View Full Version : BETA TEST: Bast Castle SIEGE

03-05-2004, 06:05 PM
Hi All,

I am seeking 6 additional testers to play test my Bast Castle SIEGE map. As I would like to make this map as polished and professional & fun as possible.




(See this thread for more info & screenshots)

Testers will be required to test the map for technical issues and more importantly sort out problems related to playability - Objective completion, chokepoints on map, team balance etc.
I specifically require people who are willing to test as a team - communicate with others in the team and bring all the issues to my attention for fixing / altering / adjustment.
A readme will be posted to successful testers detailing my exact testing needs - as well as issues I am already aware of.
A FAST internet connection would be helpful.

I AM NOT looking for people who are only interested in downloading the map early (Especially since it still contains many minor things that require adjustment/fixing)

Since Andy867 has been kind enough to host the map for download and set up a server, it will be primarily up to him to choose testers.
Priority will go to people who have tested reliably for us before...

However, if anyone else is willing to host the map on a server for testing, (and tha map for download) I think we may be able to open up a second team of 6.

ALL feedback on the map should be posted to this thread.

A list of testers will be posted when all positions have been filled.
The next round of testing will begin next week as I am currently adding some fixes and changes to the current map that Andy867 & I tested last night.

Thankyou for your help. :D

03-05-2004, 07:58 PM
Monsoon, there is no questio about it, I would love to actually TEST your map, and this is not a gimmick just to download it early.
I am also very honored to be the first to sign up for beta testing.
THX as always monsoontide.

03-06-2004, 01:47 AM
Seemed like a great map when I first saw it.
Just to ensure that the map is 'pnutmaster worthy' (j/k;)), I'd like to give it a thorough run through.
If this turns out the way i'd like it to, it could be the next biggest and most played Siege map out of all.
So with that, I'm up for some beta testing.

email, if you need it:




03-06-2004, 02:26 AM
OK... Two in the draw so far... ;)

03-06-2004, 03:33 AM
as ive said before id happily help out this testing a new siege map, jka always needs more
i got plenty of time usually to play online, so id rather do it for a good purpose
oh and andy you'll know me as killee, ive played asteroids against u a couple of times, though results dont matter... :p

03-06-2004, 05:29 AM

Need at least 3 more...

03-06-2004, 05:53 AM
Not sure if you remember me, but I tested several of your vehicles...but yea. I wouldn't bind helping you. I am akaplan@cableone.net

03-06-2004, 06:33 AM
Four and counting....

03-06-2004, 06:52 AM
When will this be? 'cause I might not have the time (I'll check and tell you if I can't). But count me in, I love anything that has to do with siege.

03-06-2004, 07:48 AM
i guess that means 1 more until anything else happens, i thought there would have been a mad rush to help here...

03-06-2004, 08:31 AM
I report in, I've always liked to beta test games and maps to be of any useful help. I'm in


03-06-2004, 03:03 PM
Well... thats 6... :)

Anyone else interested?

I'm away for the weekend... Map is compiling latest version, which should be ready by Monday.

Will let you know where to get it when it's ready...

No-one else? :(

03-06-2004, 03:26 PM
ill go in



03-06-2004, 03:49 PM

... got plenty of time
... got some experience :>
... got a 1.5 Mbit Connection and an average Ping of 25 (about 80 on US Servers)

... count me in if you like

GanjaHuntah@lycos.de for MSN communication.


03-06-2004, 04:07 PM
I'd love to help if you still need some one.

03-06-2004, 09:13 PM
I would be glad to help beta test the MAP. My email address is slelionis@comcast.net and I have a cable conection. If not no big deal and good luck with your map.

03-07-2004, 03:58 PM
OK... Will let the testers know when the updated download is ready + server details...

03-07-2004, 05:36 PM
Originally posted by monsoontide
OK... Will let the testers know when the updated download is ready + server details...


03-07-2004, 05:39 PM
So is it ready? And who made it in for testing? oh and just to remind you my email is king_dude7@hotmail.com

03-07-2004, 07:48 PM
I would assume he will let us know via e-mail...but thats just me. Then again, we have to keep in mind we ARE working with Monsoontide...so don't be suprised if a jawa shows up at your front door carying the secret information...

03-07-2004, 07:49 PM
If theres still room....loszain@yahoo.ca

03-07-2004, 09:42 PM
I think the easiest thing at the moment is to PM whoever is testing. Then you can send me contact details later...

Just registering your interest in this is great!

Slight delay til Tuesday though... I was reworking some parts of the map and had it all compiled but one of the objectives stopped working. Have fixed that, but it will take another 24 hours to compile...

However, have added/fixed a few more things. The smaller pair of Turbo laser turrets no fire at the Jedi team, making the objective of turning them off now more imperative than ever!

Mostly fixed the shader on the Sith Holocron too.

OK... Compiling begins.... NOW! :)

03-08-2004, 05:09 AM
Hi, my name is Mongo, and i see that you need some beta tester? I own 2 16 person servers and i would be happy to host this map and post it on my downloads page for beta testing...A few individuals in my clan and i have beta tested several maps made by some of our members and let me tell you we are a team! I could definitely host this map on one of my 16 person servers and make a detailed list of bugs and critical errors....If you need my help just email me at Mortalmort@aol.com or AIM me on Mortalmort and my msn is Mortalmort@aol.com

I appreciate your effort towards this wonderful map,

03-08-2004, 10:26 AM
"At last we are getting results." - Nute Gunray

Well i cant wait for this to get underway, i just hope im included in the testing. Your very generous to offer your services mongo, im sure he'll want other testers, as more testers mean better quality...usually.
Oh and my email is brad_lusher@hotmail.com if u wanna contact me monsoontide :p

03-08-2004, 12:44 PM
yeah, and if we got more testers, we could get more accomplished in less time.... So that would be awesome..

03-08-2004, 07:33 PM
Still Compliling :( (Lighting Stage)

03-08-2004, 10:22 PM
So do you want me to host my server?

03-09-2004, 12:49 AM
Yes! That would be great Mongo05.

Can I upload the files directly to you when it's ready???

PM me with details...

Fingers crossed it'll be done when I get home from work.

So hopefully, that will make two servers running it
Andy867' s & Mongo05's

Then two teams of six testers + anyone else the server admins want to add in.
(I'll keep it at two teams of six just so I can keep track of feedback from everyone as well as who has the map + 2 server admins makes 14)
So I think we can fit everyone

Then I guess, we'll need to set up some times for games - it's a little pointless playing by yourself on a team.
I did bot route the map just for testing purposes - though the bots don't go for the objectives. They can surprise you though!!!

Andy867 - can I upload the updated map to the same place???

03-09-2004, 01:43 AM
So did everyone make it into testing and when and where can I download to begin testing?

03-09-2004, 02:21 AM
"He will LEARN patience" - ObiWan Kenobi ;)

Still Compiling :(

Will check when I get home. Then upload tomorrow if all goes well...

03-09-2004, 03:29 AM
wow this is gonna be big :D
anyway try to post game times in times for different time zones
ie i live in australia, so EST for me ;P

03-09-2004, 03:57 AM

Just updating the pk3 and making sure it works - then I will upload it tomorrow morning.

Mongo05 - Do you have somewhere I can upload to?
Andy867 - CA I still upload to same place (Overwrite the one alrady there?)

03-09-2004, 04:27 AM
yes I do! And i would be happy to let you use it just contact me by email.. Mortalmort@aol.com or TDSmongo@hotmail.com

03-09-2004, 04:33 AM
The page i can upload it to is on my clans site www.clantds.tk and its the download page link....

03-09-2004, 06:10 AM
Well, the map tested fine... (Apart from a few minor things I have to work on - mostly messages displaying to the wrong team - that sort of thing)

Mongo05 - I've sent you an e-mail. YOu can reply with the necessary details and I will upload it from work tomorrow.

Andy867 - I haven't heard from you for a bit - but will try the upload tomorrow. (Will try PM'ing you as well)

03-09-2004, 02:58 PM
Originally posted by ace_rogue1
wow this is gonna be big :D
anyway try to post game times in times for different time zones
ie i live in australia, so EST for me ;P

Yes different time zones for every test group would be great but would we only need one server if we do that?

03-09-2004, 05:15 PM
Well, its still OK by me to upload to my site, since it has plenty of space for the file.

03-09-2004, 05:57 PM
Andy whats your site that you are gonna upload it to?

03-09-2004, 09:05 PM
I'm thinking the upload info will be sent via PM's?

03-10-2004, 12:32 AM
Sorry guys... another delay - I came down with a nasty stomach virus that's had me in bed all day... Starting to feel better and should be fine to go to work tomorrow where I can upload the files.

Will PM all the testers... Am just trying to write a quick readme so you'll know what sort of things to test for.

Thanks for your continued interest/patience :)

OK - Back to bed again...

03-10-2004, 01:42 AM
IM a tester right? I think im a good one i can test a lot of things..

03-10-2004, 01:57 AM
You're a server admin!
The power!... The power!... The absolute power! :lightning:

So yes... testing is a given.

Starting to feel better.. Taking more cold & flu drugs...

Will try and upload via 56k tonight when I go to bed but I can't guarntee anything.

03-10-2004, 12:24 PM
Originally posted by monsoontide

Will try and upload via 56k tonight when I go to bed but I can't guarntee anything.

So you will be done uploading tomnorow morning?

Any ideas on when you want us to test it?

03-10-2004, 07:23 PM
Monsoontide - would you like more help? I can have testing sessions hosted on the ONE clan server, hosted by Jolt in the UK. We all play siege, and will be able to organise team v team testing sessions. We could also get some siege specialist clans we are friendly with to help.

Stuff we've previously done includes modding siege_korriban to include guns here (http://www.pcgamemods.com/4567/), and I am currently programming JMMod (http://www.pikey.me.uk/forums), Jedi Master gamemode for JK:JA. There are also mapping endeavors on the way, and plans for a siege map.

Get well soon :)

03-10-2004, 08:17 PM
OK... Have notified all the testers via PM. (Appologies to anyone who received it more than once)

Server admins - please post IP address of servers once they're up and running so testers can connect.

You'll need to arrange games with each other - it's very lonely playing with only two people!!! ;)

All feedback, problems, ideas etc to this thread - thanks!

Let me know immediately if you have trouble getting the map to run.

I would suggest playing through the map by yourself at first (use the addbot *botname* command to add enough players to start map - the map is partially bot routed, so the bots won't jump around like idiots).

Also one final note. Please keep the map to yourselves - since it is after all only a BETA and not yet ready for release :)

I look forward to the feedback

Enjoy! :D

03-10-2004, 11:09 PM
Attention All testers...I am currently hosting a 16 person Beta testing server containing the bast caslte siege map...
You can all download the map from www.clantds.tk which is used on the server..

Please Post all bugs and errors on this forum just like monsoon said.

03-11-2004, 04:37 AM
Hi All,

Well, I had no problems connecting to Mongo05's server this evening - though no-one else around :(

I will be around on any server running the Bast Castle map between 9pm and 11pm (Los Angeles time ;) ) every night this week.

03-11-2004, 06:30 AM
well monsoontide i dont know what time that is,ut over this weekend ill be on any server with this map quiet abit, so hope to see some people, but i wont wait forever by myself if it comes to that, though i dont think it will
ok finished d/ling, so lets give this baby a go...

03-11-2004, 12:52 PM
Originally posted by Mongo05
You can all download the map from www.clantds.tk which is used on the server..

Please Post all bugs and errors on this forum just like monsoon said.

Evil linky:

Also one final note. Please keep the map to yourselves - since it is after all only a BETA and not yet ready for release

I'm downloading now..... done :rolleyes:

03-11-2004, 02:22 PM
ONE clanserver is at

We've not decided on a timetable for running it yet, but if there's an admin present, you can always ask them to start the map.

03-11-2004, 03:03 PM
It's probably a bit late, but if you need any more beta testers, can I please help?
I live in the UK, to give you an idea of when I could test.

03-11-2004, 03:07 PM
Great map and really big.:D i didn't find any big things only little stuff like the droids and the no being a X on the objectives # when you finish it. And the bacta looks like it's way over it's keeping qualities.:rolleyes:

03-11-2004, 03:23 PM
Mongo05 - can you please turn the guns back on on the server... They're one of the features I need tested!!! :)

Thanks to everyone I played against thismorning!
Now you may have realized the reason this map desperately needs play testing/balancing!

Thanks :)

If anyone has any questions they need to ask, PM me straight away!

03-11-2004, 03:59 PM
Well, right now I am currently uploading the zip to my web space and the link will be


and the server ip (6person server) is

03-12-2004, 02:40 AM
hey ONE Mushroom can u lower the max ping on your server cuz it always has "server for low pings" message appear when i wanna test on the ONE server

ok bug time...
(1) Luke with two lightsaber stance. I noticed after being kyle katarn (heavy weaps) that when i changed to luke (jedi) he still had kyles two saber stance! This is fixed when you press saber stance buton and luke returns to normal 1 saber stances and does not retain the two saber stance.

(2) Invisible switches. As some would have figured out by now (I hope) the only way to summon elevators to you is by being at entrance to elevator and pressing the use button. It's not really a big problem, but its not user-friendly, especially for first time players of the map. I recommend ether adding switches next to the elevators, or have auto-summon elevators, though its your choice

My other problem is not really a bug, but just something i noticed. Although i havent played this map with any other testers yet, i have noticed that the areas where controls to vaders meditation chamber, bridge activation etc are, the walkways are very thin on the outer ring of the levels, and i noticed that this area is goig to be very annoying for games where multiple people encounter each other here. As there are no handrails to stop yourself accidently falling into the "damage" area at the bottom of the pit, people will simple be annoyed of falling into the pit and dieing even whn not fighting, and they simply lag for a moment. Now consider that when people battle in this area, the changes off lag will increase and many peope will probably die when they believed they were safe....
ummm..sorry for rambling...need to learn how to make it short and sweet.

Also monsoontide i find that although the Assault classes have nice guns :p , concerning balancing, i doubt many people will see an advantage of using the Assault classes as they have no resistance to enemy force powers and only have force jump 1, but i cant realy tell how this will work out in a proper game, so...

ANYWAY that problem isn't much, and i LOVE this map and the fps is great, so i cant wait to REALLY test this out with a proper siege match

03-12-2004, 03:59 AM
The switch/power room was a recent addittion - combining two redundant areas into one more interesting area so it still needs more adjustments (Hence BETA) ;)

I admit the lifts thing takes getting used to. May make some "switches" though they won't do anything since I need the func_brushes elsewhere

As for the assault teams, Jan has a cloaking device and the Noghri is the fastest player (& quick kickass with that reapeater!)
Both also have Heavy_Melee - which is kind of like double damage melee.

I'm online on one of the servers right now - so if anyone wants a game - now is the time!!

BTW... Where is everyone located (roughly) - so we can organize some matches in accordance with when people will be awake!

03-12-2004, 05:47 AM
Originally posted by monsoontide

BTW... Where is everyone located (roughly) - so we can organize some matches in accordance with when people will be awake!

I;m in france. :D

03-12-2004, 07:38 AM
well might have noticed it.

Germany and it's 10:38 AM right now :)

03-12-2004, 07:52 AM
I'm in the UK.

I propose a team game on ONE clanserver at 16:00 GMT Saturday and Sunday. I'll increase the max latency too.

This, I think, will be an excellent map when it is finished.

What I have found so far:

These (http://www.andykerr.pwp.blueyonder.co.uk/bastcastle/shot0000.jpg) falls are 2D, and significantly aliased in side view.

Sparklies (http://www.andykerr.pwp.blueyonder.co.uk/bastcastle/shot0001.jpg)

Visually it appears that it is possible to drop down from the shuttle pad to the fuel pump via platforms and pipes. It is not.

Pod engine flame thrower does surprisingly little damage.

Alora has melee and level 3 lightning. This means two handed lightning. Is this what you intended?

The switch room is a major bottleneck. There are two lifts in from below, which could be guarded by demos. I shall test to see if the Sith can spend the whole game camping there, and win.

As ace_rogue1 said, it is easy to fall onto the deadly floor in the switch room.

Is there a way to tell which of the four power nodes for the tractor have been disabled? Otherwise, could they be labelled to make team communication easier?

It is easy to roll through the window over the walkway when trying to get out to the power nodes, and fall to death.

It is not always obvious which lift to take. For example, when descending into the map room there are two lifts down. One leads to the power node area and the rest of the castle, the other to the holocron lab, a dead end. Maybe label lifts to dead ends?

03-12-2004, 08:03 AM
Im in Australia, and its 8:26 pm here now, bout to go to servers now
ill keep looking...
oh and figure out what difference your own locations time is from GMT, then you'll know the times people are talking about, and post what times you are planning to test in GMT and hopefully we can get more people together

03-12-2004, 08:04 AM
16:00 Gmt is good. that would mean 15:00 PM for me :D

03-12-2004, 08:26 AM
ok testers, use this site http://www.worldtimeserver.com/ to determine your times and such...

...Mushroom with that site i figured that those of us using EST will have to be on at...3:00 am...so i'll probably sit those out, though i might be up for it sat morning, as ill probably be getting home from a party, if its early finish :p

Pahricida get onto the TDS server NOW im on it waiting for someone

03-12-2004, 01:49 PM
Originally posted by [ONE]Mushroom
I'm in the UK.

I propose a team game on ONE clanserver at 16:00 GMT Saturday and Sunday. I'll increase the max latency too.

Sound good but i all way's eat at that time. So i don't know how long you all wil be in the server then but i could be a little late.

Btw those round torture droids (for got the name.) All most never hurt you even if your walking into them. But it did go to you fine. And yes i was a jedi at the time.:rolleyes:

03-12-2004, 02:30 PM
i havent played the map through yet but here are some comments

1) :confused: i played it now for about 40 minutes and still cant figure that good out where's what, i used noclip to scroll around (confused: how to get in that room above the tractor beam thing; what the holocron at the bottom is, and the one at top)


1. No information given in the objectives menu for #6, imperials
2. the holocron tab in objectives has 2 different places? (one given for imp one given for rebels)
3. could be because of a pk3 file in base, but when i loaded the map i got these results

shader "textures/doomgiver/bigpipe1d" and
shader "textures/bespin/botton_off" .. has lightmap but no lightmap stage, i have some missing textures around the first rebel spawn area which are the shield at top and the doors at 2nd floor

and something wrong with
models/player/n1_mst -> animevent.cfg animations
BOTH_WINGS_OPEN (_CLOSE) not found or something like that

unknown cmd identity

4. Rebel spawn point 1; the luke falling noise i get when passing floor 2 is irritating and pointless :\
5. difficult to get out the spawn point if you're coming sideways
6. the turbolasers seem to float a bit. story issue: turbo lasers cant even hit starfighters well (they're intended for big targets), they're not supposed to hit moving persons :\
7. The map looks very very weird from the outside (you can see it very well as a castle on a piece of paper and a big box around it), the yellow stuff in the whole map is a bit too bright and the place outside where it drips down, looks awful from a distance (i can provide screenie)
8. In the join menu, Heavy weapons imperial: the name is strange (dark jedi destroyer); and use of some words "this heavy weapons"..."he can.."
9. set normal speed for scout a bit higher

well i will test it later more thorough about the objectives, for balancing issuesi'll have to play it with ppl

03-12-2004, 04:38 PM
Keep the feedback coming!

Will try and join in some games this weekend!

Alegis - As for #4: If you look into the cell, you'll notice a torture droid torturing a prisoner as you go past :)

#7 THere's not much I can do about that since its a technical issue with the "skybox". If anyone has any ideas on ways to fix this I'm open to suggestions

As for the other things - good spotting. :)
I'm aware of some of the stuff in the menus - I have to get around to finishing it all. - I think the objective icons don't X out 'cos they need a shader.

The turbo lasers were static - but I thought it would be more interesting if they did something! Imagine these small ones are the equivalent of the rebel laser towers in the Hoth Siege map. :)

03-12-2004, 08:16 PM

Don't know, wether you did this on purpose.

And there are some lifts where you assigned the underside of the liftbrush with the caulk texture.

03-12-2004, 09:10 PM
I really like this map, it is a great map. all the bugs mentioned are all the ones i have seen too, exept for when you enter the castle and its like a museum, in the red tube there is an object with a missing texture, just to let you know ;)

so ya, thats it i hope this map turns out great after beta (is that possible? its already so good)

03-12-2004, 09:20 PM
If you want anyone else to help count me in name the server and time.

03-13-2004, 12:54 AM
Luke Katarn - Join in if you can find a game going. But I must have as much feedback on the GAMEPLAY as possible and all feedback comes to this forum.

Pahricida - Yeah - those pipes are a problem - I can't cap them in radiant - 'cos it does totally wierd things to the caps since the pipes are so small. Not sure what to do there.

Ahh - I notice in your screen shot you've got locations turned on! Can you post how to do that for everyone - it'll make the game considerably easier for those having trouble finding the other players in the map!

I'll be around tonight if anyone wants a game - Between 9pm and 11pm LA Time which is GMT 5am - 7am!!!!! - No wonder no-one is ever around!!!! ;)

03-13-2004, 01:21 AM
Hey Monsoontide, if you need anymore people to help out, id would love to give you a hand.

03-13-2004, 02:33 AM
remember the TDS server...

03-13-2004, 11:48 AM
one other thing i didnt like about this map...mon mothma why is her head used for the emporers head? just asking :snear:

03-13-2004, 12:14 PM
For Team Overlay View:

Setup -> Game Options -> Draw Team Overlay Status (or smoething like that) ON

and I guess he chose Mon Mothmas Head cause you have to send the Data to the new Republic ... so it would be rather unwise to send it to the Emperor. (who doesn't even live anymore at the time the map plays :D)

03-13-2004, 03:25 PM
Originally posted by Pahricida
For Team Overlay View:

Setup -> Game Options -> Draw Team Overlay Status (or smoething like that) ON

He said locations not team overlay.:rolleyes:

03-13-2004, 04:00 PM
.... -.-'

Team overlay includes Location

Somehow I can't join the -ONE- Server running the map .. The Server is pure and contains some custom pk3's which I haven't got.

03-13-2004, 04:16 PM
in the locations;
conferance room-> conference room?

there are some incomplete messages like

"the jedi are attacking the upper h"

and it's quite annoying to play the map without "objective complete" messages and sound...annoying as well is that

When you get the holocron at the bottom and want to get to mon monthma's face, i noticed I was out of force (it grows VERY SLOWLY back with a holocron) and could not make the jumps which were necessary to get there

The small lifts up are a problem indeed, almost ALL the switches are there and it's too easy to kill ppl using the lifts

03-13-2004, 05:06 PM
Why don't you use Language Strings?
That would be better for Translation :D

03-13-2004, 06:26 PM
Originally posted by Pahricida
.... -.-'

Team overlay includes Location

lol didn't know sorry.:rolleyes:

03-13-2004, 07:15 PM
so....what happened to the server using this map?

03-13-2004, 07:32 PM
Erm... Who exactly is going to do this translation?

I didn't use language strings cos they're a pain in the arse. It just seems like yet another unecessary extra pain in the arse step/file to do/include. There's already enough stuff to try and get right. Why edit 2 files when I only need to do one. I can see why Raven did it though - it's easier for them to translate one file than lots of others.

The holocron thing is EASILY possible - but yes, you do need to conserve your jumps. I thought it was too easy without the holocron draining your force powers, but that's me playing the map alone. What are everyone else's thought on this?

The map does give objective complete messages - what are you talking about? Or do you mean C3pO's voice?
I actually recorded some custom voiceovers for when the objectives are complete, but I didn't include them to try and keep the file size down.

As far as the other messages go, does anyone know how to insert a "return" into the message so it's on two lines?

Zappo_0 join in if you can find a game.

I saw a game with 6 people playing on the [ONE] server this morning :D but with only a 56K dial-up, it wouldn't let me join. :(

P.S. I'm aware of some of the problems mentioned - but I'd also appreciate input on how to solve them.
One reason for the lift problem is MP lifts are kind of limited in functionality and stairs/ramps are kind of redundant - You'd have to run around so many ramps just to go up to the next floor! The ramps in the switch/power room are already steep enough! (Actually, should I change them to stairs?)

03-14-2004, 03:33 AM


# CRASH BUG :( When using basejka_pushfix (http://www.pcgamemods.com/4101/) mod, the server crashes when the Jedi attempt to break out. This happened three times out of three tests. The console gives the error message:
activator classname: player
print targetname: escape
ERROR: target_print used in quick succession, fix it! See the console for details.
Sending heartbeat to masterjk3.ravensoft.com
Sending heartbeat to masterjk3.ravensoft.com

Pushfix is a very simple mod, compiled with gcc, so
I fear that any (Linux) user mod will cause a crash here.

# Sith get the "The Jedi are hacking upper/lower entry to the h" message when a Sith walks through the door

# In the Star Wars universe, hacking is called slicing :)

# When the Sith deactivate the bridge, the message says that the bridge has been activated. It would be nice to know whether it has been extended or retracted.

# No message for Jedi when ffield over cells is reactivated

# When Sith reactivate cell ffield, the message to the Sith is "The Jedi have broken out of the cell block"

# Falling onto the switch room floor gives the fade out death fall effect (classname trigger_hurt, damage -1). Inappropriate?

# Is it possible to get the rocket launcher? There is a fade out death fall trigger in the way if you try to jump from the below the main door to the hall (and it is otherwise possible to make that jump)

# By the tractor beam power nodes, there is a cushion on only one side. Falling the wrong side can result in death.

# Once a player has entered Anakin's custom JSF, it seems impossible to leave it again

Minor Flaws (debatable)

# The front door to the castle does not open for the Sith - it needs to be either hacked or pushed up.

# There is no message when the Jedi slice Vader's meditation chamber

# It is possible to call lifts back to the top while they are still descending, allowing defenders to hog lifts

# Lower level lava above catacombs is fatal when raised, and non fatal when drained. Inconsistent.


# Getting a full game going requires at least 6 ppl who know the map - and this map seems much harder to learn than Raven's. It takes over a minute to get from the top of the tower to the main hall, assuming no wrong turns.

# It is, in general, too easy to die all on your own. Experienced JK players (not me :)) should not be left on -16 points.

# All (afaics) the lifts drop faster than players fall, making them very dangerous - walk onto one (or jump, or get shot) just after it starts to descend and die.

# Fall damage is (too?) high, although it is possible to drop long distances using Protect.

# The catacombs leading to the holocron are dangerous even without no force regen and ppl trying to kill you. It is also quite a long way to take the holocron. I personally would rather the holocron not drain force.

# Getting through the sickbay can be annoying (esp. with no force regen or <level 3 jump) with 2 lifts to the lower floor and 1 to the perimeter walkway from the switch room.


# Include a walkthrough demo in the pk3 to make it easier to learn

# Add ceilings to the lifts (i.e. make them enclosed rather than a platform) so Sith cannot drop explosives on the heads of climbing Jedi (Protect can work though)

# Make the castle simpler by removing an upper floor (e.g. lose Mothma's head room and use the meeting room instead for transmission), and use the space to spread out the switch room.

# Provide an exterior, non lift route up the castle, at least from below the switch room to above, e.g. ledges on the castle walls. Maybe make it exposed to the turbolasers.

# Provide lifts to go from the sickbay floor to the sickbay perimeter walkway

# Do not allow the Sith to reactivate the ffield over the cells. This can annoy people.

# In the power node area, put a small ledge around the edge of the interior wall so ppl can walk through the windows to the nodes outside. Jumping, ducking, rolling through the window is too common a mistake and always fatal.

03-14-2004, 03:39 AM
Pahricida - there are a number of custom pk3s (http://oneclan.hyperboards.com/index.cgi?action=display&cat=welcome&board=welcome&thread=1078525640&start=) on the server, but they should not stop you joining. We seem to have no trouble in getting random people on. JA can be unreliable sometimes. All I can suggest is that you restart JA and try again.

I'll change the configs to remove the max ping limit when Bast Castle is on.

03-14-2004, 02:53 PM
Keep it coming!
One more week of testing... Then I'll rework the map, so get those suggestions in!

03-15-2004, 10:45 PM
Note: Only those testers who actually post feedback in this forum will receive testing credit :) - just trying to encourage you all!

03-16-2004, 06:06 PM
I've started to implement some of the changes requested & to look at solutions to some of the other problems.
Am working to make progression through the map slightly more linear... (At least initially). So once you've completed an area there won't be any need to return there.
Also will combine the observation deck with the conference room.
There is now a ramp leading directly down from the sith shuttle into the main hall and I've removed the side ramps that used to be the way in.
Working on a way to make the hanger a less redundant area.
Also looking at a way to rework the medical center a bit.

Since no-one seems keen on the Sith Holocron, I'm looking at making that objective slightly different.

Will probably move the power room down a floor and remove the floor, so it'll be just one long drop down into the lava. Aieeeeeeeeeeeee!!! ;)

Not sure what to do about the problem with the lifts.

As for the tractor beam nodes, I'm hoping to make them destructable in some form or other.

Lava will now be drained from a switch elsewhere in the castle in order to make progression more obvious.

Sith spawn points will be activated for every objective "activated" and deactivated when that objective is "completed".

Lifts will be marked with up or down "Switches" - objective lifts will have a red frame (ala the locked door to Darth Vader's chamber)

The fuel pipe objective will be moved into the catacombs...

I've had lots of ideas on how to improve things just that little bit more and streamline gameplay a bit. There are still many problems to solve though and some game-engine restrictions I just can't get around (Such as the limit on the # of function brushes - which is why the lifts are just a single platform)

03-16-2004, 07:20 PM
I definitely would agree with the game play being alot more linear. I felt really ackward running around in a test game with 6 people--having no idea where or what to go to next.

A small question: Does the sith statue near the destroyable wall (on the laval level) have any real purpose?
Also, where is this sith holocron; suppose I haven't found it yet..

03-16-2004, 08:26 PM
The Sith Holocron is the little pyramid shaped thing you pick up in the sith catacombs in front of the statue and carry up to the little room in the middle of the laboratory - it seems this objective is a bit too obscure for everyone and no-one likes the fact that while holding the holocron, your force power regenerates VERY slowly...
I don't have trouble with it (Don't do flip jumps and you won't use up your force energy!) - but then I made the map! ;)

Don't forget to press "o" (default key) to check your objectives on the map and which ones have been done - it'll help you find your way.

Also I'm intending to make it so the bridge controls are smashed and you'll have to use the emergency ones by climbing about halfway up the pipes below the landing platform to the emergency control panel and thus extending the bridge to the shuttle. This should be the last objective to complete, next to getting in the shuttle - and will trigger all the sith spawn points to move to the landing field.

Now what I'd like to know - Are any of the Characters/Classes to overpowered/Underpowerd?

03-17-2004, 11:50 AM
You can change default speed i think (well it does say speed: 1.00) perhaps a bit faster for the scout (it is a scout after all) like 1.20

Because the rebels have to work from the bottom till the top; demolitia are automaticly more important (remember Korriban, it was impossible first to get trough when the demolitia would spam the stairs. Now it's even upwards) I'd put the demolitia speed down, and this one will take testing with many players: disable push/pull so they cant push weapons back the light jedi pushed to them. Might fix the lift problem (Any thoughts of more ways leading to that room?)

Very nice changes monsoon, no reason to stay at objectives+ spread the objectives more...though bear in mind that the more you spread them, the more the 'minimum players count" increases (you cant defend 2 goals and make sure htey dont get 5 others if you get what i mean)

03-17-2004, 10:01 PM
I'm going to try and sequence the goals a bit more - so that completing one goal unlocks the next one, though I still want to keep it as non-linear as possible!!!
Have so far reworked the catacombs a bit (Gantrys above lava and fuel pipe switch) and have moved the power/switch room down so the lowest floor is now level with the gantry leading out to the turbo laser tower. (Thus taking out one floor)
There are now three "vents" above the hanger, which when opened, lead down onto the three extended catwalks on the top level of the hanger (The little platforms by the Tie Fighter).

Still a fair ammount of work to do and everything is in flux - so I really need some more feedback/suggestions on the whole thing.

NB: The Sith Noghri has now force powers but a speed of 2.0 and heavy melee.

03-18-2004, 03:39 PM
# Once a player has entered Anakin's custom JSF, it seems impossible to leave it again

mst, use this anakinjsf>

03-18-2004, 05:20 PM
I think the force holocron objective is fine (I'm using Monsoon's technique) so I don't tink it a must to be taken off. It might be because I haven't tried it with other players yet though. But I think it's more of a challenge. The only thing I would change is the regeneration speed, maybe a little faster would be better.

03-18-2004, 06:19 PM
I'm not certain I can change the force regen speed. The effect is either on or off I think. I used to have it off - but then it was too easy and didn't seem like much of a challenge.

Will post some screenshots of some of the changes soon.

I've decided to lower the small turbo lasers down a bit so they can shoot at more stuff. (Since they can't point down).

Will try the jsf you suggested Neo-Knight - though until tested, not sure if it will make a difference.

03-19-2004, 04:03 PM
Originally posted by monsoontide
I've decided to lower the small turbo lasers down a bit so they can shoot at more stuff. (Since they can't point down).

Will you make there lasers a little weaker in that case?

03-19-2004, 07:02 PM
I may do that, but the whole point with the lasers is to turn them off, so they no longer pose such a threat!

I'm altering the Sith Holocron objective (Pray I don't alter it any further ;) ) So that Instead of taking it from the Catacombs to the lab, you will now take it from the Lab (Where it is being analysed by the Sith) to the catacombs (Where you will now destroy it in the flames). It just makes the gameplay flow a little better.

Also - I'm changing the tractor beam objective. It will now be the four nodes will have to be activated to drain the lava, thus unlocking the sith catacombs (for completion of holocron objective) and fuel pipe/refueling objective.
Also the switch to extend the bridge and now to unlock the Castle's Main Gate is located on a gantry halfway up the landing pad (i.e. you will now HAVE to climb up along the pipes leading from the pump station to get to the switch.

I've managed to get it so the Mon Mothma hologram now appears when that objective is completed.

If this all sounds a bit confusing it won't be. ;)
It basically just means that some of the objectives now have to be completed in a specific order, making things a bit more focused for the players.

03-19-2004, 08:48 PM
sounds awesome monsoontide! You fixed a lot of gameplay issues there.. suggestion, perhaps some signs at the place?

03-22-2004, 04:17 AM
Thanks for the feedback.
Today is the end of the first beta test.
I've already started incorporating many of the ideas and suggestions you have suggested.


This is where the switch is now located to extend the bridge. (Which you now have to do in order to get to the Jedi shuttle landing pad)


The newly remodeled switch room/power core, now moved down a level so it's part of the main shaft. Only two switches here now - Open door to turbo laser towwer, and open door to Vader's chamber. (Incomplete - still working on it)


The newly remodeled sith catacombs location for the jedi to destroy the Sith Holocron. You have to force push the big rock aside to open the pit to destroy the holocron.

03-22-2004, 04:21 AM
The newly reconstructed laboratory level. The lift leading down to this level now has a blue door frame. Here you will pick up the holocron to take down to the firepit for destruction...



But first you must deactivate the spinning rings by destroying the power nodes (Which currently have the old objective text - hence the tractor beam mention)



Picking up the holocron will now set of the pumps to drain the lava well, at the bottom of which is now located the switch to extend the refueling pipe.


03-22-2004, 04:30 AM
After escaping the cell block, the Jedi team will now break into the hanger via three vents...



The new ramp into the castle's main hall from the SIth Shuttle landing pad.


Plus a whole host of other changes, including Mon Mothma now appearing and speaking after triggering the objective (Rather than her being on all the time), new spawning points and a generally more focused gameplay experience.

Still lots to do though, so it will be up to two weeks before the final BETA.

Anyone still interested can let me know if they want a look at the final beta before release.

03-22-2004, 03:21 PM
Awesome changes! Though one question, you have to destroy a holocron in a substance that's in that pit, but also all around the map? (outside, and inside with the lava pit) doesnt make much sense..it should be more hot in there (or just made there) like LOTR :p

Though since this is an "all objectives in one" map (you can do all obj at a time) and the objectives are now thank god spread out, what do you guess for now is the min. playercount?

03-22-2004, 04:39 PM
I'll test the final BETA, this map is cool and I want to see all the new changes!:D

03-24-2004, 05:10 PM
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.

03-25-2004, 03:36 AM
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?

03-25-2004, 03:29 PM
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

03-25-2004, 07:03 PM
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:

03-29-2004, 06:29 PM
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.

04-02-2004, 12:21 AM
Just Mergatroid?

04-02-2004, 04:09 AM
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

04-02-2004, 08:02 AM
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,

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


04-02-2004, 01:43 PM
I can still have beta sessions hosted on the -ONE- clanserver, and I can still test.

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?

04-02-2004, 03:12 PM
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.

04-05-2004, 05:27 PM
sounds good :)

any news on when the testing starts? :confused: (no, i dont wanna hurry you - just asking :p)

04-05-2004, 06:36 PM
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.

04-05-2004, 06:55 PM
can't wait 4 it!!! *wants download*
every new siege map sounds good and i like that mal

04-05-2004, 10:05 PM
I am in as a beta tester, just hope we can get atleast 8 players so we can run a full test.
:mad: Dog

04-07-2004, 05:33 PM
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????

04-07-2004, 05:38 PM
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?

04-12-2004, 09:05 PM
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.
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.”
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.
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.
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.

> 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.

04-12-2004, 09:09 PM
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

04-13-2004, 07:47 PM
those changes look good - waiting in anticipation :)

04-14-2004, 12:11 AM
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!)


04-14-2004, 08:25 AM
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 :)

04-14-2004, 12:57 PM
I've uploaded the map to one of our servers.

name: SMC Homestead (^4SMC Homestead ^7::^1 Beta Test)
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)

04-14-2004, 02:34 PM
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.

04-14-2004, 09:02 PM
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?

04-14-2004, 09:07 PM
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!

04-14-2004, 11:20 PM
NM i got it it took 36mins dunno why though

04-14-2004, 11:25 PM
Let me know if you have any trouble getting it to work.

04-15-2004, 01:47 PM
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...

04-15-2004, 02:39 PM
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.

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)

04-15-2004, 07:18 PM
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

04-16-2004, 07:29 PM
Which ones are those?

04-16-2004, 09:26 PM
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 :)

04-16-2004, 11:47 PM
Yes the whole spawn point thing gets comlicated very quickly, since this level is not a strictly linear progression! Will look into it though.

04-17-2004, 09:00 AM
and remove the detonation pack for the defenders plz... the defender do sth like this:

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

i hope you understand this

04-17-2004, 07:57 PM
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 wíth blue force field, etc.

Sorry for putting up such a long list :rolleyes:

04-18-2004, 12:35 AM
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

04-18-2004, 02:57 AM
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.

04-18-2004, 09:12 AM
-and a texture error at the "saber" of darth maul

04-18-2004, 10:43 AM
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.

04-18-2004, 12:28 PM
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 :)

04-18-2004, 04:32 PM
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

04-18-2004, 08:00 PM
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 :)

04-19-2004, 01:57 AM
unlikely as it is (since I always seem to be on by myself) you may see me as Sevis

04-19-2004, 06:55 AM
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)

04-22-2004, 04:58 AM
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.

04-22-2004, 02:13 PM
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 :)

04-30-2004, 01:32 PM
any news?

04-30-2004, 02:37 PM

04-30-2004, 03:19 PM
Sorry, I've been caught up with the Levelsource contes lately.

05-03-2004, 01:34 PM
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...

05-03-2004, 09:29 PM
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...
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.

05-04-2004, 10:00 AM
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).

05-04-2004, 03:29 PM
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.

05-05-2004, 07:17 AM
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:

05-05-2004, 10:22 AM
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 suxx³³³³

but a yavin map... where can i donwload it?

05-05-2004, 12:45 PM
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^^

05-05-2004, 01:06 PM
what the hell is MB2?!?

05-05-2004, 04:47 PM
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.

05-05-2004, 11:31 PM
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.

05-10-2004, 08:52 AM
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...

05-10-2004, 11:41 PM
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.

05-10-2004, 11:49 PM
??????? 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.

05-11-2004, 02:12 PM
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?

05-11-2004, 09:37 PM
The elevators are all push button.

05-12-2004, 03:32 PM
That should be no problem then. :)

05-25-2004, 03:26 PM
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.

05-26-2004, 08:21 AM
glad to hear you are still working on it, monsoontide :)

05-27-2004, 12:45 AM
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.

05-27-2004, 04:32 AM
d00d, did you updated the anakinjsf with the 1.1 version i've just released ?

05-27-2004, 07:22 AM
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

05-31-2004, 03:56 PM
That's an awesome change monsoontide. I know for sure when this map is out ill play JA lots again

06-04-2004, 10:17 PM
Should have some WIP progress pix of the changes posted tomorrow night.

06-05-2004, 08:58 PM
looking forward to it :)

06-08-2004, 06:09 PM
OK, Pix tonight for sure. Sorry for the delay. Was hoping to get the lighting phase compiled but its taking just too long.

06-09-2004, 02:22 AM
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

06-09-2004, 03:09 AM
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.

Reaching the cell-block at the very top of the castle will now be your primary objective (Apart from one other thing)

Meditation chamber is much as before and still contains an objective switch to activate.

Control Deck, now a large level with four lifts up and four down. Also access to the manual gun turrets.

06-09-2004, 03:14 AM
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.

This map glows and rotates slowly


Though the meeting room will soon have a new central table based on some concept artwork from Ep2. AOTC

06-09-2004, 03:21 AM
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.

Once the power to the castle is restored (First objective) the Turbo Lasers will come on line again and must be destroyed by starfighter.

These turrets can be used against starfighters and players/NPC's :rolleyes: running along the bridges!

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!

06-09-2004, 12:01 PM
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.

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).

06-09-2004, 01:42 PM
nice changes!

Yeah the downpoints are the overly bright yellow lava, and that you can see immediately you're in a big box

06-09-2004, 02:30 PM
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.

06-09-2004, 03:24 PM
: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.

06-09-2004, 03:50 PM
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.

06-11-2004, 10:03 AM
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 :)

06-14-2004, 10:44 AM
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!!!) ;)




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.

06-14-2004, 03:26 PM
Wow. That's simply astounding!

06-15-2004, 01:46 PM
^ What he said. I love the Padme idea.

06-15-2004, 02:15 PM
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...

06-15-2004, 05:56 PM
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.

07-27-2004, 02:43 PM
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.

07-27-2004, 03:19 PM
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.

07-28-2004, 05:16 PM
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.

07-28-2004, 07:53 PM
sounds good.

07-28-2004, 08:15 PM
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 :(

07-28-2004, 10:13 PM
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.

07-29-2004, 09:17 PM
Lassev, check your PM - I have a further question reguarding Setting up multiple Nav Goals in the script.


07-31-2004, 03:24 PM
OK - Finally have the navgoal thing all working, so now the Jedi Team can complete ALL their objectives.

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!

07-31-2004, 05:16 PM
Great news :)

08-05-2004, 05:47 PM
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!)

08-06-2004, 05:21 PM
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!

08-07-2004, 07:29 PM
Some idiot spammed the pcgamemods website.
I can't seem to get the upload to work from the mac's at work, so will have to wait til I get home and upload it via my ultra fast 56k connection ;)

08-08-2004, 03:31 AM
Get it here:


Enjoy and don't forget to post your feedback here please!

08-08-2004, 10:51 AM
Wow, just downloaded bast and looked at it in spectator mode, amazing job. Just thought I'd make a suggestion about the edges of the map. Rather that putting in that odd looking background, why not make the lava go through rock canyons at the edges of the map. That way you can better maintain the illusion that the map isnt inside a box. Me and a friend are going to try and play test it later. I'll let you know how it turns out.

08-08-2004, 03:57 PM
Okay, my friend and I play-tested the map for about an hour to see how it worked. Here's some things that bugged me about the map.
Bad news:
1. Switches- there are a lot of switches for various elevators around this map, too many in my opinion. Cutting down that number from 4 switches per elavator to 2(one top and one bottom) would help alleviate the confusion.
2. Flying- The objective that requires you to knock out the turbolasers seems the most difficult due the confined flying space the edge of the map gives you. I spent most of the time manuevering for a shot at 1/3 the speed of the fighter. I suggest either that you modify the fighters you use to alter their speed and manuevering and tailor them for the this map. OR you can make a flying vessel a transport that allows the players to drop down by the turrets and knock them out via explosives.
3. Footwork- it seems a lot of the time you spend on foot is in transit between objectives and riding up and down elevators. Sacrificing some of the size and grandier of the map might be something worth considering so that people won't be aggravated just trying to get where they need to go.
4. Architecture- while the exterior of the bast castle struck me as what its supposed to be, a major fortress, the inside seemed more like a giant power plant with some laboratories added in, especially when you first walk in and go up the first set of elevators. This fact kind of bothered me a bit.
Good news:
The only error I encountered happened when I was trying to escort mon mothma down the tower. She got down two sets of elevators and then started running in a little circle after she left the spot she makes the transmission. I found no other errors in textures or in general.
THe really bad news- When you fix and finish this map completely, you're gonna make yourself famous in the mapping comunity, which means everyone will bug you to make something else, sorry pal, you are doomed. ^^ Phew! Man I must earn some kind of record for massive posts somewhere! Peace!

08-08-2004, 04:20 PM
i always get this error if i try to start the map:

UNEXPECTED EOF While looking for group dark jedi

how can i fix that?

heh i fixed it myself i just removed siege yavin4 and it worked nice job on the map:cool:

08-09-2004, 07:57 PM
Was just exploring the new version on our server, and it looks excellent!

I have two questions so far:

1. Is it intentional that the Sith can pick up the Holocron? I was carrying it towards the meditation chamber, got killed, and then spent the rest of the time trying to hunt down the Sith guy who was hiding with the Holocron. Obviously, due to the size of this map, it can be almost impossible to find someone quickly.

2. The Jedi are supposed to protect Mon Motha from the Sith...but the Sith have no incentive to attack her, because killing her will end the level early, meaning they have less time to attack when it's their turn. Or is there something subtle going on here that I've missed?

Great work though!

08-10-2004, 12:47 PM
I only just noticed I forgot to put the correct flag on the holocron so only the jedi can pick it up!
Still it should be easier to find once I get the icons/radaricons all working properly.

Hmmm... I wasn't aware that the clock timer changed. It should give you the same amount of time to complete the level every time - or am I mistaken?

I put in lots of switches, just since the elevators are quite large and its more convenient. I used to have just one per elevator but it was more aggrivating.

Use the N-1 starfighter to take out the turrets. It's the only ship slow enough. I may mod the speed on the other ones at some point. Though that could cause adverse reactions in other maps.

I'm still working out a way to do the edges of the map - ID game skyboxes are always designed so you can't see the 'ground plane'. It's always mountains etc. So it creates problems when you try to do it - even RAVEN had to cheat a bit when doing their Hoth siege map by trying to hide the edges of the map and putting in a portal sky.

08-11-2004, 08:44 AM
Having tested the Mon Mothma problem further, it turns out to be quite serious.

The team that are Jedi in the first round can kill her themselves as soon as they've released her...then when they are Sith in the next round, they only have to defend for a fairly short time to win the map overall.

A few other minor things I found:

The first door you encounter as a Jedi has a swirly blue force crosshair, but pushing or pulling it seems to do nothing.

The red beam that activates when you turn on the power is usually invisible from the bottom of the pit (meaning you could jump straight through it and take damage if you didn't realise it was there).

The Sith can turn on the power themselves, which raises laming possibilities - I know nothing about mapping so I don't know if it's possible to make a button only pushable by one team though!

08-11-2004, 04:35 PM
In theory at least, the Jedi shouldn't be able to kill Mon Mothma as she has a 'teamnodmg' flag set for the jedi team.
But that flag doesn't seem to work properlysometimes.

As for some of the other switches - I must have forgotten to set them to only the Jedi team (Same goes for picking up the holocron).

I have to change the effect for the red beam. Not sure why it dissappears like that.

The door with the force push works, but if you stand next to the door, it gets retriggered straight away and closes again. Not sure how to work around this.
Will probably just take of either the trigger or the force push and just have one of them.

Nothing tooo serious though. (I hope)

Great stuff, any more feedback???

Are the teams balanced? Does having weapons unbalance play too much.
Has anyone been able to use the turret guns/fighter to shoot down players/fighters?

Is there anything that you guys Like in particular?

08-11-2004, 10:45 PM
I was curious about one of the ships you set up in the map. I think it was a sentinel class shuttle with a usable interior. Would it be possible to turn that into a working vehicle or add a turret gun to it? (kind of like how they set up the gun turret in lando's ship in JK2)
As for likes, I definitely think the classes were set up well. Essentially everyone is overpowered so things stay equal, but the heavier weapon ordinances for each class is pretty sweet.

08-12-2004, 07:08 AM
I agree, I think the classes work very well together. Another thing I particularly like is the new objective flow (much less repetitive legwork than in the previous version), and I love the Padme face in the lava pit.

I've tried to shoot down fighters using other fighters - unfortunately it's almost impossible, the ships are so fast that you would need a lot more room to maneuver.

It can be done with the turret guns - but only when the attacking ships almost stop in midair, which they have to do to get a shot in at the turrets.

01-28-2005, 01:23 PM
The other day I was looking through the user made SIEGE maps out there, and I was wondering if this one is still in development?

Ie: can we expect another update in the near future?

Anyway, good luck!

01-28-2005, 05:10 PM
No... this map is no longer in Development.
I don't think anyone ever played it really...

However, I am working on an Endor Siege map
you can view progress here...

It's pre-ALPHA stage and there's a HELL of a lot to do...
Two new custom player models, 1 New Vehicle, 1 Remodeled Vehicle, textures etc etc etc...

01-28-2005, 11:44 PM
Was the map ever completed? If it's in a playable state, I'll be sure to add it to my map rotation on my test server.

01-28-2005, 11:54 PM
You can get it here

I did a bunch of testing with about 6 or 7 different testers and rediesigned the map almost completely to it's current state.

There's still a few issues - Mon Mothma tends to get stuck from time to time and most notably its that the time limit needs to be removed from the Siege file. (& it's an easy fix as well) but I moved overseas in August and have been busy since then.

If you want - test it out and let me know what you think WORKS and what DOESN't WORK ;)

I've played through Doom3 and was going to do something for that but Doom3 is a cool engine but the game falls apart about half way through.
I've only played the half-life demo and while it was cool, neither of these games captivated me like weilding a lightsaber and using the force!!!
So I've gone back to doing Jedi Academy stuff namely my Endor SIEGE map (3rd attempt!).

01-29-2005, 10:14 AM

So, what's wrong with the time limit?

01-29-2005, 12:29 PM
Someone mentioned that the map became impossible after a while as when you play a second and third round, the time gets shorter depending on how quickly the pervious team completed the map and they found some expliot that made it so the other team couldn't win...
I've never been able to test it for myself though...

02-05-2005, 10:48 PM
hmmm, weird. Well, if I could see the bug in action I could probably fix it.

As for the actual map, I like it but are the stairwells supposed to be so dark? I can't see at all in most of the lower stairwells.

10-08-2005, 03:05 PM
Sorry to revive this, but are these maps still in production? The PCGamemods link is down, since they redid their page (re-upload it could you?).

10-09-2005, 12:45 PM
Alas, I lost the original map file, so can no longer do any work on it.

The PCgamemods link works fine (just tested it)

06-19-2008, 10:35 AM
does someone still have the map?could he upload it at rapidshare or send it me with mail?

06-24-2008, 11:44 PM
Dude, first welcome to Lucasforums :) second, the last post was in 2005 so no one comes here anymore ;) don't worry, I did the same thing when I first joined :lol: I know what it's like...