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Phanataz
03-12-2004, 03:05 PM
Anyone try this yet? I was a little disappointed by it.

-F7
03-12-2004, 05:13 PM
Yeah same here. I feel mislead after watching that trailer!

Gameplay is kinda slow. There are lots of bugs still (mainly getting caught in the map).

Gonna give it another try and see how it goes.

Salyavin
03-12-2004, 05:57 PM
It's rough around the edges, but it's still only version 0.2. What they've done so far is amazing. It desperately needs parachutes (or the Star Wars equivalent) because the vehicles are pretty hard to land and some of the maps are based on air transport.

Cheers,
Salyavin

Phanataz
03-12-2004, 07:21 PM
After playing it some more I found that it is a bit rough but you have to overlook the bad spots (theres quite a few).

I was LMAO on the map where the whole map takes place inside a ship (forgot the name of it). Everyone on rebels were shooting at the little robot thingy that roams around .. LOL

Elevators are a pain on that map though.. kept falling off hehe

SoBeiT
03-12-2004, 07:35 PM
Didn't realize that was the file, so I am d/ling now. Yeah don't say it :bash:

Phanataz
03-12-2004, 08:48 PM
Theres not much to do on that Tootine map except drinking.

SoBeiT
03-12-2004, 10:51 PM
lol Phan, not much changes for you guys huh? :D



The outdoor maps are such a diff from DC it's refreshing. One is really eye catching.


Maps are not bad, you still need strategy to win. At least the makers will get enough input from players to fix the right things...we hope.

Salyavin
03-12-2004, 10:55 PM
Theres not much to do on that Tootine map except drinking.You can also fall in the Sarlacc pit. If you do it takes 1000 years to respawn. :) The best vehicles are on Tatooine: Slave 1 and Jabba's Sail Barge (although the latter is really hard to drive).

Overall, I like the mod. It does need a lot of work. The Judicator map can become a stalemate with the lifts because they only move when someone's controlling them, so if the driver dies it'll be stuck between floors. If all four lifts get stuck, there's no way for the Rebels to take the last flag or the Imps to strike back.

The Death Star map was boring as an Imp because people don't know how to take off in the Rebel fighters. Hint: they work like the Harriers in DC. Move back to lift off, then forward to fly. Otherwise the map is nicely designed. You have to get in the trench or the turrets will quickly destroy you, just like the movie.

The best map is Bespin, at least after one city flag is taken. Maneuvering the transports is really hard and you need to land them in order to drop off troops. But those platforms and open areas make for some nice combat (although a bit too sniper-friendly).

Cheers,
Salyavin

SFT
03-13-2004, 01:30 AM
Didn't have a good connection earlier (about 4-5 PM PST) so I couldn't dl it. Just got it now at 3:30 AM EST. Will try to play tomorrow.

Phanataz
03-13-2004, 05:41 PM
May I make a couple of suggestions to the admins running the server?

Please remove gc bccanyon and the taskforce map. Boths maps are so buggy that you cannot even play on them. Especially the taskforce map. As soon as you respawn you fall out of the ship. Something wrong with the collision detection..so you just fall through the ship.

Salyavin
03-13-2004, 10:19 PM
The Death Star map was boring as an Imp because people don't know how to take off in the Rebel fighters. Hint: they work like the Harriers in DC. Move back to lift off, then forward to fly. Otherwise the map is nicely designed. You have to get in the trench or the turrets will quickly destroy you, just like the movie.Having now played this map as a Rebel, I've gotta take this back. The X- and Y-Wings had no turning control until 10-15 seconds after I took off. They're okay on other maps, but this one is just buggy.

There's a lot of map variety here but only a few of them work with the mod. For me, the infantry maps Bespin and Judicator (if you can put up with the incessant "why do I only get a pistol" whining) are the best ones. Hoth is also pretty good. On Tatooine and Beggar's Canyon, the vehicles are just too hard to control and you really rely on them because the maps are friggin' huge. The balance is way off too: in Beggar's Canyon, Imps get AT-STs and Rebels get weaponless Landspeeders for the same spawn. The space maps are pretty hard to play too, with the exception of Taskforce with it's focus on slower capital ships.

It's clear the GC devs focused on putting in lots of toys and eye candy. They've done a good job on that: the maps and vehicles look great and the other details like the HUD, load screens, etc. have been given a nice Star Wars makeover. Way beyond what I'd expect for a 0.2 release. However, gameplay and balance are still severely lacking, but not less than I'd expect for an 0.2 release.

Cheers,
Salyavin

SFT
03-14-2004, 12:14 AM
Yes, I typed "I only get a pistol" on that map. I thought it was a bug, but if you consider it whining, whatever.

I had fun playing tonight because it was a nice change of pace and it was fun to check out the Star Wars stuff. Yes, I ran aound as a droid.

Unfortunately, there are far too many bugs at this time.

Salyavin
03-14-2004, 12:42 AM
You don't need to be so defensive SFT. I was referring to a match earlier today where one guy kept asking and complaining over and over even after I and two other players explained it. Everyone has the "WTF?" reaction when they first play. Luckily one of the GC devs was on last night when I asked. He pointed out the rifle kits on the wall.

The pistols only thing makes sense for the Imps on that map because they're supposed to be squids (navy) defending their Star Destroyer, not Stormtroopers. They'd normally be lightly armed have to hit an armory once the attack started. But they only have the Stormtrooper models in 0.2 so it looks weird. It's also silly for the Rebel commandos to be armed the same way, but that's likely the only way they could balance the map.

Of course, it's not really balanced now because the Imps have more rifle kits. The first games I played the Rebels dominated the map because the Imps were spread out among the spawn points. It's changed a lot now that people know the map and where to find the E-11 kits. The last couple of matches were camp fests at the tunnel. The Rebels only have four rifle kits so they don't really have a chance anymore. If it were balanced better that map would be really fun, even with the limited weaponry.

Cheers,
Salyavin

Salyavin
03-14-2004, 12:50 AM
Having now played this map as a Rebel, I've gotta take this back. The X- and Y-Wings had no turning control until 10-15 seconds after I took off. They're okay on other maps, but this one is just buggy.And having now read the GC forums so I know what to do as a Rebel, I like the Death Star map better. It's really freaking bizarre to take off in an X-Wing, do a falling tumble for 10 seconds with no turn control, and then start the trench run, but there are valid reasons. The reason the Rebels start up so high is so they can't be spawncamped. The reason they can't fly until they're close to the Death Star is so that they can't stay out of turret range and then just dive bomb the exhaust port (objective). It's probably the best (or only) way to recreate the Death Star trench run from the movie in the BF1942 engine and it does kinda work, but the learning curve is really nasty. It does help if you have a nice R2D2 fixing your X-Wing as you go (thanks Sobe).

Cheers,
Salyavin

|Robot|Tobor
03-14-2004, 01:18 AM
Played Hoth tonight (not bad, but the game is overall buggy and slow). Don't know the name of the next map, but man does it...um...suck. At least if you're a Rebel. Between spawning only with pistols, having to make it down one choke point corridor in the face of 30 rifles shooting at you, and the fact that using the zoom on the pistol literally drops my frame rate to about one frame every four seconds, I found it totally unplayable.

The mod has promise, but it's not really ready for prime time, IMHO. Is it?

Phanataz
03-14-2004, 01:51 AM
No way is it ready for prime time. Despite the numerous bugs, I find that there are some fun moments while playing.

I think once they iron out the bugs and optimize the mod, it will run much smoother.

Bespin has got to be the most beautiful map of them all. Very well designed visually. Not sure about the gameplay value, but it looks like it took a lot of work.

The_Stranger
03-14-2004, 08:41 AM
I found GC to be the least enjoyable BF1942 mod I've played. I have no idea how to fly most of the vehicles, and they all seem to have different controls, so figuring out one doesn't appear to mean that you necessarily can fly anything else. I don't fly much in most mods, anyway, but the air units seem to be more essential to playing than in other mods--on several maps, not flying seemed equivalent to non-participation. The ground combat seemed pretty generic, and the maps poorly designed.

The "Star Wars" theme wasn't enough to carry the rest of it, IMO.

-F7
03-14-2004, 11:32 AM
That map where you only have pistols?

Check the walls near where you spawn. There's 'gun racks' with rifles on them. Press whatever key you mapped 'use' to, to swap in a rifle for your pistol. ;)

|Robot|Bender
03-14-2004, 04:52 PM
So..i guess i'll skip on this one, lol :)

SoBeiT
03-14-2004, 04:57 PM
Almost over Bender..come tonight or Monday it should be gone ;)

CaptainTowers
03-14-2004, 10:09 PM
Big Jump in improvements of 10 maps verses its version one release which only had the Hoth Map. The Splash loading screens look good and they really did a nice job with vehicle designs. Environmental sounds and gun blasts also do the trick. Ok, now my rundown on the best 3 maps and some other thoughts.

The best map, IMO, is the Bespin one. Very Nice to Look at and the level design is rather nice and makes sense. If you have trouble with those cloud cars from the start point, take the slower transport ship over, you can use the up down keys on the keyboard if need be with the forward and backward movement. BTW, the transport ship makes an excellent sniper's platform - just get a nice hover spot and plant yourself near the open door (which I am told can be closed from the number 2 spot). Very fun to play this map, it feels right and is balanced perfectly.

The Judicator map was a nice change of pace, I tried and picked up a riffle without anyone even telling me, once I spotted the set near the flag area. The hallways can get long though during those pauses in action. Only bugs would be the problems with the hover elevators on the wrong floor and the tramcar area, where if you are on foot, you can't jump high enough to get out of the trench. This one was rather fun and had a fast pace, a team that actually communicates and works together on this one, would be deadly. Kudos for them trying something different and it coming out a "good minus" on the scale.

The first Hoth map (on version 1) sucked if you were a REBEL and you were inside Echo Base with the Imps camping outside with 1 AT ST and both of your Turrents that should have been protecting you. If you remember those days then the New Echo Base design was a glorious improvement. Wider space and those snowspeeders angled just so, towards the exit help to avoid "the crashing into the opposite wall while turning to leave" syndrome which was common in version 1. Moving the flag to the command room of EchoBase was also much needed. Regarding the turrents, they were moved further away and up do help much, an imp can still fire inside somewhat, but with limited vision. The X-wing and droid southeast of Echo Base is very nice! Big Improvements on this map from the previous version. Fun to play.

Now, the rest of the stuff...Nice Capital ship battles but its still rather buggy. I fell through the floor once or twice just walking around inside of one during a particular heavy battle. The sounds and ideas were great, but still kinda buggy at this stage in the game. I don't know about this slowdown some people were talking about earlier, I had none, even on big capital ship maps. I have to agree about some of the other maps - flags are too far away and the balance doesn't seem right. I did like Jabba's palace and flying around in Slave 1 was fun once I actually figured out I had to jump really high and try to enter it (took a few tries) because it was hovering 20 ft above me in its resting position...lol.

Overall, I think GC has shown it does have a lot of promise and it is rather fun, despite the obvious bugs. I believe this mod has at least climbed out of the cellar and into the top 10 best B1942 mods list (DC would be considered the best of course). Programers say version 3 is the one that counts, we'll have to wait and see. If they iron out some bugs, balance out some of the maps, and add a few new maps then this one might just jump up into the top 5.

Phanataz
03-14-2004, 10:46 PM
Well, I just got kicked and banned for a having a negative score .. lol. For some reason on one of the maps (one with the escape pods in it).. i'll be flying around in a ship and I keep seeing "Phanataz has killed a teammate". All i'm doing is flying in empty space and im not even shooting anything.

SoBeiT
03-14-2004, 11:11 PM
you were the pilot,maybe?



Those minus score get everyone kicked sooner or later, nice of you to join the club Phan :p

Phanataz
03-15-2004, 03:23 AM
Those minus score get everyone kicked sooner or later, nice of you to join the club Phan :p


I dont think I want to be a member of this club. Won't let me back in! LOL :bash:

stapuf
03-15-2004, 09:13 AM
I am sure if you email an admin your IP they may be able to get you back in...

I would have never guessed Phan is a smacktard, LOL>

Phanataz
03-15-2004, 12:45 PM
Yeah thats what I had done. Stealth tried clearing my IP, but the server wouldnt let me back on all of last night. I tried explaining to Stealth that I really wasnt a trouble maker. :D

I can now though. Maybe because DC is back on.

|Robot|Tobor
03-15-2004, 08:45 PM
That map where you only have pistols?

Check the walls near where you spawn. There's 'gun racks' with rifles on them. Press whatever key you mapped 'use' to, to swap in a rifle for your pistol. ;)

Yeah, I know where the rifles were *supposed* to be, but with 20+ people on the team, it was impossible to get one. And since the Imps all seem to have rapid fire weapons, it was, well, IMPOSSIBLE to get out of that hallway. Seriously. It may not have been bad in a 5v5 or 6v6, but with over 20 people filling that hallway with beams, nobody was getting out. :bash:

Played Bespin a little later, found it okay. With the ships as hard to control as they are, it was too difficult to give support to ground troops. And the distance you have to run from one landing pad to the other was waaaaaay long, with no vehicles to use to move about quicker.

Anyway, I agree with those of you that the mod has some promise, but I also agree that the Star Wars theme isn't enough to override the glaring problems with this mod. Looking forward to .3 and beyond.

SoBeiT
03-15-2004, 09:36 PM
Also I picked up the rifle as peeps died, made it easier to get one that way :D


I'll try the mod out again when the newer version becomes available.

|Robot|Tobor
03-16-2004, 09:12 AM
Sobe: if only. :P

I tried hard to like it - I think i do - it just needs work is all.

SoBeiT
03-16-2004, 09:16 AM
Hahahaha, don't try so hard Tobor, it's ok to not like something.

We'll still like you :)

|Robot|Tobor
03-16-2004, 12:46 PM
:)

|Robot|Bender
03-25-2004, 03:50 PM
Pffft. They don't know you so well......