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I had an off the wall idea a couple of weeks ago. What does everyone think about a Death Star terrain map for SF2?

 

I am thinking a relatively level terrain with various rectangular, circular, and what not geometric patterns for an artificial DEM file plus custom tiles to representing the building like surface structure of the Death Star with a canyon trench running through the middle of it to a target area with the primary target exhaust port below a main port.

 

post-56847-0-59284300-1492980539_thumb.jpg

 

post-56847-0-54941700-1492980758_thumb.jpg

 

Create a couple of different turrets for the surface and tower mounted turbo lasers plus some low angle pedestal mounted cannons.  

 

post-56847-0-27618400-1492980852_thumb.jpg

 

post-56847-0-15902100-1492980856_thumb.jpg

 

post-56847-0-73701500-1492981031_thumb.jpg

 

I have this image in my mind of F-111's replacing the Y-Wings in the trench run and being able to prove if Wedge was right or not with his "...impossible, even for a computer." remark.

 

post-56847-0-51879700-1492980408_thumb.jpg

 

post-56847-0-75652400-1492980410_thumb.jpg

 

Anyone with terrain making experience willing to weigh in on this idea? 

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be a simple replacement of standard tiles with a repeating "city" pattern. The equatorial trench is also easily made -- one must just remember that a 1 pixel brush give a 5 km wide ditch. (I know this for a fact from the KAW terrain).

The GermanyC1 tile would be the best stock one to use, as it's already got the grayish metallic look. One, also, in theory, create the "laser projector" dish with several repeating curved, plane unmarked tiles, and some for the center. Depends on how large you'd really need it. Be just for eye candy.

 

Shouldn't be all that hard. limit the physical map size to what?? --- 500 x 500 km? The hard part is the "start" zones. Since the terrain would all be "enemy" (Imperial) there's not really a place for "friendly" (Alliance) forces to spawn or be based from.

Alternatively for that, would be a slightly larger terrain (1000 x) with an "island" for the Alliance base, not to far (or close) to one of "The Walls", and having black ocean tiles to represent "space". 

(see image below) The "Yavin IV" island could be done up with VietnamSEA tiles, with stary's jungle TODs.

of course, we'd need a 3d guy to build us some Mayan structures..... :wink:

 

it's a great pity that Bpao (Oli) never finished his TIE fighters or X-Wing for SF. We're talking around 2008? 2009-ish.

sf-space map.jpg

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I imported the Death Star Trench Run mission from X-Wing into AlliED to get an idea of size. The trench run way points for Red 1 is 44.43 km long. I also plugged the radius of both Death Star's into an online calculator and got the following numbers for Surface Area and Circumference. 

 

Death Star
Diameter: 120 km 
Surface Area: 45238.9 km2
Circumference: 376.991 km
 
Death Star II
Diameter: 160 km
Surface Area: 80424.8 km2
Circumference: 502.655 km

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Wow! Yes, although the trench itself seems a little wide, I think the trench's width was the same as its depth. Any way to make the trench walls more vertical? Still that is amazing, just need to build some turrets, towers, and surface mounts as ground objects for turbolaser AAA.

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Its only a test.

At the moment the trench is 2 km wide and 600 m deep.

I would it not make it smaller. I doubt, that the AI planes are skilled enough to fly in a 300 m wide trench.

But this must be tested.

To make the sides of the trench more vertical i think i should make the trench deeper.

 

Has someone an idea, what dimensions the trench of DS in movie had?

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When you have the gun mounts ready I have some prototype Turbolasers data files based upon game data from X-Wing:Alliance ready for testing.

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21 hours ago, Wilches said:

Wow Gepard! The side walls should be in 90 degrees and the sky, well no sky - it´s dark space!!

Its only a first attempt to build a terrain for a possible Star Wars mod. Its far away to be perfect. It is not even an Alpha version.

There ar a lot of problems to solve.

For instance:

While the Imperial forces can use airfields on the DS, the Rebell forces cant. What means the Rebells starts always in the air. But if you fly for the rebells and press ALT+N at the end of a mission the game hangs up.

The solution could be to use a "carrier" as starting and landing point. Such a "flying carrier vessel" is not yet available. I dont know, wheter it would be possible to build such a vessel. And who would do the job.

 

 

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I made the trench smaller.

img00272.thumb.JPG.314c68714e6dba052e804ad73041c26e.JPGimg00273.thumb.JPG.c2c1dedd997cbf36eaaa1269a336523f.JPGimg00274.thumb.JPG.430954fa94df103762804f7b832abd56.JPGimg00275.thumb.JPG.b0fa034a52776f6c7e1fecc551152c7c.JPG

To get 90° walls will be nearly impossible

I tried it to make the trench deeper.

It looked so:

img00270.thumb.JPG.652a1c29f301f97440608b6108d9d852.JPG

  • Like 9

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Have seen the movie again. And then Rouge One again (For me the best Star Wars movie. I had always the feeling, that the story writer had read the east german tactical manual how to fight against an enemy helicopterborn landing force. :wink:)

It seems to be, that i always was on the wrong path. I always tought that Lukes X-Wing raid in the trench happend in the equatorial trench. But this seems to be wrong. The attacked trench is much smaller. Perhaps 100 m wide and 100 m deep.

The trench in my DS terrain is much wider and deeper. Perhaps i shoud make crossing smaller trenches, so that the big trench stands for the big equatorial trench and the others for  trench attacked by Luke.

BTW, would it be allowed to call such a terrain Star Wars or Death Star terrain or would it be a violation of copyright?

 

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Lucas Arts is very protective of it's copyrights (and by inference, Disney now). So, I guess a new name needs thinking up!

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38 minutes ago, crisisloaner said:

That's no moon !

Of course not. Its an early test.

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Quote

Wow Gepard! The side walls should be in 90 degrees and the sky, well no sky - it´s dark space!!

Just make it night by default constant

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22 hours ago, crisisloaner said:

No offense intended mate,that was a famous one liner about said battle station....

Sorry, i missed it. It was lost in translation. :wink:

 

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Did you try to change the colour of the sky Gepard with still the brightness on the day sun?

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    • By gterl
      Caporetto Terrain WW1 V2.0
      *******************************
      INTRODUCTION
      The Italian Front during WW1 refers to a series of battles fought between 1915 and 1918 in northern Italy between the armies of Austria-Hungary and Germany against Italy.
      Italy hoped that by joining the countries of the Triple Entente against the Central Powers it would gain Cisalpine Tyrol (today's provinces of Trentino and South Tyrol), the Austrian Littoral, northern Dalmatia and some areas of western Carniola.
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      Well, the war soon bogged down into trench warfare similar to the Western Front fought in France.
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      The Battle of Caporetto (also known as the Twelfth Battle of the Isonzo, the Battle of Kobarid or the Battle of Karfreit) was the greatest defeat in Italian military history. The battle was fought between the Entente and the Central Powers and took place from 24 October to 19 November 1917, near the town of Kobarid (now in north-western Slovenia, then part of the Austrian Littoral). The battle was named after the Italian name of the town (also known as Karfreit in German).
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      - 544 unique tiles
      - 10798 targets and 589 target areas
      - Terrain represents the most important battlegrounds on the Italian front (Monfalcone, Mt. Hermada, Doberdo and Doberdo Lake, Mt. Fajiti Hrib, Gorizia, Mt. Sabotino, Bainsizza plateau, Caporetto, Mt. Krn, Mt. Tre Cime, Mt. Cristallo, Mt. Lagazuoi, Mt. Col di Lana, Mt. Marmolada, Mt. Ortigara, Mt. Pasubio...and many other historical places)   
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      - Important mountains where done via satellite images (the tiles), like Marmolada, Mount Krn, Monte Cristallo, etc. all unique
      - All historical fortifications are included (mountain bunkers, etc.) and locations/naming correct (as good as it gets)
      - Major railroad lines included
      - Port of Triest acts as port of Pola with all the major Austro-Hungarian Dreadnoughts stationed there
      - Flying boat stations included with stationary Lohners and Macchi aircrafts
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      - FE Gold or FE2
      - Very strong PC and GPU
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      1. PRELIMINARY WORK
      1.1 Extract file into a temporary folder like 'c:\temp'
      1.2 You'll find a new folder called 'caporettoV20' within 'c:\temp'
      1.3 For the campaign to work properly you'll need the following aircraft (you'll find them at the usual places)
      --- AlbatrosC3
      --- AlbatrosD3OAW
      --- AviatikC2
      --- AviatikD1
      --- Ca3
      --- Dfwci
      --- Hanriot_HD1_CAM
      --- Hansa_BrandenburgDI
      --- LloydC2
      --- Nieuport12
      --- Nieuport17
      --- oefD3_ba53a
      --- oefD3_ba153a
      --- oefD3_ba253
      --- PhoenixD2a
      --- PomilioPE
      --- RumplerC1
      --- SAMLS2
      --- SP3
      --- SPAD7_150
      --- SPAD7_180
      --- SPAD13
      --- SVA5
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      2.1 FIRST EAGLES 2
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS Folder - create the folder 'terrains' within if not already there
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\terrains\', e.g. your MODS Folder
      - Move the folders within 'GroundObject' directory from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Objects\GroundObjects', e.g. your MODS Folder
      2.2 FIRST EAGLES GOLD
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Terrain')
      - Move the folders within 'GroundObject' from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Objects\GroundObject')
      - If you've already my previous Italian WWI terrain, then you probably don't need these objects. In any case if asked to 'owerwrite', click NO.
      3. CAMPAIGN INSTALLATION
      3.1 FIRST EAGLES 2
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS folder - create the folder 'Campaigns' within if not already there
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') to C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Campaigns\', e.g. your MODS Folder
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') to your FirstEagles2 installation directory (like 'c:\Program Files\First Eagles2\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE2 aircraft skins. You'll already have the majority probably.
      3.2 FIRST EAGLES GOLD
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Campaigns')
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE aircraft skins. You'll already have the majority probably.
      4. EXTRAS
      - You'll find several ZIP files within the temporary 'Extras' folder (like 'c:\temp\caporettoV20\Extras')
      Description:
      Terrain_wwiCaporettoFolder_oldCarst.zip
      - I've repainted the carst region tiles to make them look more like limestone in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      Terrain_wwiCaporettoFolder_oldIsonzo_trench_dry.zip
      - I've added wet fields and water filled shell holes in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      MenuFolder_Music_MainScreen.zip
      - If you like a bit more exciting musing in the main menue. Just drop this file into your 'Menue' folder.
      PilotDataFolder_Additional_PilotImages.zip
      - These are all the portraits of all aces on the Italian front during 1915-1918. Quite a lot of work went into this. If you like a more historical approach then use these and drop them into your 'PilotData' folder.

      CREDITS
      As usually I want to say thank you to all guys who helped me to create the Italian terrain, to TK, Jan Tuma, Stephen1918, ojcar, Gepard, Heck, geo, quack74, Edward, and specially Geezer. Sorry guys, can't remember all the names. Please contact me if you want to be named here. Thanks for files, suggestions, bug fixing, etc.
      DISCLAIMER
      The Italian terrain is freeware.
      You are free to modify and share it, BUT Commercial use is prohibited.
      If you find bugs please post them in First Eagles section of Combatace.com forum.
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