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 Developer Diary #21 - Twigs
25 Aug 2010 - 17:08 by TALON Developer Diary | comments (0)
Continuing our revival of the Developer Diary this week on the eve of the next release, it is the turn of FSDev Twigs. Now we must not allow him the modesty to sell himself short, he'll say he doesn't do an awful lot on First Strike, but he is currently a backbone of the dev team, ably switching between mapping and coding tasks and project management. If you want a job done, he's your go-to-guy.

So let's see what he has to say on the subject of his development on the team, and his love note to X-Wing vs TIE Fighter, the space map Strike at Parmel...






Hey folks, well looks like we’re starting the Dev diary series again so here is my little entry.

I’m Twigs, many of you may have seen me in game where I usually go by JE_Twigs and wear the FSDev clan tags. The JE comes from my old clan, TRA (The Rebel Alliance) and stands for Jedi Elite.

Anyways, on with the important stuff, what exactly do I do for the mod? Well, not a lot really! I started off as a tester, recruited shortly after the release of First Strike 1.0, eventually becoming the so called ‘Testing Team Leader’. A lot of the devs and testers used to hang around in an IRC channel, and some of us discussed porting some of the X-Wing series missions over to First Strike. As a result of this FSDev Woodrow and FSDev Imperial conjured up a magical little programme, the First Strike Space Editor. This allows you to create the very basics of a space map, creating the play area, spawn points and ships.



I started playing around with the space editor, making little maps for my own enjoyment. The limits of this programme though prevent you from adding static objects, for this you need to use the BF Editor, so it was a natural progression for me to start looking at that. Around the same time I decided that some of the objects in First Strike didn’t quite work the way I wanted them to. This resulted in me learning how to clone an object and then beginning to alter pieces of the code to get the results I wanted.



My love of the X-Wing series has resulted in one of the new maps to be released in 1.5, Strike at Parmel. It has blended together everything I have learned in under 12 months, from mapping through to coding. Yes, admittedly it’s possibly the simplest space map to be produced, but it also brings back some memories for anyone who has played the X-Wing games.




This isn’t the first space map I’ve produced for First Strike though. There is another that is still in production, while it won’t feature in 1.5 due to a couple of reasons, it isn’t too far from being completed.

So, you want to follow my example and try your hand at producing a map? All you need is the BF Editor, windows notepad and some patience!
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 Developer Diary #20 - Krenyo
23 Aug 2010 - 13:08 by TALON Developer Diary | comments (3)
This week we're going to bring back an old First Strike tradition to keep you entertained while you await the forthcoming release of First Strike 1.5. That old classic the Developer Diary. Now it has been a good year and a half since we've released one of these, RedMonkey was #19 way back in November '08.

With a lot of fresh blood on the team we thought it was high time we brought these back, and we start this revival this week with two of the current rising stars on the Dev Team, both have taken on the role of Lead Developers on the two new maps you'll be recieving with the release of 1.5. So with no further ado, lets introduce you to the first...






Hello there troopers.

Let me introduce myself. I am Krenyo the creator of many different assets for First Strike, and perhaps the lead contributor to version 1.5.

Let me start by giving you a little history lesson. I started my FS experience as a humble player who waited eagerly for a long time reading the news posts and watching the forums before version 1 was released. Having always been a huge star wars fan and having spent many, many hours playing the old Galactic Conquest mod, First strike was a dream mod come true.

I played First Strike very regular right through version 1.2 and 1.3. After exhausting all the available maps (I really did play a lot), I decided to have a go at making my own map. This started with me learning the BF2 editor and spending many hours experimenting and getting used to how the BF2 engine works and how the maps are made up. Eventually I settled on a solid idea for a map and produced the initial version of “Strike at Bimmiel”, a map that’s main objective was for the rebels to fight their way up a large mountain and attack an imperial communication installation. This map of course became the popular “Null Sensor Station”.

To further develop my skills and the then called “Strike at Bimmiel” map, I needed the assistance of the official dev and testing team, so I got in contact with one of the testers who I always got on well with in game (he knows who he is) and he got me (and my map) into the testing team eventually with full tester status and access. Once I had this access to advice, experience and dev/tester resources I was able to completely overhaul the map into something much more professional looking. Even with all this help there was still something missing...custom statics.

To really be creative and unlimited in map making, you really need to be able to model your own assets that are custom tailored for the requirements of the map. This is where I really got into modding. I started off with something basic, a tall, tall tower to get from the bottom of the mountain to the very top via a network of ramps. The first designs were very basic as to be expected, but as my experience in using 3D software rapidly grew, the tower was eventually finished as you see it today.

With my new found tools and skills I then took on the ambitious project of modelling the base itself. Again this started out fairly basic but quickly progressed into the finished piece.



Shortly before the release of version 1.4 I was made a full Dev team member. Imperial nominated me for membership based on the work I had put in on Null and I was voted in unanimously. After the release I spent some time experimenting with new map ideas and further developing my skills. Eventually this led to me building the ATPT walker which has to be my proudest moment of all. I actually managed to model, texture, animate and code the whole thing by myself and as I was new to all of this I was very proud of my achievements. Eventually Neko redid the animation as mine were a little wooden but they were fine for initial testing and development.



After a few trials with various map scenarios I eventually settled on an open desert map. This initial idea was to become “Jundland Wastes”. I wanted this map to incorporate a little of everything I had learnt so far and I wanted it to be as unique and as packed full of fresh new content as possible. There are too many new assets to list here but it includes new statics, new vehicles, new terrain painting and sculpting techniques, new play scenarios, new effects, etc. This map has literally hundreds of hours of work put into it, the majority by me, but with contributions from pretty much every other member of the team somewhere along the line. Not to mention the many hours put in by the testing team to iron out any bugs and check for bad play etc.




So after all the hard work from everyone and myself, I hope you all enjoy playing it as much as we enjoyed creating it! See you in the desert!
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