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BETA TEST: Bast Castle SIEGE

Page: 4 of 5
 Thor_SMC
05-03-2004, 9:29 PM
#151
Originally posted by [GT]SkylandeR«e
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
It's the Yavin map that causes the error - Bast Castle is compatible with all of the other maps you have mentioned.

At the moment, I have Eternal Lair, Warehouse Raid, Destroyer and Bast Castle installed - all work fine. They only cease to work if the Yavin map and Bast Castle are installed at the same time.

It could be either of those 2 maps which causes the error.
 [GT]SkylandeR«e
05-04-2004, 10:00 AM
#152
I'm pretty sure that bthere is a problem with siege_bastcastle, too, because two of our member which had warehouse in there folder and don't have the Yavin beta, had the error until they have removed those other siege maps.
So there must be anywhere a bug or do you want to tell me it belongs to the warehouse map ;) (can't be because your game works with it :P).
 monsoontide
05-04-2004, 3:29 PM
#153
Any ideas on what this error means?

EOF = End Of Field????

It'll be something to do with the SIEGE classes/teams which are a pian to set up 'cos if you put a foot out of place the whole fekin game fails to load.
 Thor_SMC
05-05-2004, 7:17 AM
#154
Afaik EOF means "End Of File". It's very likely that this has got something to do with the siege classes file - the group that is specified in the error message varies though, it isn't always the same group (e.g. not always "DarkJedi").

Strangely enough, i got the very same error yesterday when i tried to run the Movie Battles 2 Beta - and this although i had both Bast Castle and Yavin uninstalled. Only after I uninstalled Warehouse Raid and Eternal Lair as well I could get the Mod to work...

Strange error if u ask me :confused:
 TIE-pilot
05-05-2004, 10:22 AM
#155
ethernal lair of suess and Warehouse raid SuXXXX... but... a YAVIN SIEGE MAP?!?!?! where can i download it?
And, in monsoontides map ISNT't a error. its the yavin map i think, because i got the following maps: Siege_destroyer, siege_destroyer2, siege_hoth, siege_korriban, siege_desert.
the map works fine, and the warehouse map and ethernam lair suxxіііі

but a yavin map... where can i donwload it?
 [GT]SkylandeR«e
05-05-2004, 12:45 PM
#156
TIE-pilot, i think you missunderstood something... It seems to be a general error, but atm we don't knwo what it causes..
Thor that is very strange because we have Movie Battles 2. It seems that there is a connection between Warehouse, MB2 and BastCastle.. But we could play MB2 when we had Warehouse, but at this time we hadn't BastCastle.. So i think we should test this: MB2 and BastCastle in the game, MB2 and Warehouse in the game. We had our error, when we had Warehouse, BastCastle AND MB2 in our game. You had the error with Warehouse and MB2, we not.. anywhere must be a connection between those maps..
very strange :S a confusing post^^
 TIE-pilot
05-05-2004, 1:06 PM
#157
what the hell is MB2?!?
 monsoontide
05-05-2004, 4:47 PM
#158
I'll ask Ford Dye over at levelforge if he can find out what's causing the error.
He can usually get a fairly good answer fromthe Raven guys within a couple of days.
 razorace
05-05-2004, 11:31 PM
#159
Originally posted by monsoontide
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.

Actually, I'm currently developing a bot that can play seige maps (and actually complete them) for OJP. I've currently gotten them set up so they can successfully destroy/defend the first valley gate on korriban.

If you're interested in having me add bot support to the objectives in your map, please contact me.
 Kurgan
05-10-2004, 8:52 AM
#160
I hope none of this will be taken the wrong way, and obviously the map is far enough along that everything I suggest can't be done, but still.

Here's my comments after trying the map out with a friend.

1) The orange goo kills you instantly (fun for pushing people into it I guess), even if your foot touches the outer edge of the pool in that large room with the multiple levels. Either there shouldn't be a "spill over" so that it's level with the floor or else it should do less damage at the edges.

2) The corridors and walkways are so narrow (often without railings. So the fast Jedi character ("Jaden") often falls off unless she's walking. Is the extra movement speed really needed? I would think that 1.30 would be fast enough. It just adds to the frustration factor of the map.

I can imagine the way to defend this map is simply to push people all day long off ledges. This is especially bad for the Jump puzzles.

3) The elevators are going to be a major liability. Elevators shafts are notoriously easy to defend (drop any explosive into it as somebody is going through or place it in the shaft or on the top or bottom and you can hold it). Bots also tend to dislike any sort of lifts, so I don't envy you working those out either. Perhaps some other way to make it to the top... gusts of wind that lift the player, teleporters, a big platform that lifts up? (rather than a cramped shaft for one person) or a faster lift?

4) Hacking. Anyone can hack, so what's the point of having a Tech if this ability is for everyone? I can see you made the Tech a healer on the Jedi side, but still...

5) Team colors. In Siege the "natural" way it's done is to have RED be offense (attacking) and BLUE be defense (defending).

Instead you made the Red be defense and the Blue be offense. Maybe you wanted to go with the CTF colors from JK2, but the thing is, 2 out of the three Siege maps in JA have blue Imperials and Red rebels.

Some people might want to argue that JK2 had it right first, but remember that outside of these two games, the "Imperial Symbol" is usually blue, vs. the "Rebellion Symbol" is usually red, indeed if either of them are color coded (instead of being black, white, or gray)

Or maybe you thought that because the "bad guy skins" are all red, that this meant their team should be the red one. Again, in CTF you'll see that these skins all have a "blue" variant as well as a red one, so this shouldn't be a problem if you wanted to color code them. It just throws things off too much to have Blue suddenly be offense and Red suddenly be defense for Siege players (especially when you need a walkthrough guide to figure out how to go about the objectives which aren't obvious).

6) Class descriptions need to be revised. Many of the descriptions aren't accurate. For example you describe one class as having Trip Mines (when he really has Det packs) or you say that Jan Ors has no Force Powers when she clearly has Jump. I figure you probably revised the classes before you revised the text (even Raven slipped up there once in awhile in JA) but still, it just would make it a bit more polished if you revised those to reflect the current state of each class.

I found myself thinking the map had too many elevators (I guess in a tower that makes sense, but then where is the BIG elevator that goes straight to the top with a stop on each floor?), too many puzzles (instead of objectives) that felt more at home in a SP map than Siege. How are people expected to defend these?

I imagine the defense simply wandering around the map with sabers drawn, killing whomever they find or just camping a position and pushing people all day. Meanwhile the Defense play the map hunting through the puzzles in random order. Maybe I'm wrong.

That said I just want to say my criticism is meant to be constructive. I like many parts of the map like the shuttle interior you can walk through and the "castle" with its tall tower. Many nice touches in the map itself like the torture chamber and the conference room. The hologram of Mon Mothma is SCAAARY!!

Overall, very beautiful map (except for the orange "block" of goo and the cracked lava texture when you zoom out in spectator mode on the outside, but then again, most Siege maps look ugly and bad when you zoom out, since you're not normally supposed to do that!), I can see it getting many awards for the eye candy.

But overall it feels less like Siege and more like a Single Player map, being played in MP mode. It's too dark, too maze-like, and the objectives feel more like SP style puzzles. Jump puzzles, lots of long elevators (guess the right one!) and that tiny tiny pipe you have to find and then destroy (the health bar for it is so easy to miss).

Finally, this map takes a LONG time to load on my 2 ghz processor w/ 256 mb ram and over 100 gigs free disk space. It even loads long when I reload the same map. I know the map is detailed, but it's still something of a pain.

So with some work this could really be a good Siege map, even though I don't think I agree with the design philosophy. It's your map. The community needs more playable working Siege maps!

Good luck.

PS: Those two ships in the hangar.. once destroyed they don't seem to ever come back. Was that intentional? Or maybe I'm missing their true purpose...
 razorace
05-10-2004, 11:41 PM
#161
I ran into a trigger_print fatal error when I attacked the loose panel in the prison area. It sounds like you don't have a debounce timer on that trigger.
 monsoontide
05-10-2004, 11:49 PM
#162
??????? Loose panel prison area?
Can you post a pic or be more specific?

Also - the main problem as far as bot routing the level goes is the lifts/elevators.
 razorace
05-11-2004, 2:12 PM
#163
It was the back wall on the second or third floor of the prison sector.

Secondly, my TAB bots can handle elevators fairly well, and I could make them work for your siege map fairly easily. Is it a push button thing or do they just have to wait for the elevator?
 monsoontide
05-11-2004, 9:37 PM
#164
The elevators are all push button.
 razorace
05-12-2004, 3:32 PM
#165
That should be no problem then. :)
 monsoontide
05-25-2004, 3:26 PM
#166
In order to take care of some of the major problems, (Most notably the lifts), I'm working on a more comprehensive redesign to allow for larger lifts that should be able to hold up to 4 people.
Reworking the objective flow a bit more as well.

While the feedback has been pretty positive, I really thought a rethink of much of the design was in order.

To this end, the Jedi team will not find itself starting locked in the prison as before, but this time the prison will be at the TOP of the tower.

Most of the rooms will stay as before with a slight change in order.

The guard/torture room will now be under the prison chamber.

Some of the objectives will be changed/altered.

Redundant areas such as the hanger & entry hall are being removed/reworked.

I will post screenshots wen I've done a bit more work.
This should be the final release version with a post release update planned to take care of any unforseen problems.
 Thor_SMC
05-26-2004, 8:21 AM
#167
glad to hear you are still working on it, monsoontide :)
 monsoontide
05-27-2004, 12:45 AM
#168
Here's something interesting!

Remember the turbo laser towers you have to deactivate as one of the objectives?

Remeber the hanger full of ships you couldn't fly anywhere?

Well, now you can! And to complete the turbo laser objective, you will need to fly one of the fighters around the castle and attempt to blow up the 8 turbo Laser cannons!

:naboo: :tie: :x-wing:


Objectives will now be completed in a 90% Linear fashion to eliminate confusion, starting at the top of the castle and moving down.
 Neo_Knight
05-27-2004, 4:32 AM
#169
d00d, did you updated the anakinjsf with the 1.1 version i've just released ?
 Thor_SMC
05-27-2004, 7:22 AM
#170
Originally posted by monsoontide
Here's something interesting!

Remember the turbo laser towers you have to deactivate as one of the objectives?

Remeber the hanger full of ships you couldn't fly anywhere?

Well, now you can! And to complete the turbo laser objective, you will need to fly one of the fighters around the castle and attempt to blow up the 8 turbo Laser cannons!

:naboo: :tie: :x-wing:


Objectives will now be completed in a 90% Linear fashion to eliminate confusion, starting at the top of the castle and moving down.
don't wanna sound like a "fanboy" - but this is really awesome :D
 Alegis
05-31-2004, 3:56 PM
#171
That's an awesome change monsoontide. I know for sure when this map is out ill play JA lots again
 monsoontide
06-04-2004, 10:17 PM
#172
Should have some WIP progress pix of the changes posted tomorrow night.
 Thor_SMC
06-05-2004, 8:58 PM
#173
looking forward to it :)
 monsoontide
06-08-2004, 6:09 PM
#174
OK, Pix tonight for sure. Sorry for the delay. Was hoping to get the lighting phase compiled but its taking just too long.
 lauser
06-09-2004, 2:22 AM
#175
Hello again Monsoon. I'm still working on Endor. Although now it's a CTF Tactical as I just do NOT have the time to SIEGE it. But it is READY for SIEGE gametype. I have all the tree models tweek'd and ready. I have the objectives ready but will be FFA or disabled for now. I am scripting a few things for this map. Like the log roll trap for the ATST....etc. etc. I have a nice portal_sky to accent my new skybox! portal_skies RULE!! And thank ydnar for the ability to ASE!! I looooooove ASE files. It's just stupid they were not available before. I happen to glance at part of this thread that mention not being able to rotate MD3 models....which is NOT TRUE. I have seen it done in JK2. You should be able to do it in JA as well. Don't forget...entities func_rotate...model to also draw.
I also have an endor holomap. I made an MD3 and a shader for it. I have not tested whether it rotates yet or not. Maybe it needs scripting I don't know yet. Only difference is mine has the deathstar in orbit. Looks cool in Radiant :P
 monsoontide
06-09-2004, 3:09 AM
#176
Working on final build as I have mentioned, taking into account all previous feedback, I've had to drastically rework the lift system. Should be a lot better now - no stupid lift deaths (Well, not like before anyway ;) .

You can now fly the starfighters around the castle to destroy the turbo laser cannons.
http://www.home.earthlink.net/~monsoontide/NewFiles/Boom.jpg)

Reaching the cell-block at the very top of the castle will now be your primary objective (Apart from one other thing)
http://www.home.earthlink.net/~monsoontide/NewFiles/Cells.jpg)

Meditation chamber is much as before and still contains an objective switch to activate.
http://www.home.earthlink.net/~monsoontide/NewFiles/Chamber.jpg)

Control Deck, now a large level with four lifts up and four down. Also access to the manual gun turrets.
http://www.home.earthlink.net/~monsoontide/NewFiles/control.jpg)
 monsoontide
06-09-2004, 3:14 AM
#177
These Four rooms have seen few major changes, only the way the lifts work around these rooms has been changed.

And it wasn't a problem getting an md3 to rotate it was getting a md3 to start/stop rotating when triggered in MP - but that was taken care of long ago with much help from lassev.
http://www.home.earthlink.net/~monsoontide/NewFiles/Lab.jpg)

This map glows and rotates slowly
http://www.home.earthlink.net/~monsoontide/NewFiles/Map.jpg)

http://www.home.earthlink.net/~monsoontide/NewFiles/Medical.jpg)

Though the meeting room will soon have a new central table based on some concept artwork from Ep2. AOTC
http://www.home.earthlink.net/~monsoontide/NewFiles/Meeting.jpg)
 monsoontide
06-09-2004, 3:21 AM
#178
The interrogation room has been revamped and moved next to the cells - there are still some doors to go in here that lead to the catwalk outside.
http://www.home.earthlink.net/~monsoontide/NewFiles/Torture.jpg)

Once the power to the castle is restored (First objective) the Turbo Lasers will come on line again and must be destroyed by starfighter.
http://www.home.earthlink.net/~monsoontide/NewFiles/Turbolaser.jpg)

These turrets can be used against starfighters and players/NPC's :rolleyes: running along the bridges!
http://www.home.earthlink.net/~monsoontide/NewFiles/Turret.jpg)

There's a bunch more stuff I haven't shown you yet, including the reworked lava well, the revamped workshop and the secret Sith Temple!! (Much bigger now!)
Everything is progressing smoothly but alas very slowly as I have had little time to work on it of late.
Hope you will find the changes an improvement.

NOTE: This is still W.I.P. so none of the lighting has yet been done in case you were wondering why the screenshots are so dark!
 lauser
06-09-2004, 12:01 PM
#179
Wow...looking good man. I don't really know when my map will come out Mon. But yours looks closer to finished than mine does.

What's the deal with all this bright yellow? Is that supposed to be ONE bright color like that?

Originally posted by monsoontide
You can now fly the starfighters around the castle to destroy the turbo laser cannons.
http://www.home.earthlink.net/~monsoontide/NewFiles/Boom.jpg)

If that's the case this REALLY looks silly. Sorry but does that look good to you? Everything else looks UBER to me Mon....except the ENDOR holomap. That is ENDOR is it not? Can you please explain to me why ENDOR is in this map? Also would you like to see my holo map to see maybe if you need some changes? I mean yours looks like a kids toy (no offense).
 Alegis
06-09-2004, 1:42 PM
#180
nice changes!

Yeah the downpoints are the overly bright yellow lava, and that you can see immediately you're in a big box
 monsoontide
06-09-2004, 2:30 PM
#181
Yeah... still working on a solution to that.

As for the lava, I wanted it to NOT be the usual boring red everyone else uses.
It's more like molten metal than just molten rock.

But since the rest of the map is more important, I'm working on getting that all done first, then I'll take care of the aesthetics.

Not sure if a portal sky would help much either.
It's a pity you can't set the ground as an infinite plane.
 mergatroid
06-09-2004, 3:24 PM
#182
:eek: :eek: :eek: :eek: Wow! That's certainly a change from the previous betas. Will there be another beta, I've said this before but this map looks Sweet I agree with the lava problem, maybe a little less bright might help :cool: and the Endor map is a bit basic (no offence) but otherwise, I can't see much else that is totaly wrong in the map (the Endor map is mostly a secondairy concern, the lava is bit more important). Great map though.
 lauser
06-09-2004, 3:50 PM
#183
Bah! I'm going to have to get my RETAIL disc to get rid of CL_parsePacketEntity warning. I'm using a patch and it just keeps kicking me.

I'll have to take out your scripts for now and add FFA to the arena file so I can devmap it and explore without adding bots.
 Thor_SMC
06-11-2004, 10:03 AM
#184
very nice improvements, monsoontide :)

the more linear structure might also help to solve a few problems (such as the relatively long time it takes for a new player to "learn" the map). if all turns out like I think it will, this map will probably become the most played custom Siege map :)
 monsoontide
06-14-2004, 10:44 AM
#185
Here is the new and improved? Sith Temple under construction.
Tha face is supposed to be Padme's as a reminder to Vader one of the reasons he turned to the dark side (Episode 3 spoiler!!!) ;)

http://www.home.earthlink.net/~monsoontide/NewFiles/Temple_01.jpg)

http://www.home.earthlink.net/~monsoontide/NewFiles/Temple_02.jpg)

http://www.home.earthlink.net/~monsoontide/NewFiles/Temple_03.jpg)

I have much more to do in this room.
Safe to say it will be an objective room - drain the lava to retrieve the Sith Holocron.
 lassev
06-14-2004, 3:26 PM
#186
Wow. That's simply astounding!
 mergatroid
06-15-2004, 1:46 PM
#187
^ What he said. I love the Padme idea.
 lassev
06-15-2004, 2:15 PM
#188
Tell me, monsoontide, wouldn't it be easy to turn this also into an SP map after you have released the siege? You could probably use many of the objectives as they are. Basically you would just place NPCs to sensible places, build waypoint networks (when needed) and place point of combats. Then throw in a few cinematics and other scripting suitable for SP (maybe some more complicated puzzles), and it might turn out to be a really memorable SP map...
 lauser
06-15-2004, 5:56 PM
#189
Monsoon...next thing should be a correction on that yellow lava..it's just hideous. I think a tc modscroll of yellow lightning over top of a Dark orange with a brown cracked edge texture would be appropriate here. I know exactly what you're looking for...I think. The Dark orange texture should be a PNG with the ALPHA marked right where the edge of the orange is for an effective q3map_lightscale glow.
 monsoontide
07-27-2004, 2:43 PM
#190
Finally, after lots of sh*t at work, a holiday in the Bahamas and discovering I only have six weeks to get my stuff together and move country, I finally have had some time to work on the map again and have it about 85% working.
Thanks to lassev, I've made progress on some scripted events that revolve around two of the objectives.

Still to do: Finishing the scripting for the second objective. Working in all the spawn points and moving them around as objectives are completed. Oh... and the lighting needs a lot more work (It's a bit dark at the moment.) Nevertheless, I should be looking for a final testing group in about a week!
(Especially anyone who tested the map before! - Though I imagine everyone will be busy playing DOOM3 in the next week or so!)

Also a Question or two:

1: Should I release the previous version of this map - as a bonus with the new map. (Since this new version is almost entirely different)

2: I've been thinking about releasing the 'map' file with the final distribution - so anyone who's interested can see how it was made and perhaps do a single player/ffa/ctf map with it.
 razorace
07-27-2004, 3:19 PM
#191
1: Should I release the previous version of this map - as a bonus with the new map. (Since this new version is almost entirely different)

I'd say it depends on if you feel the original version was good enough for public release.

2: I've been thinking about releasing the 'map' file with the final distribution - so anyone who's interested can see how it was made and perhaps do a single player/ffa/ctf map with it.

I'd probably keep the .map private. If anyone used it, it would result in multiple "unofficial" versions of the map floating around and confuse the crap out of players.
 monsoontide
07-28-2004, 5:16 PM
#192
Perhaps then I shall make it so anyone who is REALLY interested in developing different game type versions can contact me.

Still, I have to get it done first.
Nearly everything is in place now. Just a few more things need to be taken care of.

Won't be sure how certain elements actually work until the map can be tested though.

Certain characters in the Blue team will be better at certain objectives than others.
 razorace
07-28-2004, 7:53 PM
#193
sounds good.
 Thor_SMC
07-28-2004, 8:15 PM
#194
We'll help you out with testing again if you want :)

Although we won't be able to let your map run 24/7 on our server this time because we are currently participating in a cup and need the server for training purposes :(
 monsoontide
07-28-2004, 10:13 PM
#195
Sounds Good...

I think I will put it out as a public BETA on PCGAMEMODS.COM, just 'cos I only have four weeks until I move to the other side of the planet (& might not get another chance to release it any time soon in any form) and I'd like to get as much feedback as possible.
 monsoontide
07-29-2004, 9:17 PM
#196
Lassev, check your PM - I have a further question reguarding Setting up multiple Nav Goals in the script.

Thanks
 monsoontide
07-31-2004, 3:24 PM
#197
OK - Finally have the navgoal thing all working, so now the Jedi Team can complete ALL their objectives.
HOORAY!

I also put in all the Sith spawn points and they seem to work fine as well.

So just a few more minor tweaks and adjustments to things and a bit more in the way of lighting + botrouting and item/weapon placement and we should be ready for public BETA middle of next week.

Will be interesting to see how it plays, as I have yet to test against live opponents!!!

Let's just say the JEDI TEAM will definitely have their work cut out for them!
 Thor_SMC
07-31-2004, 5:16 PM
#198
Great news :)
 monsoontide
08-05-2004, 5:47 PM
#199
O.K., I've pk3'd it all up and it's nearly ready - just have to test it all to make sure everything is in place (Nothing missing from the pk3 - though there invariably is!)
 monsoontide
08-06-2004, 5:21 PM
#200
I'll be uploading it tonight after work.

Please can you post comments and feedback to this thread (or on pcgamemods if you have to).

Don't forget to read the readme.

Also let me know ASAP if something isn't working!
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