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Tropicanae (1.0)
Filename: tro.zip


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1.0
Thunderstorm025
1132
08-26-2010
Maps


Average User Rating: 8.9
Number of Votes: 7
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Tropicanae (1.0) - File Description  


Description:
"Tropicanae" is, as you might guess from the title, a tropical map. It's the first map of the author, Thunderstorm025, and while there are a number of first-map hurdles it does clear, it runs smack-dab into the hurdle of authorial ambition being bigger than the knowledge of the tools.

The basic setup of the map is four islands surrounded by water - two "main" islands, with three CPs apiece, and two secondary islands with one CP each. Several vehicles are available to move between each of the islands, but the water is too deep to get there on foot. It's a nice idea, but that last part (the "vehicle-transit-only" part) is where the map sees its biggest problem.

A lot of first-time authors (myself included) make the mistake of conceptualizing a map that really only works well if every AI unit were to be controlled by an actual human. This is not and will never be the case, and because of that, if you don't plan your map around what your AI can do, then you're really shooting yourself in the foot, design-wise. In this case, not only are you limiting island transit to the handful of vehicles you have available (which means that you're going to have a lot of units waiting around), but you're expecting the AI that use those vehicles to succeed in moving in and taking over command posts.

Here's why this doesn't happen. First of all, AI don't always evacuate their vehicles, even if they're sitting right on top of a command post. That's a huge problem right there. Secondly, even in a perfect world where the AI do exactly what you want them to do and drop in to specific command posts, the AI will always be essentially balanced against each other one-to-one, which is a really big problem for the single AI now surrounded by five or six enemy AI at a command post. Attrition will, nine times out of ten, work out for the defending AI. You could script specialized AI goals that move AI in teams to specific places at specific times, but that's beyond the ability of most, and certainly beyond the scope of what you could expect a first-time modder to know.

You really need to have an open battlefield that allows the AI to interact with each other fully. This means that all the AI need to be able to transit from one island to another, regardless of availability of vehicles. It's also helpful for the human player who can't get his hands on a vehicle - think how fun that could be, playing single player and having to stand around waiting for a vehicle because you can't do anything else!

There are also a number of bugs, many of which are listed below in the readme. I've said it before, and I'll say it again, just because you recognize them does not excuse the fact that the bugs are fixable! In fact, some times it makes me wonder more, because it baffles me that you could know what your problems are and ignore them. The big issues I noticed were the missing sounds (with a lot of vehicles, this is very noticeable), the hard-edged ground textures (too many overlapped textures in one area), missing textures (Kashyyyk building roofs, to name one), un-smoothed terrain (especially when it's seaside - these will always be very eroded in real life!). I didn't see it myself (because I didn't bother looking for it), but I notice that there's also no "leaving battlefield" message according to the readme. Why leave this out at all? You know it's not there, fix it, because it's an easy fix.

In any case, it's a decent design, but it falls kind've flat in the playability area. All the work of capturing CPs is on the player's shoulders, and because you get little-to-no AI support, you can spend the entire game just running around the enemy's main island capturing CPs after they've been taken back from you. It's not a bad first map, though, and if it looks fun, give it a try. It's always nice to see a new map.

-Mav



Tropicanae (1.0) - Screenshots  
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Tropicanae (1.0) - File Download Options  

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Tropicanae (1.0) - Readme  
Readme File:
Tropicanae Readme

My first map (albeit with past experience from Star Wars: Empire at War, which I have to say is ALOT easier than this!)

With my past maps I tried to make nice looking environments, with the EaW graphics engine you could get some really good results, however the BF2 graphics engine isn't as good so this didn't come out as good as I had hoped. I made some brightness changes to textures to make it look sunnier, and created the skydome texture myself.

It is a tropical map set in an open sea with 4 islands, 2 small and 2 large (one is unintentionally larger than the other). The basis of the map is using the hover tanks for naval warfare, and then moving on with an infantry assault on the enemy base island. capturing the smaller islands grants a transport and extra vehicles

Known Bugs:
- Ai tanks can't shoot for sh*t when on water.
- AAT's roll over when attempting to strafe on water.
- Water cuts off at the edge of the map (this is due to the fact that too much water crashes the game).
- Ground textures collide at some points on the map.
- No shadows (I noticed them on ONE object, but nothing else).
- Ai transports don't land.
- Transport sounds don't work.
- No 'Leaving Battlefield message' (altough the deadly drop off makes for good compensation IMO)

I am sure there are more, that's just all I can think of from the top of my head.

To install, extract the 'TRO' folder to your SW:BF2 directory in GameData/Addon.


- Created by Thunderstorm025

You can do what you like with this if you give credit.


Tropicanae (1.0) - User Comments  
The following comments are owned by the user that posted them. Star Wars Battlefront Files is not responsible for their content.

Total comments: 10 | Last comment: 10-02-2013 at 17:17

 #1 - 08-26-2010 at 15:11
oobietime4
From: (New York)
Joined: July 7th, 2010
Posts: 131
Its a very nice looking map, and I love those water-based kinds. Like Taris in Rising Son. I think you should make another like this because I love the design other than the AI issues big grin

 #2 - 08-26-2010 at 16:22
Fasty001
From: (Portland, Oregon)
Joined: November 24th, 2009
Posts: 211
Looks pretty nice I'll give it a try.

 #3 - 08-26-2010 at 23:13
Rogue_Clone
From: (MIA)
Joined: June 15th, 2009
Posts: 136
Here are some suggestions:

1.) Either lower the water level or raise the ground level to allow more troop movement between islands (and therefore allow more battle ground where the action can take place)

2.) Try moving the islands a little closer together. This may take a while, or it may take no time at all; I don't know cause I'm not the one who made the map.

Visually the map is rather enjoyable. Gameplay-wise... ehm, not so much. But hey, this is your first map, and it definitely beats most of the stereotypes of first maps.

Cheers
Beer! Beer!

 #4 - 08-27-2010 at 04:49
Fasty001
From: (Portland, Oregon)
Joined: November 24th, 2009
Posts: 211
Yeah this is much better than my first map. I really liked it. It has a lot of good parts to it like the turrets and the landers. I have to agree with Mav and say the little things count like, the textures on the Kashyyk props, but gameplay-wise I think it was very fun.

 #5 - 08-27-2010 at 05:51
Thunderstorm025
From: (West Sussex)
Joined: July 3rd, 2009
Posts: 65
Thanks for all the feedback, as for some of the bugs:

Leaving battlefiled message: I tried to implement this, followed the tut, but for some reason it didn't work, I'll have a look into it when I can

Missing textures: I just noticed that too, they were there last time I checked.

Hard terrain textures: thankyou for telling me why that happens, I'll try to use less combinations next time

Missing sounds: I spent about a week trying to get these to work, I followed rends tut to the dot but they just never worked! (the only sounds I added were the ones under 'gunship' am I meant to add anything more than that?

Unsmoothed terrain: I tried the best I could to make it smooth, but at some points I had to keep it to a minimum to avoid messing up object placements.

If I get bored I might make some improvements (I am very lazy) like allowing troops to pass between islands (although it would be a long walk, and very open and uninteresting, bridges between islands maybe?)
Also, about moving the islands, can you actually do that? if so what tool do you use in ZE?


Thanks again for the feedback smile

 #6 - @5 - 08-27-2010 at 09:31
Marvel4
Joined: June 8th, 2010
Posts: 123
"If I get bored I might make some improvements (I am very lazy) like allowing troops to pass between islands (although it would be a long walk, and very open and uninteresting, bridges between islands maybe?)"

I would keep the deep water (because I really like the idea). Bridges would be a great idea for a connection between two near islands. Maybe you should also add some more speederbikes/STAPs.

 #7 - 08-27-2010 at 16:56
modmaster13
From: (boston)
Joined: April 27th, 2010
Posts: 127
it looks like a fun map. from what maveritchell says, you should make the water shallow enough to walk through. u Rock

 #8 - 09-03-2010 at 17:48
1_DARK_SITH
From: (Lancaster)
Joined: May 15th, 2009
Posts: 7
I think I like this map. The water level is fine because of the danger, it makes it exciting. I do think the islands are a little too far from each-other. I did notice some texture errors but that wasn't your fault. I like the sunny effect you gave to it. I'm not sure if you made the roof tops black or if that was an error. For a first map this was pretty good. I would suggest making more islands possibly a custom building and stuff like that. I would like the look and feel of a good vacation.cool

 #9 - 09-05-2010 at 16:58
Thunderstorm025
From: (West Sussex)
Joined: July 3rd, 2009
Posts: 65
@8 I may even add some hawaiian music lol

 #10 - Gameplay!!! - 10-02-2013 at 17:17
sbcardinals
Joined: October 2nd, 2013
Posts: 40
I really liked the textures and water color on this map smile Great job mate!
http://www.youtube.com/watch?v=wwRzEiUincA



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