View Full Version : need a plan for my geonosis

10-02-2004, 03:04 AM
hey i need a plan for my geonosis map that im gonna make for battlefront can anyone please help me with that the recuirement are.
paint: for making the map plan
and my msn to send the plan to me: maxloef@hotmail.com

the things that HAVE to be in the map are as this:
15 gunships
10 hailfire's
5 spiders
5 at-te's
3 assembly areas
15 techno union ships
15 to 20 spawnpoints
and of course the spire
and if posible a trade federation droid control ship to destroy

the map wil be aprox 10 times bigger then the original 1

rut-wa jodar
10-02-2004, 03:36 AM
Have you considered that your map is gonna be a potential Lagfest ?

10-02-2004, 03:54 AM
in 1 word.............................................. ..............NO:swear:

it wil just be big im sure a medium pc wil be able to handle it casue its the players that cause the most lag and since you can only play woth 32 preople i dont see y there should be lag


r u interested to help or not

10-02-2004, 10:39 PM
On paper that sounds really good but how would 1 team be able to control all the control points? That would take a massive amount of players. Also i think your goals for the map are unrealistic. You have lag issues as well as client side performance issues. How do you think someone would be able to play the map with at least a rate of 20 frames per second?

If i were you i would cut those numbers down in half if not more, and if anything, make the map maybe 2-3 times as large as opposed to 10. if you go larger you risk excessive map travel, you think 1942 and vietnam were huge? How would the at-te's get to the other side of the map without being destroyed and having to start at the beginning all over again? I do agree, though, that the game could use more at-te's and other vehicles.

I dont mean to bring you down or anything but i've worked on maps on other games where i wanted to do similar things by putting more of everything, unfortunately the game engines wouldn't allow it or there would be terrible frames per second. The key to being successful, however is extensive testing. Who knows? You might prove me wrong.

10-03-2004, 12:42 AM
wel im a mapper to ive made a bunch of maps for jk3 and 1 of them was a huge geonosis and it didnt lag and i think i do overreacted the map size just think of it as biger that the original 1

10-03-2004, 01:54 AM
i don't think more vehicles than players is a good thing. You'd need a lot of bots extra then...

10-09-2004, 02:23 AM
You and your ideas :p

10-09-2004, 08:46 AM
cut those numbers in half and then your talking.

10-09-2004, 12:26 PM
A vehicle war is always a tempting scenario, but all land wars (Sci-Fi or not) are won on the ground by troops.

You could consider one central Control Point with no vehicle spawns. This could be like a Skirmish line or Kind of like King of the Hill scenario. Provide plenty of turrets in the central point for AA. The ships need to support the ground troops without taking out their own.

Strategicaly: Do you flank and attempt take out the enemy base and ships or contend the Primary Control point in a war of attrition.

That kind of focused firepower would be mayhem so the playfield needs to be pretty big. Possibly have to increase times between ship spawns. Could possibly be fun or a total lagfest if not planned right.