well guardrails may be useful to prevent so may accidental deaths.

- There are rails missing from the outside of the communication tower, where they should be.

- When enabling a lift the sound of Force Healing seems to occur - guess that is intended, though.

- Level 3 lighting that is meant to be present with Alora looks as if it is only level 2.

- Ladders to power nodes dont act as laders - are they meant to? - Which means that the power nodes are only accessible by characters with level 3 jump. this can be very annoying sometimes.

- The is a very high fall death - ie - in some places u can just jump off somewhere to reach a target that may be accessible and the fall scene cuts in (e.g. at the fuel area). So dont have to fall down far to die. Seemed odd although i guess it's intended.

- Lift in the lava pit room overlaps with the floor it goes up to - if u are under the part where it hits the floor goin up - it bounces off and goes back down to lava - u do not get hurt.

- The power nodes and the power supply for the doors in the hangar cannot be destroyed by demo charges - seems a bit odd. the power supply is also very difficult to hit as it is rather small.

- Some small typos etc at the character descriptions (Sith Slicer, Sith Inferno).

- There is a second way to get into the castle without having to go through the hangar - don't know whether this is intended. If it is, completing the map can become extremely difficult / impossible if you used that 2nd way, didn't open the hangar doors and lose the holocron. You respawn at the lava well and the hangar doors are still locked - u can't get back up to the lab. The only way to get around this is a quite tricky jump from the bridge extending switch and then going back to the hangar.

Gameplay Issues:
1: Definitely the lifts. it takes very long to get up with the long lifts at the bottom of the tower. Also, only one person at a time can use a lift - the others have to stand around and wait Additionally, the lifts allow for some sort of laming because of the way JKA interprets lift behaviour - if you jump on someone's head while he is using a lift, he'll die slowly. All weapon classes (noghri etc) have an easy time camping at the lifts and shooting down the lifts at upcoming attackers. Even jedi (especially those with double sabers can camp the lift entrances and do a kata when an attacker is coming up - the attacker cannot evade.

Especially from the red room to the globe room, from the conference room to the communication room and from the lab to the globe room there is only ONE lift. It allows the defenders to hold those lifts indefinitely with 1 demo and 1 tech (as tie-pilot mentioned in the post above), throwing down demo charges.

2: The spawn point for the attackers after the holocron has been grabbed is right down in the lava pit. So if the holocron is dropped (which is fairly likely) then the attackers face a marathon to get back up to the lab, literally around 10 lifts.

Possible solution:
Add a high-speed express lift from the lava pit up to somewhere near the lab. This lift could be activated at the same time as the lava is drained and the other lift activates.

3:The spawn point behaviour for the defenders seems a bit erratic. When the lava well has been drained but the holocron objective has not yet been completed, it is possible to spawn in 3 different places: at the fuel area, at the lava area or at the lab. Somewhat annoying when you try to defend the lab and have to go all the way from the fuel station up to the lab.

Still the map is very good and well designed. The ideas are great and alot of the textures and objects are very cool -for example - the spining object in the labotory, the main object in the room wнth blue force field, etc.

Sorry for putting up such a long list :rolleyes:
 monsoontide
04-18-2004, 12:35 AM
#136
No, that's great help.
Yes, the lifts are a bit of a pain. I'm quite sure what to do about them, since making them bigger would take a considerable amount of time.
Perhaps if I can put a top or roof/lid on the lift, or doors at top and bottom that only open when the lifts are there.
I'll have to think on it. I only have a few func_brushes left though. :(

Am going to have to re-evaluate the way the spawn points works. As I said it's quite complicated since it's non_linear.

What is the other way into the castle?
I can't have it that you can get without going through the hanger! :eek:

I can't figure out the thing with the map icons. I've made them as they're supposed to be and they're set up in the siege file properly but they still don't work :(

The railing on the viewing platform is supposed to be broken - originally there were func_breakables there but I needed them elsewhere.

The lift buttons are for decoration and only at the top of lift shafts. (Since when you use a lift to go up, you are already inside it)

I have yet to find a suitable replacement sound for the lift trigger/button active sound but its on the to do list.

ALora's lightning should be three - plus she can also do double handed lightning if you put her saber away.

Any further feedback/suggestions would be great from everyone!

Many thanks! :D
 Thor_SMC
04-18-2004, 2:57 AM
#137
The 2nd way into the castle (works with all attackers who have jump 3):

[removed pic]

You jump from "1" to "2", then to "3". Then u only have to slice the door at the sith shuttle and you are in :)



some small things i forgot to quote:
- The doors at the trophy room have to be sliced each time you want to use them. also, when you have press the use button a bit longer when slicing, it seems like you start slicing again. Maybe the attackers should only have to slice them once and the door opens automatically whenever an attacker is approaching it (e.g. like the infirmary door at Raven's Hoth map).

- Maybe you should issue a message for the attackers when the data has been retrieved from the meditation chamber (and maybe for the defenders as well, don't remember whether they get a message). It happened quite a few times that attackers/defenders ran up to the meditation chamber because they didn't know that the data had already been retrieved.

- Another objective screen issue :( The "Done" label only seems to appear on the attackers side (not on both, like at the standard maps).

- The lifts in the "infirmary" seem to start when you walk on them while all other lifts require you to hit use.



some suggestions (by Earendil_SMC):
- Maybe using wide, fast grav chutes instead of the lifts.

- Somehow adding alternative routes, especially at the top area (transmitter, lab, map room)... if the lab had windows you could probably get to it from the power nodes.
 TIE-pilot
04-18-2004, 9:12 AM
#138
-and a texture error at the "saber" of darth maul
 [ONE]Mushroom
04-18-2004, 10:43 AM
#139
Perhaps you should consider using teleporters instead of lifts? Enter bottom, get teleported to top.

I dislike teleporters in JA, but in this case it would prevent Sith camping (no warning before Jedi appear), it would be much quicker, and don't need to worry about falling to death onto rapidly descending lift.

With teleporters only going straight up or straight down, the radar won't be confused too much.
 Thor_SMC
04-18-2004, 12:28 PM
#140
Just want to notify you that we will need the server for something else tonight from 17:30 till probably 22:00 or 23:00 GMT.

When we are finished, i will of course switch the server back :)
 TIE-pilot
04-18-2004, 4:32 PM
#141
phew thank you,! i thought the server is away 4 erver ;)

@ monsoontie: great map. i love it. do you know a releasedate for the final? a day? a week? a month? a year? two years? i hope it takes not soo long.

P.S. my name in game is Dark Fox|MT i think you know me Thor or not... i dont know
 Thor_SMC
04-18-2004, 8:00 PM
#142
The server is back to beta testing :)

i remember that we met a couple of times on our Battlegrounds server and also once on Homestead, tie :)
 monsoontide
04-19-2004, 1:57 AM
#143
unlikely as it is (since I always seem to be on by myself) you may see me as Sevis
 Noxrepere
04-19-2004, 6:55 AM
#144
Okay, I've noticed a few little things’ here and there while testing it. Some may be the same as posted above but I thought I'd still mention any just to be sure. :) Also, I only could only test it by myself so they are mostly technical issues rather than game play.

(Oh, and sorry about the darkness on the screenshots. I turned the brightness up all the way in-game and the screenshots still came out dark. Now that I think about it I was trying the map in a separate folder like it was a mod and I changed the brightness from there, so maybe it was using the brightness from the base folder? Hopefully you'll still recognize the locations. :))

Well, any way’s here they are:

Shot I (http://img8.imageshack.us/my.php?loc=img8&image=shot01.JPG)

Shot I is just a missing texture, and you can see inside the castle.

Shot II (http://img8.imageshack.us/my.php?loc=img8&image=shot02.JPG)
Shot III (http://img8.imageshack.us/my.php?loc=img8&image=shot03.JPG)

Shots II and III are the same place. Similar missing texture about 50 feet from the other one.

Shot IV (http://img8.imageshack.us/my.php?loc=img8&image=shot04.JPG)

Shot IV is just being able to see through the area between the pipe and the bracket.

Shot V (http://img8.imageshack.us/my.php?loc=img8&image=shot05.JPG)

Shot V is being able to see through a crack there. Facing the trophy hall from the escape ship, it's on the left I believe.

Shot VI (http://img8.imageshack.us/my.php?loc=img8&image=shot06.JPG)

Shot VI is just the caps on the Noghri. I can't remember if that's one of the models that the caps are messed up by default or not, but I didn't see anything in you pk3 that looked like it's conflicting with the original file or anything. Any way’s if it's Raven's mistake nothing short of reweighting it and fixing the caps would help.

Shot VII (http://img8.imageshack.us/my.php?loc=img8&image=shot07.JPG)

Shot VII shows Luke's hand in the jar, and his wrist is missing the texture at the cap.


A few other's without pictures:

-Not really a bug, but maybe you should mention in the readme with the release that the lifts are activated by the use key. It's not hard to figure out, but I've seen people ask about lifts that don't move automatically. :)

-The door at the torture room doesn't have a texture assigned to the bottom. Maybe it's caulked. Not a big deal or anything since it's hardly noticeable, but still.

-With Team Overlay on the location title for "Fuel pipe control" doesn't have capitals on the last two words.

-I know you mentioned that you're still working out the menu stuff, but just to mention it: several of the objective descriptions need spaces between some of the words. (Unless you need to save space so they had to be shortened.)

-The order of the objectives should probably be changed around a little bit. I know that for the most part they can be done in many different orders, but, for example, the button to extend the fuel pipe can't be used until the Sith Holocron has been retrieved and the lava drained. That objective should probably be moved down to at least after the Sith Holocron.



Also, to mention a few things about problems posted above:

I see where the lifts can be a problem with camping and lids for those would definitely help if they can be afforded. Maybe, giving the Jedi "Force Protect" could help minimize the damage they can receive while riding the lifts. I'm not sure how much that would help, but it's just a possibility.

The idea of putting doors on some lifts that only open when the lift is there is a good idea as well. That could be reserved for the lifts at real bottle neck areas like the lab, and meditation chamber where there is only one way in and out. Other lifts should be left without doors, because I like jumping down the lift and grabbing the wall before I hit the bottom. (That's the fast way down.) ;)

Also maybe the speed of the really long lifts could be sped up so that there's less time to be defenseless. Especially since you use the lifts from the inside speeding some of them up shouldn't be a problem as far as missing the lift and waiting for it to return. The speed on the smaller lifts should stay as is.

I really prefer lifts as opposed to teleporters and air shafts. With teleporters it's real easy to teleport, get disoriented and then get killed by someone waiting near the reentry point. With lifts at least you know where you're going the whole way there, if that makes sense. Gravity tunnels might pose a problem since then it would be harder to get down. Having some gravity tunnels that shoot up and some that are prepared to catch you on the way down, increases the number of bottle neck areas since it would decrease the number of ways to get up.

Maybe adding some lifts that run on the outside of the castle would help. (Again, if they can be afforded.) It would increase the number of ways up, which alleviates more bottlenecks and causes the defense to either spread themselves thin or group up closer to the objectives, which would make it easier to have a clean fight rather than the lame camping stuff. If you try to conserve brushes, making simple rails for outdoor lifts would be cheaper than fully enclosed ones. Railing would be necessary, because otherwise it would be really easy to fall off, or get shot off.

If you added lifts on the outside that could also help alleviate the need for roofs on the lifts on the inside, again because the defenders would have to spread out more to cover every lift. Then you could use func brushes you would have used for roofs to make entirely new lifts. I say add them to outside since it creates a larger area for the defenders to cover and it takes them longer to get from the top of one lift to the top of another.

As far as only one person being able to ride a lift at a time: for the main areas, there are still multiple lifts that go up and down so more than one can be ridden at once. That also forces the defenders to spread out rather than just concentrate on one lift. Without playing with people it's hard to tell how much of a problem that really is.

The lifts did seem confusing at first, but one or two play-through's by myself and I knew where everything was and how to get there. The really important lifts are color coded and that's nice. I don't really see a need however to color code them all.

I liked Thor_SMC's idea about an "express lift from the lava pit up near the lab. It probably shouldn't go straight to the lab, but the neat its whereabouts’. You don't want to make it too easy to retrieve if it gets dropped on the first attempt down. Maybe make it so that it can be ridden up but not down. Like, when you get out of the lift a door closes and it goes back down. I suppose teammates may be able to hold the lift for each other though so that might not work.

If the number of brushes isn't too high, putting "rock looking" brushes near where the lava around meets the skybox would help the lava look less blocky and more realistic. They probably wouldn't need to be too detailed since it's so far away most of the time.

Maybe the pipes you walk on near the refueling station could be made a little wider. Guard rails were mentioned, but they would be increasing the brush count. If they were just a little wider, it might make it just a little bit more manageable without to much extra work. I didn't find navigating the pipes all that difficult, but I only had one bot shooting at me as well.:)

Well, that's all for now. I really love this map. It was a lot of fun going through it and I was by myself. I had more fun figuring this out than I did playing Raven's siege levels by myself. (I know that sounds pathetic. :P The architecture looks great, and each area seems to have its own distinct feel. It's come a long way since its Jedi Outcast counterpart. I'm really glad you decided to convert it to Siege even though it's definitely a lot of work. I like the loading screen as well. Cool little touch.

Great Job monsoontide! (Wow that was a long post. :p)
 monsoontide
04-22-2004, 4:58 AM
#145
Thanks for the great feedback guys.

This forums been down and I've been busy getting my Durge player model ready for release, so haven't YET had a chance to get back to the map, but hope to some time this weekend.
Will take into account all the issues everyone has and try to devise a way to solve/work around them. (It's mainly those lifts!)

Thanks again.
 Thor_SMC
04-22-2004, 2:13 PM
#146
No problem :)

If you are heading for another week of beta testing after you have made the changes, we will be glad to help you out ;)

Anyway, for now i will switch our server back to Duel/FFA - just tell me if/when you need it again :)
 TIE-pilot
04-30-2004, 1:32 PM
#147
any news?
 monsoontide
04-30-2004, 2:37 PM
#148
No.
 mergatroid
04-30-2004, 3:19 PM
#149
Sorry, I've been caught up with the Levelsource contes lately.
 [GT]SkylandeR«e
05-03-2004, 1:34 PM
#150
There is a big problem with your map :confused:.
We tested the unexpected EOF thing (what Thor SMC said).
We of the eGamer-Crew found out, that your map isn't compatible with any other downloaded Siege map, just siege_destroyer works with it.
Warehouse, eternal Lair and the Yavin map are causing errors, you can not play any longer Siege maps. But this error is just coming with your beta map, when it is installed in the base folder :rolleyes:.
Better you find out where the problem is or many people won't be able to play this map...
greetz
#eGamer-Crew|SkylandeR
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