Pls to not be mad due to doublepost
t1_rail isn't gonna be a blue milk run....UNLESS you make up 5 or 6 objectives that people outta do
turn some SP maps into siege maps
Re: turn some SP maps into siege maps
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Re: turn some SP maps into siege maps
Hm... since I have some complete maplists handy maybe I'll throw them together with some comments...
JKA SP Maps:
JKA SP Maps:
- yavin1 Initial cutscenes -- Probably N/A
- yavin1b Yavin Runner II crash site to Massassi Temple -- Has some potential, seems fairly guns-class-friendly
academy1 Academy audience chamber:Orientation -- Going to figure all interludes for N/A - yavin2 Academy training grounds -- Doesn't really seem suitable
- t1_sour MERCENARY ACTIVITY - TATOOINE -- (The one with Chewie) Good potential, some similarities to siege_desert, probably guns-class-friendly
- t1_surprise DROID RECOVERY - TATOOINE -- (The one with Jawas and sand-men) Could work, a bit long on the walking, defending the crawler interior has a lot of potential but O will definitely need basic force powers
- t1_inter Tier 1 Interlude cutscene -- N/A
- t1_fatal EMERGENCY ASSISTANCE - BAKURA -- (The one with the bombs) Large, but has solid potential - completely guns-class-friendly I think
- t1_danger MERCHANT RESCUE - BLENJEEL -- (The shuttle crash) Seems unsuited, would require a lot of work I think
- t1_rail CULT INVESTIGATION - CORELLIA -- (The tram) O would definitely need Jump 1, and Force Push/Pull would be extremely overpowering if both sides don't all have the exact same level: not even slightly guns-class-friendly unless you give them force powers anyways; also, I'm not sure MP can support the buildings 'skybox' type thing either (J3rk, do you know?)
- academy2 Academy audience chamber:Dispatch to Hoth -- N/A
- hoth2 Hoth Surface -- Large and linear, but could work, probably guns-class-friendly
- hoth3 Echo Base -- Also large and linear... could work
- academy3 Academy audience chamber:Promotion to Apprentice -- N/A
- t2_rancor RESCUE MISSION - NAR KREETA -- (The one with the rancor) Would likely require above-average re-working
- t2_trip MEET CONTACT - ZONJU V -- (The swoop course) You'd need to move the spawn points a lot... with more objectives added along the path, it could maybe work well
- t2_wedge COVERT OPERATION - KRIL'DOR -- (The one with the X-wing bombings) Seems to have strong potential but Force powers are definitely required
- t2_rogue CAPTURE CRIME LORD - CORUSCANT -- (The one with the assassin droids) Force powers required, but has potential... might work well with Korriban classes as-is.
- t2_dpred CULT INVESTIGATION - DOSUUN -- (The one where you don't have a saber) Generally guns-class-friendly and probably has a lot of potential
- academy4 Academy audience chamber:Dispatch to Vjun -- N/A
- vjun1 Vjun:Vjun Surface -- Not sure the rain effect can be done in MP, and it would be guns-class-unfriendly if done anyways; without it, probably has potential
- vjun2 Vjun:Interior With Kyle -- Lots of Force power usage absolutely required, probably a bad map for siege
vjun3 Vjun:Interior Without Kyle -- Better than vjun2 for siege, but still probably ill-suited - academy5 Academy audience chamber:Promotion to reborn boss Knight -- N/A
- t3_rift CULT SIGHTING - CHANDRILA -- (The reborn boss Master tomb chasm) Completely unnavigable without Force, and Push/Pull would dominate this map like no other
- t3_stamp CULT INVESTIGATION - TANAAB -- (The one with the MUTANT rancor) Well, scripting the rancor is probably out in MP; re-working it as a simple progression map might work, though
- t3_hevil DISMANTLE DEVICE - YALARA -- (The one with all the Noghri spamming poison at you) Interesting structure here, but Force is definitely required - if all classes are given Jump 3 at a minimum, I could see this turning out fun
- t3_byss FORCE THEFT INVESTIGATION - BYSS -- (The imperial ship) Guns-class-friendly I think, good potential
- t3_bounty WEAPON DESTRUCTION - ORD MANTELL -- (The one with Boba Fett) Suffers from too much non-linearity as-is... you'd need to spawn O at one far end; do that and it might work similar to stations on des, arming the explosives would need to take more than a touch though (hack? arm and allow disarm hack for ~30s?)
- academy6 Academy audience chamber:Dispatch to Taspir III -- N/A
- taspir1 Taspir III:Exterior -- Seems like it would work well
- taspir2 Taspir III:Interior -- Probably one of the worst due to the sheer number of enviromental hazards
- kor1 Korriban Crypts -- Could work, Force required
- kor2 Korriban Valley -- Could work, Force required... D might be able to get away without Force especially if jetpacks are given instead, which could make for an interesting guns defense
- kejim_post Kejim:Abandoned Imperial outpost -- Guns-class-friendly, could work quite well
- kejim_base Kejim:Imperial base -- Don't remember it too well but I don't think it would work as well
- artus_mine Artus:Mining facility -- Parts of this seem siege-unfriendly
- artus_detention Artus:Prison -- Could work, guns-class-friendly
- artus_topside Artus:Topside -- Could work, guns-class-friendly
- valley The Valley of the reborn boss -- Cutscene level, probably N/A
- yavin_temple Yavin 4:Massassi Temple:reborn boss Academy -- Probably too small
- yavin_trial Yavin 4:Massassi Temple:Ruined Temple/Trial Grounds -- With a lot of re-working, could be good, otherwise bad
- ns_streets Nar Shaddaa:Streets -- Push/Pull would dominate, Force powers required
- ns_hideout Nar Shaddaa:Reelo Baruk's Hideout -- The boxes room is probably bad for siege
- ns_starpad Nar Shaddaa:Starpad -- Of the 3 Nar Shaddaa levels, this one seems to have the best potential for a functional siege map IMO
- bespin_undercity Bespin:Bespin City (Cloud City):Lower levels -- Enviromental hazards, probably a bad idea
- bespin_streets Bespin:Bespin City (Cloud City):Streets -- Decent potential here
- bespin_platform Bespin:Bespin City (Cloud City):Platform -- Also decent
- cairn_bay The Cairn Installation:Docking Platform -- Might work, the part near the end probably not so well though
- cairn_assembly The Cairn Installation:Assembly Area -- Seems unsuited
- cairn_reactor The Cairn Installation:Reactor -- Enviromental hazards, can't see the structure working well
- cairn_dock1 The Cairn Installation:Docking Bay -- Likely to make a good siege map
- doom_comm Doomgiver:Communications Array -- The comm array itself is likely to be bad for siege, the part up to it could work, though
- doom_detention Doomgiver:Detention Area -- Seems like it has decent potential
- doom_shields Doomgiver:Shield Array -- Also seems quite decent, although I believe Force powers are required
- yavin_swamp Yavin 4:Swamp -- Could work
- yavin_canyon Yavin 4:Canyon -- Good potential for an AT-ST advance map
- yavin_courtyard Yavin 4:reborn boss Academy -- Probably too small
- yavin_final Yavin 4:The Final Showdown -- Enviromental hazards and overall structure would probably ruin this one
- pit (Simplified SP version of duel_pit) -- Way too small
- mp/ffa_bonus1 Gas Mine -- Might work
- mp/ffa_bonus2 The Fortress -- Seems ill-suited
- mp/ffa_bonus3 Conquest of Byss -- Small, but with additional areas could be worked into something
- mp/ffa_bonus4 Ord Mantell Canyon -- Has potential
- mp/ffa1 Vjun Sentinel -- Could work well
- mp/ffa2 Korriban Tombs -- Too non-linear
- mp/ffa3 Tatooine City -- Too non-linear
- mp/ffa4 Rift Sanctuary -- Too non-linear
- mp/ffa5 Taspir -- taspir1 is probably better suited All the duel maps are just too small to make a siege map on thier own, but could be used as part of a larger whole; Yavin probably would require the least additional content
- mp/duel_bonus1 Coruscant
- mp/duel1 Bespin Courtyard
- mp/duel2 Generator Room
- mp/duel3 Imperial Shaft
- mp/duel4 Imperial Control Room
- mp/duel5 Taspir Landing
- mp/duel6 Yavin Training Area
- mp/duel7 Rancor Pit
- mp/duel8 Abandoned City
- mp/duel9 Hoth Canyon
- mp/duel10 Vjun Fuel Processing The CTF maps, due to thier symetric nature, seem ill-suited to siege... you'd need to chop them up most likely; ctf5 probably suffers the least in this respect and MIGHT do OK with less re-work
- mp/ctf_bonus1 Rift of Shadows
- mp/ctf1 Imperial Drop Zone
- mp/ctf2 Hoth Wasteland
- mp/ctf3 Yavin Hilltops
- mp/ctf4 Coruscant Streets
- mp/ctf5 Factory
- My memory of these is fairly faded by now, so my comments will be minimal...
- duel_bay Imperial Shuttle Bay
- duel_carbon Carbon Chamber
- duel_reborn boss Battleground reborn boss 2.0
- duel_pit Trial Pit
- ffa_bespin Bespin Streets -- Non-linear, but if that could be worked around, could be good
- ffa_deathstar Death Star
- ffa_imperial Star Destroyer -- Never really liked the structure of this one
- ffa_ns_hideout Garbage Facility
- ffa_ns_streets Nar Shaddaa Streets -- Push/Pull hell
- ffa_yavin Massassi Temple
- ctf_bespin Bespin Exhaust Shafts -- For a CTF map this seems more likely to work than most
- ctf_imperial Garrison 27-D -- Probably pretty decent potential for a CTF map if it's the one I remember... small though
- ctf_ns_streets Warring Factions
- ctf_yavin Temple Tournament
- ffa_raven Imperial Labs: Raven -- Too non-linear and cramped, as is typical of Raven offices...Heretic ahem.
- duel_bespin Bespin Air Vanes
- duel_hangar Hangar Bay 72
- duel_temple Ceremonial Hall
- duel_training Lightsaber Training
-
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Re: turn some SP maps into siege maps
I don't know if a symmetric map would work well for siege or not.
Re: turn some SP maps into siege maps
t1_rail would be a suicide run for O if D were to have Nades,trips,or dets...."..Korriban,crystal rooms and altar/scepter rooms,D rax jorises,using throwable weapons..." no thanks for t1_rail
P.S.I'm working on the map as we reply
P.S.I'm working on the map as we reply
Imaginez une forme. Pas comme les autres. Une forme qui peut influencer toutes les autres formes. Une forme qui peut changer de forme à une autre. Imaginez vous en êtes propriétaire. Ouvrez vos yeux.
- GUARD!AN
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Re: turn some SP maps into siege maps
All I remember is that it was easily one of my top 3 favorite SP maps, most likely my favorite as I cannot recall any others I liked more.Helaku wrote:Why?it would be so straight-forward(backward for D)...GUARD!AN wrote:I really like the idea of that rail train map becoming a siege map.
GUARD!AN
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.
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Re: turn some SP maps into siege maps
Yeah make things difficult and put in vjun so we can dodge acid rain
(i had bad experiences)
but in all seriousness i think that several SP maps could work like yavin
I would really like to see "merchant rescue" be turned into a siege map, and gather parts for Offense
(i had bad experiences)
but in all seriousness i think that several SP maps could work like yavin
I would really like to see "merchant rescue" be turned into a siege map, and gather parts for Offense
Last edited by Sqrl2k on Thu Aug 27, 2009 9:19 pm, edited 2 times in total.
Re: turn some SP maps into siege maps
i have been working on it for a while now, i gave both side lvl 1 jump. no trip mine. only reborn boss have lvl 1 push/pull. I dont get what you get the suicdie run from, this map favors the Offense.Helaku wrote:t1_rail would be a suicide run for O if D were to have Nades,trips,or dets...."..Korriban,crystal rooms and altar/scepter rooms,D rax jorises,using throwable weapons..." no thanks for t1_rail
P.S.I'm working on the map as we reply
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Re: turn some SP maps into siege maps
Fenix I am quite excited to see what you eventually come up with, keep us updated!
GUARD!AN
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.