Altan's Maps

2

Comments

  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited November 2015
    Yep exactly the kind of perspective one needs when doing these remakes.
    Pie charts + Graphs= Very Bad.



  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    good. you should this, you should that. but WHO will do it?
    always the same ... bla bla bla.

    if i could, i would just rebuild them from Altans ones. but my fu* editor is crashing all the time. another thing well done to say. or: what is working so far?
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    good. you should this, you should that. but WHO will do it?
    always the same ... bla bla bla.

    if i could, i would just rebuild them from Altans ones. but my fu* editor is crashing all the time. another thing well done to say. or: what is working so far?

    Your editor will crash if you alter a cooked map, try to save it, then reopen. You need to copy all of the assets that the game will allow you to a fresh map and go from there.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    thanks a lot for your answer.
    i did load the old aa2 maps on the editor. i mean the maps they did work before the final release was rolled out.
    then some error messages do appear iike path and lights has to be rebuild. i can do that, another map check does say that those errors are no anymore there.
    after that i do save the maps. after this, when i try to open it agiin, i get the editor crashed.
    or i load a aa2 map, then i rebuil it, a message appears that i dont have enough memory (8GB), then the editor crashes.
    full of this, i cant remake them.....
    anyone who can try one of those maps to rebuld an publish? or to help me doing it?
    thanks in advance.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Don't waste your time, Merlin. Unless you can export and reimport all the assets in each map, it will crash. You can't modify cooked content.
  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    i did with the aa2 map sfdockside. there it worked fine.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    As long as is not cooked you should have no problem doing it.
  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    oh, thats the reason. thanks a lot for this information.
    now my last question about it: they all have not been cooked before the final release, right?
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    All of Altan's maps have. All of the aa2/3 maps are cooked, regardless who the were made by. There might be few out there that some made an attempt on remaking that are not cooked,however.... They look nothing like the original.
  • [SWISS]Merlin[SWISS]Merlin Posts: 172Player
    thanks a lot for all your time giving me the answers i was looking for.
    i will talk again with ELiZ/Altan to have some of them back :)
    hope i will have success
  • ModtoolsModtools Posts: 282Player
    edited March 2016
    yes the thread is really old but yes its possible :-)
    i am working hard on it to really do it the best i can :awesome:
  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    I've played a lot of impact on Beer Me lately, and if I had one thing I could change it would be to use the same weapon allotment/setup that the original map had. This map really is not setup for the m14 or m24... takes away from it. The only other thing that was odd, is the timings are now way different - AA3 had a stamina limit. Still, it's my favorite map :)
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Timing shouldn't be off.. maybe by the clock, but still should be getting to the same spots
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Boot, just pm Hawk, I'm sure he can make it happen. And oh I agree with you too. They should be gone. :+1:
  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    =IK=Doba= wrote: »
    Timing shouldn't be off.. maybe by the clock, but still should be getting to the same spots

    They are off though... in AA3, you couldn't get all the way to courtyard before running out of steam. You can in PG. On top of that, you could select whether you wanted a heavier or lighter load out, which affected speed that you ran out of stamina.

    It's not insurmountable, but it is noticeable.
  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    Boot, just pm Hawk, I'm sure he can make it happen. And oh I agree with you too. They should be gone. :+1:

    OK will do. They are not over bearing on the map, yet they just dumb it down. 2 m16's with ACOG's would be good enough.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    =IK=Doba= wrote: »
    Timing shouldn't be off.. maybe by the clock, but still should be getting to the same spots

    They are off though... in AA3, you couldn't get all the way to courtyard before running out of steam. You can in PG. On top of that, you could select whether you wanted a heavier or lighter load out, which affected speed that you ran out of stamina.

    It's not insurmountable, but it is noticeable.

    But stamina and speed dont affect timing.. if its off its due to map design, maybe starting positions slightly different. Technically guys could run 4x the normal speed and timing will still be the same as long as both teams are even.
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  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    edited April 2016
    =IK=Doba= wrote: »
    =IK=Doba= wrote: »
    Timing shouldn't be off.. maybe by the clock, but still should be getting to the same spots

    They are off though... in AA3, you couldn't get all the way to courtyard before running out of steam. You can in PG. On top of that, you could select whether you wanted a heavier or lighter load out, which affected speed that you ran out of stamina.

    It's not insurmountable, but it is noticeable.

    But stamina and speed dont affect timing.. if its off its due to map design, maybe starting positions slightly different. Technically guys could run 4x the normal speed and timing will still be the same as long as both teams are even.

    i get what you are saying - you will meet up at the same locations, all things being equal. but you dont. spawns are same locations, and it is the ported Impact map. from the goat pen spawn, i can rotate all the way west almost to red room porch by the time opfor gets to the red room door. in aa3, you ran out of steam just as you got into the unexposed area. running thru courtyard, you can out run the nade spam (the enemy doesnt get into position in time).

    i am thinking that what i concider "timing" is different from your idea of timing. - i am comparing encounter locations between AAPG and AA3, and due to the stamina difference they are different.

    its not a big deal. it just takes getting use to it. i've played so much of AA3 impact, that when you are expecting to run into the enemy and they are not there or you run into them early, it feels off.
  • StackEmUp!StackEmUp! Posts: 145Player
    Someone say my name? HEHE B)


    Only problem is, the M14 is part of the "Marksmen" loadout. The only way to setup an M16 with an acog alone, would be a custom loadout/spawn, like I did on Insurgent Camp (CL), and others have done on various maps, thanks to Wolvys nifty loadout tutorial:) And I'm not too sure how that has been working out on these maps. It's that, or say 2 AR slots, and the rest Rifleman slots, per team. Which unfortunately leaves the M16/Acog out. :(
  • -=[USA]=-rubberboot-ACI--=[USA]=-rubberboot-ACI- Posts: 126Beta Tester
    {NWO}Hawk wrote: »
    Someone say my name? HEHE B)


    Only problem is, the M14 is part of the "Marksmen" loadout. The only way to setup an M16 with an acog alone, would be a custom loadout/spawn, like I did on Insurgent Camp (CL), and others have done on various maps, thanks to Wolvys nifty loadout tutorial:) And I'm not too sure how that has been working out on these maps. It's that, or say 2 AR slots, and the rest Rifleman slots, per team. Which unfortunately leaves the M16/Acog out. :(

    even if the sniper alone is removed would make it better. i know in the TAH version of impact didn't have a sniper role, but i cant remember whether it had a DMR or not...(Doba, do you remember? you played it alot too...)

    maybe 1 dmr (M14 or M16), 2 saw, 9 riflemen per side would be close.

    what i do know is, thanks Hawk for getting this map going again... always has been my favorite map.

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