Topic: Strike at Bimmiel

Map Name: Strike at Bimmiel
Planet: Bimmiel
Ground/Space: Ground
Weather/Lighting: Daytime, sunny
Layout Diagram:
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/minimap.jpg


Map description:
Bothan Spies have uncoverd an Imperial recon station on the planet Bimmiel. The rebels have dispatched a team too Bimmiel too take out the station before it discovers their hidden base on nearby Yavin. The Imperials have a strong defensive position atop a tabletop mountain and are well equiped to deal with the invasion. The Rebels have landed in a nearby clearing in the forest and must fight their way across the forest and up the mountain pass too assualt the mountaintop recon station.

Gameplay Description:
Push map. Rebels Must fight their way up the mountain taking control points as they go.

Vehicles:
Speeder Bikes, Hover Tanks, Freerunners, Snow Speeders, ATST's, Tie Fighters, Probe Droids, TurboLasers

Pictures....

Overview
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/overview.jpg

Rebel Landing Site
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/rebbase1.jpg
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/rebbase2.jpg
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/rebbase3.jpg

Imperial Landing Platform
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/landingpad.jpg

Mountain Pass Entrance
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/passentrance.jpg

Imperial Checkpoint
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/impcheckpoint.jpg

Imperial Recon Station
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/impbase2.jpg
http://i40.photobucket.com/albums/e237/uzi_1984/FSMAP/impbase1.jpg

This is Obviously work in progress. Im quite happy with the layout and position of everything, but everything needs polishing up, i need a lot more statics around too make it more interesting; i need to repaint some of the terrain as it doesnt look very realistic, and i need too endure the hours and hours compiling the lightmaps (for some reason the editor is qouting me over 10,000 hours too compile them, is that right?!) Most of all; the map need input and constructive critism from others, so please feel free too comment and suggest any changes. So what you reckon guys?

http://stats.fsmod.com/sig/trooper.krenyo.png

2 (edited by gaurd502 2008-08-24 16:47:43)

Re: Strike at Bimmiel

first i think it look good but mabey some more trees. Now about the airspeeders..i think that it they would be cool the man able turbo towers might even it out excet people are just going to fly high and blow them up. wait could it posible for you to make it so that if you go higher then the top of that big turbo laser tower youd  have like 5 sec to get back down or you blow up this being the large turbo tower shooting you down. id realy like to see this  map in game because i think it looks like a good map for rebel artiliery to be useful so far its a bit hard smile and if you had some hills with some trees  somewere so the rebels could spot for arty.  plz supplie more pics i want to see more ofit and how its coming along


good map

EDIT:"if you go higher then the top of that big turbo laser tower youd  have like 5 sec to get back down or you blow up this being the large turbo tower shooting you down." how about you start losing health like first - 25% for five seconds of being above because in the movie thier not very accurate aganist fisghters so something more like going out of bounds only a bit more server

http://miniprofile.xfire.com/bg/sh/type/0/gaurd502.png
http://stats.fsmod.com/sig/medic.gurd502.png

3 (edited by Gwynzer 2008-08-24 16:53:39)

Re: Strike at Bimmiel

Looks quite nice.

Did you actually reasearch and find out that Bimmel was quite near Yavin, or did you just take a guess(it is within a reasonable range).  It does need polishing up, as you say.  I look forward to watching this map improve.

I belive adding air vehicles is a mistake in a map with this structure.  Maybe once you get it further we can sometime try it with and without using fighters, but I belive that it would be best not to include them.

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

4 (edited by Safe-Keeper 2008-08-24 17:54:26)

Re: Strike at Bimmiel

OK, first off, the Imp base looks really good. I like the big dish hugging the rest of the facility. The Rebel landing zone looks pretty good, too. But your terrain really needs improvement. Experiment with the Level tool to make the terrain more "random" and less rounded off. The way it is now, it looks very artificial, especially with your "brushes showing" in the westernmost portion of the map.

It looks like a fun map, though, and good job with the lightmaps, I still can't get them to work.

Most important thing to remember is that no matter what, keep mapping, and don't let things discourage you.

Edit: Oh, and you'll probably want to thin out that undergrowth, or it's going to cause a good deal of lag hmm .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Strike at Bimmiel

thanks for the input guys.

I'm thinking of removing the air vechicles completely as i think they tend too  'shrink' a map, and also destract from the ground combat. I might just stick a static lambda atop the landing pad too give the pad a purpose.

Im struggling with colouring the terrain a bit, i dunno why those circles appeared, and im having a job too get rid or paint over them. I think i need too learn more about how the texturing works etc. Also safekeeper will leveling out the terrain in sections not make it more artificial? I thought the idea was too carve the terrain too the shape you want and then smooth it out with the smooth tool, prehaps i just need some more jagged bits? The undergrowth is quite dense but only in that small section of the map (rebel landing zone, and pass entrance) its practacally non existant everywhere else, only a few patches of grass here and there. The overgrowth (trees) however is spread out over quite a fair bit of the map, although most of it is out of the play area and cosmetic.

One thing im surprised no ones mentioned is this map is likly too be very choke point heavy, as there really is only one way up the mountain, making the whole map quite linear. This is actually intentional as i like focused battles rather than lots of skirmishes, but what do you tester guys think?

Keep the comments comming, they all help in tuning my map and are much apreciated. Thanks.

http://stats.fsmod.com/sig/trooper.krenyo.png

Re: Strike at Bimmiel

P.S. yes i did look up and chose Bimmiel as a location, simply coz of it proximity too Yavin. gotta try and keep it lore accurate :OP

http://stats.fsmod.com/sig/trooper.krenyo.png

Re: Strike at Bimmiel

Glad to see you're up and running with mapping.

About the lightmapping taking an obscene amount of time.  I remember reading a post on here (can't remember which thread its in) that recommended removing the FS trees and replacing with stock BF trees when doing the lightmapping.  For whatever reason the FS trees and lightmapping don't agree.  At least that was the case when that post was made.  You might want to test this out by removing or replacing the trees. Then see if the lightmapping improves.