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Old 01-15-2005, 09:04 AM   #1
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Eddie's Maps

Combining all of my topics into one for easy traking/posting. Version 1.0 of the following maps are out

Eddie's Death Star Map
http://www.gametoast.com/modules.php...q=getit&lid=24

Eddie's Dantooine Map
http://www.gametoast.com/modules.php...q=getit&lid=25

Eddie's Tynna Map
http://www.gametoast.com/modules.php...q=getit&lid=27

Eddie's Dathomir Map
http://www.gametoast.com/modules.php...q=getit&lid=32

Eddie's Death Star "B" Map
http://www.gametoast.com/modules.php...q=getit&lid=42

Eddie's Q City Map
http://www.gametoast.com/modules.php...q=getit&lid=46

Eddie's Base 42 Map
http://www.gametoast.com/modules.php...q=getit&lid=55

Eddie's Kastel Map
http://www.gametoast.com/modules.php...q=getit&lid=59

Eddie's Italia Map- MP Version
http://www.gametoast.com/modules.php...q=getit&lid=67

Eddie's Italia Map- SP Version
http://www.gametoast.com/modules.php...q=getit&lid=68

Eddie's Tynna Deux (v0.8)
http://www.gametoast.com/modules.php...q=getit&lid=77





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Last edited by Servant; 03-19-2005 at 05:16 AM.
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Old 01-15-2005, 01:06 PM   #2
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http://www.freewebs.com/new_redcell/...sswbedmaps.htm
there you go



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Old 01-15-2005, 10:48 PM   #3
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NoKill: he he cool.

Are you guys are going to make a map for SWBF? I see you are active for JA and it looks great.


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Old 01-16-2005, 03:28 AM   #4
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If you are intrested in betatesting redesigned verion of Dathomir (0.9)here is temp link (512 K line):

http://www.eline.ba/eddie_dathomir_v09.exe

I am aware of some vehicle sound issue; the sound tools should come out soon.


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Old 01-16-2005, 03:48 AM   #5
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well im more into 3dmax now
but it woud be nice if i coud find a tutorial for battlefront to add on the site



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Old 01-16-2005, 04:11 AM   #6
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Ahhh so sweet, keep up the good work man .
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Old 01-16-2005, 06:14 AM   #7
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ok i also added your othere map

http://www.freewebs.com/redcellclan2...adsSWBMaps.htm



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Old 01-16-2005, 06:25 AM   #8
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thanks man, but there is a space on Dathomir file (link) name so the link is broken (%20).


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Old 01-16-2005, 10:25 AM   #9
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thank for the tip i fixed it



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Old 01-17-2005, 12:57 PM   #10
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Dathomir just became spookier:




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Old 01-17-2005, 08:05 PM   #11
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hooo you can hide in the damps of the water



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Old 01-21-2005, 03:19 PM   #12
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Announcing Eddie's Death Star [B] Map.

This is larger skale map with action in the air and indoors.
I am at .6 stage, have to finish some fine tuning and play it couple of times. I should release beta this weekend.



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Old 01-22-2005, 03:31 AM   #13
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OK, here is death star b 0.75 version for beta testers. it is on
temp 512 K line:

http://www.eline.ba/eddie_deathstarb_v075.exe

eddie.

PS. Self-install (for B map) is only 2 MB large!


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Last edited by Servant; 01-22-2005 at 05:19 AM.
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Old 01-23-2005, 12:58 AM   #14
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Eddie's Death Star "B" 0.99 is out. More buidings...

Download link is a the top of this page.


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Old 01-28-2005, 03:23 PM   #15
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Announcing Eddie's Q City map:

This map has 3 spawns for each team, plus three neutral ones, vehicles and a lot of street fighting



Beta version is out. Bare in mind that there are some buidings to be finished and some other stuff. You can download the map at:

http://www.gametoast.com/modules.php...q=getit&lid=46


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Old 01-28-2005, 04:04 PM   #16
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Wow Eddie you are amazing. I really like your work and it always is getting better.


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Old 02-02-2005, 01:26 PM   #17
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Dathomir 1.0 is out. Download link at the top of the page.

What is new: all sounds for all vehicles.

Q City 1.0 is out. Download link at the top of the page 1.

What is new: all sounds for all vehicles. Now with CW era.


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Last edited by Servant; 02-02-2005 at 02:25 PM.
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Old 02-03-2005, 03:59 AM   #18
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Q City is fun to speed bike at...Here lol ive got some screenies


Long way up...and its almost vertical..but hey! this is star wars!

Serious Air

A late almost landing screenie...the fall dosent kill you...if you jump off


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Old 02-03-2005, 04:56 AM   #19
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He, he that is fun...I will have to try it out!

Why your sky is black? Is it that no T&L thing?


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Old 02-03-2005, 05:19 AM   #20
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Yep -.-...really annoying


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Old 02-11-2005, 10:41 PM   #21
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Eddie's Base 42 v0.90 is out

Download link at the top of page 1


GT-1 team at:
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Old 02-12-2005, 05:25 AM   #22
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Quote:
Originally posted by Servant
Eddie's Base 42 v0.90 is out

Download link at the top of page 1
Awesome! Rock on dude! *Runs to get his battlefront cd*


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Old 02-12-2005, 10:22 AM   #23
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Eddie's Base 42 v1.0 is out.

New: CW era, bug fixes....

Download: Top of page 1.


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Old 02-17-2005, 01:07 PM   #24
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Eddie's Kastel 0.90 is out.

Infantry only map with a lot of narrow spaces in seaside town..



Download: top of page 1.


GT-1 team at:
http://www.gametoast.com

Last edited by Servant; 02-18-2005 at 11:40 AM.
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Old 02-27-2005, 05:15 AM   #25
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Eddie's Italia v0.81 is out:

This map is based on CS Italy map. Eventhough it is possible to play it in SP it is intended for MP. It has 2 untakable spawn points (plus one neutral/untakable for AIs), so you have to kill all of your enemies to win.

Known issues: reinforcement count drop, some textures have to be finished...

Download: top of page 1.



Download:
http://www.gametoast.com/modules.php...q=getit&lid=67


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Old 02-28-2005, 06:44 AM   #26
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those maps look realy nice



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Old 02-28-2005, 01:08 PM   #27
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Yo to you nokill, long time no hear....


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Old 02-28-2005, 10:17 PM   #28
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i know i bin buzzy whit...stuf



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Old 03-01-2005, 03:52 AM   #29
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v0.85: I moved reb spawn behind the wall and imp spawn behind the house to give more room to the map and to have some extra corridors. Also, there is spawn inside the central house (to see how that will work out and boxes under the window are changed to enterence) and both teams got extra two solders.
I was thinking to finish SP first and then just remove all extra spawns for MP.
You can test it at:

http://www.gametoast.com/modules.php...q=getit&lid=68


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Old 03-03-2005, 08:13 AM   #30
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Eddie's Italia v0.90 is out

http://www.gametoast.com/modules.php...q=getit&lid=68

New: a lot


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Old 03-06-2005, 08:55 PM   #31
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These are awesome dude! Keep it up.


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Old 03-19-2005, 05:15 AM   #32
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Check out Beta of Eddie's Tynna Deux map.

Download: top of page 1

To Do/Issues:
1. View distance
2. Finish planning



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Old 03-19-2005, 08:21 AM   #33
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^Nice!...ill check it out.


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Old 03-23-2005, 08:45 PM   #34
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hi there, i wanted to give you some sort of feedback after testing your custom maps, i tried Q city, the Kastel, Dathomir, Italia &
Dantooine and they were all quite nice though i have a few observations.

-1. In the Kastel, there are many places where you see a flickering in some walls, there's a specially annoying one in a "diagonal" wall that flickers to a normal wall.
-2. Both in Dantooine and Q city both enemies and allies keep falling off bridges very frequently. I'm not sure if in the SWBF standard maps this happens that often but I've only noticed this here.
-3. I loaded Italia, Dantooine, Q city, Dathomir, and The Kastel in an Instant action session, but the game quitted when loading Dathomir. I restarted it selecting only Dathomir and the Kastel and it played ok though.
-4. There's a hole in Dantooine, if you fall into the water with the speederbike you fall off the map too.

that's pretty much it in terms of complaints

I liked:
-1. Italia: really exciting map fast paced and non-stop action, so many alleys and alternate ways to getting from point to point. I know it's a hopmage to a CS map but it doesn't take away your merits for doing it
-2. Dantooine: I love maps with bridges to assault, it was a feast climbing on one of those broken columns and sniping the incoming imps
-3. Kastel, really nice architecture, fast paced too
-4. Dathomir, that natural bridge/passage near the cascade with the fog is really cool, excellent topology.

well that's it, I hope to see more of your stuff around soon


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Old 03-24-2005, 02:23 AM   #35
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1. In the Kastel... I know, I have to manualy move walls - eventualy
-2. Both in Dantooine and Q city both enemies and allies keep falling off bridges - Usualy we deal with this using fense along bridge but you can not control AIs once they start fighting
-3. I loaded Italia, Dantooine, Q city, Dathomir, and The Kastel in an Instant action session, but the game quitted when loading Dathomir.- Dathomir is buggy, do not know what, so sometimes it loads sometimes it chrashes, that is why I did not include it in MapPack
-4. There's a hole in Dantooine - hmmm, there is always stuff like this, the problem is that I do not spend enough time on a single map, I move to the next one (which is not good).

PS. If you like Italia, I am sure you will love next one, stay tuned....

Tynna Deux still has viewdistance problem which I will fix soon I hope.


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Old 03-24-2005, 12:48 PM   #36
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well, I later tried Tynna Deux and I liked it a lot, though i also caugth a few details that I think are worth looking into:
-1: In the "city" zone there are a few buildings with stairs, in some of them the last step is a little bit higher than the rest so you get stuck in it and have to jump it. Not good if your sneaking or hiding from the enemy.
-2: the view distance, hope you can fix it since this is a really nice map in terms of the layout and the different "views" you can get.
-3: In the upper CP's the one to the rigth has a nearby wall that's really annoying, it flickers a lot though it isn't related to the view distance since it dissapears even when you're standing next to it.

I liked the sewers and the river with the bridges. the big turret in the upper CP may be a little unbalancing, I easily massacred about 30+ imperials with it after capturing that point.

About the other maps and people falling off bridges well, thats what happens when you build a culture without fences...

Another issue i had after testing kastel for the second time, there's a small channel in the middle part of the map, if you fall into it there's no way to climb up again but you don't drown automatically, so once i did i was surrounded by 5+8 allies running around doing pretty much nothing while the team was being pounded by the enemy. If they could die inmediately after falling they could return to the figth more quicker

I don't wanna sound picky or anything, god knows the standard maps have big downers like on the Kasshyk(sp) port/market map where the enemy fall to the water they can't seem to find their way around the pier to the stairs...

Anyway, i'll keep checking onto your maps and maybe i'll gather some time in the future and create something by myself and post it around here somewhere, I did a little mapping with Jedi Outcast but never got around finishing the maps and publishing them, maybe i'll try remaking the one I did for battlegrounds, it is certainly more flexible in terms of scale and distances than JO was

PS: can't wait to see it
PPS: any suggestion about where can i find tutorials for mapping? is the documentation on the mod tools good enough? I'm downloading them rigth now and i would like to give it a try this weekend so if you know of any site with this kind of info i would really appreciate it


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Last edited by feeank; 03-24-2005 at 05:05 PM.
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Old 03-25-2005, 08:00 AM   #37
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Well, i appriciate your reviews and will fix all those things eventualy and release maps as 1.1
Thank you for reviews they are single most helpful thinkg in making better maps. For view distance, that is the major thing I have with Deux and tried several combination, nothing worked. I am affraid the walls/object i used in Deux do not have lowrez textures which means they can not be viewed from distance which would suck but we will see. For tutorials, there is extensive research on our main web site (my signature). Then, there is my post Ask Eddie at
http://forums.lucasarts.com/thread.j...859&tstart=125
where there are some basic Q&A, plus
Ask Saturn_V at
http://forums.lucasarts.com/thread.j...30593&tstart=0 with more advanced stuff, so a lot of Q&A around but NO common manual.
Ask Eddie is closed, but with over 25 pages, and any questions you might have ask in Ask SaturnV....

Oh yeah and Freds site:
http://www.secretsociety.com/forum/display_forum.asp


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Old 03-26-2005, 12:20 PM   #38
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thanks a lot Eddie, so far i haven't been able to open zeroeditor, I've been checking the possible causes and none of them seem to be related, I'm gonna try reinstalling the game to see if this has somethng to do, but again thanks for the links


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