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Dec 27, 2009, 11:29am




Commandos of the Republic :: Game Downloads :: Moviebattles Downloads :: Falling to the Core
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FlyingSpaghettiMonster
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 Falling to the Core
« Thread Started on Aug 30, 2009, 7:47am »

Falling to the Core (DOWNLOAD)


[image]

(cross-posted on the mb2 forums)


Originally this was going to be a gimmicky map, but as I spent time working on it it eventually turned serious. Both teams must make their way to the power core via either a dangerous but fast maintenance shaft or a slow but safe tram. The Imperial (defending) team gets a five second head start. Inside the power core cave the fighting is centered around getting to the control center and hacking the console inside. The attacking team has three possible routes that they can use to do that (one requires at least jump 2).


I'm currently looking for someone to create a proper Full Authentic for the map. I don't have any of the tools or knowledge for custom modeling/skinning so it's not really something I can do. The current FA is just a placeholder until there's something better.


Lastly, I need some gameplay feedback before I work on the next release. Any offers to host a public test would be appreciated...


The map is still largely a WIP. Here's what will be changed in the next release:

  • A scripted tram to replace the current func_train.
  • Various fixes for large player models and dekas.
  • Extra details in the control center, power core cave, and alternate route cave.
  • Improved lighting.
  • New start areas.
  • Custom textures.
  • New/improved Full Authentic.

« Last Edit: Oct 7, 2009, 10:08am by FlyingSpaghettiMonster »Link to Post - Back to Top  IP: Logged

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 Re: Falling to the Core
« Reply #1 on Aug 30, 2009, 8:03am »

Wow FSM, I haven't even downloaded it yet and just by the screenshot I say it looks amazing. The visuals there put the map I was working on to shame. I wouldn't be surprised if your asked to join the CMP.
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fishnoob
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 Re: Falling to the Core
« Reply #2 on Aug 30, 2009, 8:42am »

make love to me
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Xadus
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 Re: Falling to the Core
« Reply #3 on Aug 30, 2009, 8:51am »

Why is FSM so awesome?
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FlyingSpaghettiMonster
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 Re: Falling to the Core
« Reply #4 on Aug 30, 2009, 10:02am »


Aug 30, 2009, 8:51am, Xadus wrote:
Why is FSM so awesome?

Because I'm god, obviously.


j/k :P



Or am I?


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 Re: Falling to the Core
« Reply #5 on Aug 30, 2009, 11:19am »

That's very impressive for your first released map FSM. [image] [image] [image]
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 Re: Falling to the Core
« Reply #6 on Aug 30, 2009, 11:27am »

Looks great FSM [image]
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Quote:
StarWarsGeek:I mean,I have to sit here in front of the computer,and decide whether Im going to play KotOR or MBII?Then I gotta decide whether Im going to eat popcorn or some potato chips. Sometimes,I get an itch but I'm too busy running from a sith to itch it.Oh what a hard life.No wonder I have acne problems with all this damn stress.
Aéró
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 Re: Falling to the Core
« Reply #7 on Aug 30, 2009, 2:26pm »

Really cool FSM :o
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Eldor Xer'jera
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 Re: Falling to the Core
« Reply #8 on Aug 30, 2009, 5:25pm »

Wow epic. O.O
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darkzolo
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 Re: Falling to the Core
« Reply #9 on Aug 31, 2009, 12:18am »

for the tram i beg of you to do the half life one tram and put a pic of gman on the window in the area where the guy drives i mean come on and btw very epic map for the FA you should make it realsitc no jedi no sith make it a gunner FA imps should use the shadow blade skin its a reskined swamp trooper and with that it makes for a good lava trooper looking skin as the stats
(unlimiteD)stormtrooper: E-11 2 ammo 2 armor 2 80 health
(3)Lava trooper: E-11 3 ammo 2 armor 2 120 health and flame
(1 male one female)imp officer: pistol 3 dodge 3 heal 1 130 health and 40 armor
2 of em)Secturity droid: (magna guard): force pike (staffy) jump 3 dodge 3 armor heal and blast arnmour (NO MAG PLATING) armor 3 has only 100-80
and then finnaly for the lawls a R2-B7 the lava astromech that was jsut minding his own buisness fixxing the genrator room when the rebels broke in and flew hi magnist some cupboards he went mad and upgarded hismelf while the battle was going on and now has a shock 3 and ammo refill this droid means buisness

for the rebs
(unlimited)Rebel trooper: E-11 3 50 health 20 armor 3 lifes
(2)Elite trooper: A280 2 pistol 2 dodge 2 armor 3 ammo 2 with two lifes and one frag
Rebel stealth trooper: cloack pistol 3 mind trick 2 jump 2 vibro blade with cyan stance 200-80
Rebel medic: Heal 3 ammo heal teamamtes, shotgun 2 and a thermal\ 130-50
Rebel sniper: proj 1 ammo 3 e-11 2 two frags and heal 3 and dx 2 100-80
Rebel Leader: pistol 3 armor 3 fast hack dex 3 3 nades 100-100
Rebel leaders lil droid: shock 1 blast armour mag plating dodge 3 and ehcaned meele ( yes a tank droid) 100-40

thats just my idea ._.

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 Re: Falling to the Core
« Reply #10 on Aug 31, 2009, 7:53am »

it's pretty fun. Maybe a bit silly and can't be taken to seriously as far as a competitive map goes (I'm pretty sure that's not why you made this lol) but considering this is your first map it's beautiful. really excellent job
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DOWNLOAD MY JETPACK FA AND BUG PEOPLE TO COME PLAY IT:
http://files.filefront.com/mb2+SaggiJetfunpk3/;13897845;/fileinfo.html


Oct 15, 2009, 11:18pm, radiance wrote:
BUGGED SABER SYSTEM MAKES ME UNBEATABLE. LOL
FlyingSpaghettiMonster
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 Re: Falling to the Core
« Reply #11 on Sept 1, 2009, 2:46am »


Aug 31, 2009, 7:53am, Sgt. Saggitarius wrote:
it's pretty fun. Maybe a bit silly and can't be taken to seriously as far as a competitive map goes (I'm pretty sure that's not why you made this lol) but considering this is your first map it's beautiful. really excellent job

As I said above, I decided to make the map serious halfway through development. This redesign which replaces the falling areas should make it more competitive.
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darkzolo
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 Re: Falling to the Core
« Reply #12 on Sept 3, 2009, 12:03am »

no commemnts on my FA i dea fsm ._.?
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FlyingSpaghettiMonster
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 Re: Falling to the Core
« Reply #13 on Oct 7, 2009, 10:19am »

Updated with the final version:
http://www.filefront.com/14672459/fttc_final.zip

From the readme:

Quote:

Changes from the previous version include:

* Resized lava textures.
* Fixed catwalk arches (no missing brushes on the diagonal ones).
* 50% faster tram speed and shorter wait times.
* Faster hack time for the Rebel spawn's forcefield.
* Added light fixture models to a few rooms.
* Fixed the consoles so that they can be used by large player models.
* Removed the doors from the Primary Objective room.
* Improved FPS in the Power Core area.
* Modified the objective descriptions for greater clarity.
* Increased the size of the breakable grates in the back of the Control Center.
* The map is now mostly Deka friendly.
* Added target_location entities.


This release is pretty much just a bugfix. I don't plan on any further changes.
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