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 Lok: Junkyard Raid (Revision: Beta 0.5)

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RevanSithLord
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PostSubject: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 1:04 am

SWBFCustomers....here is the SWBF Custom Exlusive Beta for my map. It's not perfect and I still have a few issues needing to be resolved, but please...feedback, feedback, feedback! This will mark the first map I've ever released, my time as a SWBF2 Modder/Mapper. If you crash, please let me know, because I have not yet resolved the issue on my end - it could be my computer, but I'm not sure. Meant to include readme in the archive, but here it is on the thread. It's not a final readme anyways.

Anywho, here's the link:
Spoiler:
 
The .rar is passworded as well. Password is:
Spoiler:
 

Here's the WIP thread.

http://swbf-custom.forumactif.com/t119-wip-lok-junkyard-raid

The most notable changes was a recolor of the terrain.

Code:
Readme

Installation: Simply extract the LJU folder to your C:/Program Files/LucasArts/Star Wars Battlefront II/Gamedata/addon folder.

Uninstallation: I'm a sad panda if you do, but okay. Remove LJU folder from your addon folder.

Known Issues: Need to adjust terrain color a bit more.
Need to adjust planning.
Need to fix the skydome (it appears black when zoomed in).
Need to probably add a few more CP's to the map.
Possibly crashes a few minutes into gameplay for others, still need feedback and revisions.

In the works (in planning stage):
Custom sides.
Possible Campaign in future.
Possible Survival Mode (against what, I'm still debating) in future.
Possible other modes in future
Possible Dark Times Support in the future (would be nice).
Possible other era support in the future.
Possible Small Vehicles in future
Possible Randomizing Skies/Weather in future.
More polishing


Credits (so far. Things will be added as I continue to refine this map to what I want):
Acryptozoo - Modding assistance and advice and his 'soon to be used weapons', support.
AQT - Improved Bespin Assets, modding assistance and advice, support.
Caleb1117 - A couple KoTOR crates. Well, at least one.
Icemember - Engine Props, cement blocks, and other props, modding assistance and advice, support.
Sky_416 - Various Props (from his huge model packs).
TheWULFMAN - Support.
Lephenix - Support

Official Special Thanks to
SOE, Pandemic Studios, and Lucas Arts, Psychofred for SWG, Battlefront 2, ZeroEngine, Modtools, and Raxus Prime assets respectively (figure those out).


THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
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Icemember
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 6:23 am

Well done commander!
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RevanSithLord
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 6:28 am

Icemember wrote:
Well done commander!

I did it. It may not be perfect, but I did it! I finally released a map!
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Lephenix
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 9:56 am

Nice map 8) . My report:

- You can go through AT-TE chunks
- The map is too little, expand it in the desert
- The desert is empty (but i suppose it is like that)
- A mini map for the final version would be nice
- A loadscreen for final version too
- Maybe some speeder bikes if you add CPs in the desert
- Locals ( Maybe sort of brown wampas or jawas, i don't know Lok inhabitants )
- Custom sides ( but you said it will be in the final version , so it is good )
- Maybe IG-88 as hero for Empire for your custom sides (i saw you mentioned it in the map description in instant action)

Overall, it is a nice map, good job Smile .
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Acryptozoo
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 3:16 pm

looks good will get a report up soon
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Icemember
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/12/2011, 8:34 pm

Congrates on your 1st release commander!
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RevanSithLord
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/13/2011, 2:51 am

Lephenix wrote:
Nice map 8) . My report:

- You can go through AT-TE chunks
(I may sound like a n00b, but how can I fix that collision?)
- The map is too little, expand it in the desert
(This kind of problem has always gotten to me. My first map...my attempt at Talay: Tak Base before AQT took over, it was way too large. And I didn't want that, because I wanted to cut down on the size. I will fix this problem soon, though. Will probably add a few places, but I need to check where exactly I want those.)
- The desert is empty (but i suppose it is like that)
(Yeah, Lok doesn't have a lot on it as a planet. It is mostly barren, save for a few caves, compounds, bunkers, and Nym's place. I might add some cacti and a few desert like plants outside of the factory compound/junkyard, because the SWG version of Lok, there were some plants scattered across the planet. Not a lot, but some.)
- A mini map for the final version would be nice
(Yeah, I would like to eventually do a minimap. I'll see what I can do when it nears the final version.)
- A loadscreen for final version too
(Like the minimap, another thing I need to do, yes.)
- Maybe some speeder bikes if you add CPs in the desert
(That would be cool. I'll have to think about that. A few speeders, perhaps, yes. Or some small walkers, or something. I'll think about this.)
- Locals ( Maybe sort of brown wampas or jawas, i don't know Lok inhabitants )
(The only locals on Lok are mainly creatures (such as the Kimogila) Maybe a few random raiders and wanderers. And then there's Nym's place...which a small town during the GCW is just outside and connects with his base, but that's far away. I'll see about adding a few workers or something wandering around if I get to it.)
- Custom sides ( but you said it will be in the final version , so it is good )
(Yup. Eventually. Smile)
- Maybe IG-88 as hero for Empire for your custom sides (i saw you mentioned it in the map description in instant action)
(Yeah, I'll do that. I'm still debating on the sides I want for it, though.)

Overall, it is a nice map, good job Smile .
(Thanks. Been working hard on it. Very Happy)

@Acrypt: Thanks. Appreciate any feedback/help.

@Icemember: Thanks, Commander.

If I need help here, I will not hesitate to ask, guys. Smile
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Lephenix
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/13/2011, 10:10 am

Thanks for the answers, and about collision fix, it is modeling, maybe Ice'll help you with that 8) .
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Icemember
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/13/2011, 11:12 am

Yea, collision involves modeling, thought you can try merge collisions on the model .msh.option file.
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THEWULFMAN
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PostSubject: Re: Lok: Junkyard Raid (Revision: Beta 0.5)   8/29/2011, 8:11 pm

Chunks don't have unit collision in the first place. It's an Engine bug, not a map/mod bug.
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