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	<title type="html"><![CDATA[First Strike Forums — Give the Dev team some feedback on what you think makes a good map]]></title>
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	<updated>2007-10-19T03:06:52Z</updated>
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			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85775#p85775" />
			<content type="html"><![CDATA[<p>Did someone mention operating the big AT-AT&#039;s? with snow speeders, except I have no idea how you would accomplish a Walker trip with the Battlefield engine.&nbsp; Also Death Star surface with a trench, I think someone mentioned that (Dev&#039;s?).&nbsp; Ummm let&#039;s see. . . Ohh I know, Speeder Bike racing through the canyons on Tatooine.&nbsp; How about some racing, didn&#039;t you guys do that for Galactic Conquest?</p>]]></content>
			<author>
				<name><![CDATA[AllFiredUp]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1601</uri>
			</author>
			<updated>2007-10-19T03:06:52Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85775#p85775</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85574#p85574" />
			<content type="html"><![CDATA[<p>Another thing I&#039;ve been thinking about is having maps where the control points actually <strong>do</strong> something, other than make the enemy bleed tickets. The control points in <em>First Strike</em> and most, if not all, BF mods, don&#039;t really have a function beyond spawning vehicles and the occasional pick-up kit, and proving players with something to fight over.</p><p>Some things I&#039;m considering would be:</p><p> • A Drop Zone (essentially anywhere a shuttle or light transport craft can land) or landing platform, which allows for additional reinforcements to be brought in. The team that controls it gets 5 tickets added to their ticket pool every 10 minutes.</p><p> • A Radar Station, Sensor Array, or some other kind of Intelligence-gathering facility. Could maybe scan the area surrounding it for the side that controls it at set intervals.</p><p> • A Power Generator. In <em>Ground Control</em>, destroying power generators rendered its automated turrets useless, making the base a lot easier to attack. I know this is probably impossible due to engine limitations, but it&#039;d be nice if you had a map where there was a power generator feeding power to turrets elsewhere on the map, and that you could only use those turrets if your team also controlled the power generator. Maybe something like this is already planned for the battle of Hoth.</p><p>And so on. I believe this&#039;d add more tactics to battles, such as &#039;OK, we&#039;re running low on tickets, let&#039;s charge the landing platform so that we get some tickets back&#039;. Doesn&#039;t have to be any of the above either, I&#039;d just love to see maps with control points that have an effect.</p><p> - - - - - - - -</p><div class="quotebox"><blockquote><p>- Destroy the two shield generator things</p></blockquote></div><p>The &#039;shield generator things&#039; aren&#039;t shield generator things. They&#039;re radars. I&#039;d love a map where you attack an ISD, though. But I have a feeling the devs would first have to make it a good deal more powerful.</p><p>PS: The Z-95 is awesome.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2007-10-17T19:05:59Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85574#p85574</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85531#p85531" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Straider wrote:</cite><blockquote><div class="quotebox"><cite>=TB2142= sol1d sn@ke wrote:</cite><blockquote><p>I got one.</p><p>Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)</p><p>Isn&#039;t it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)</p></blockquote></div><p>Well I just like them <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p></blockquote></div><p>lol. i thought it was the x-wing the replaced it. </p><p>what i want is the Tie defender</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2007-10-17T14:39:02Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85531#p85531</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85505#p85505" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>=TB2142= sol1d sn@ke wrote:</cite><blockquote><p>I got one.</p><p>Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)</p><p>Isn&#039;t it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)</p></blockquote></div><p>Well I just like them <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[Straider]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=22</uri>
			</author>
			<updated>2007-10-17T10:09:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85505#p85505</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85502#p85502" />
			<content type="html"><![CDATA[<p>I got one.</p><p>Why would anyone use a headhunter? (Barring they ran outa spawns because all the other fighters are taken)</p><p>Isn&#039;t it suppose to be inferior to even the Y wing in every way? (Weapons, armor, speed)</p>]]></content>
			<author>
				<name><![CDATA[=TB2142= sol1d sn@ke]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1480</uri>
			</author>
			<updated>2007-10-17T09:00:34Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85502#p85502</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85500#p85500" />
			<content type="html"><![CDATA[<p>Alright here are a few of my idea&#039;s.</p><p><strong>1) Attacking the ISD-...</strong></p><p>Rebels got to know about an ISD that is in orbit of their secret base at &quot;name it&quot;. They are ordered to destroy the communications of the ISD before it transmits their position.</p><p><span class="bbu">Objectives:</span><br />- Destroy the communications<br />- Destroy the two shield generator things<br />- Destroy the turrets<br />- Destroy the engines</p><p>- Keep the rebels from their objectives</p><p><span class="bbu">Imperials can command:</span><br />- Tie Fighters<br />- Tie Interceptors<br />- Turrets on ISD (able to spawn in them)</p><p><span class="bbu">Rebels can command:</span><br />- X-wing<br />- Y-wing<br />- Z95 headhunter (introducing)</p><p>What could be added at the map is an astroid field for varied dogfighting, otherwise it only be surrounding the star destroyer. If possible it be cool that after 10 minuts in the map a Lancer appears on the map for helping out the Imperials.</p><p>===</p><p><strong>2a) saving or capturing commander ...</strong></p><p>As a follow-up of this map we could have a team that boards the ISD because they found out that commander so and so was on it. The rebels now want to capture this commander. Or it&#039;s a commander of the rebellion that has been captured. And the rebels must fight their way towards the cellblocks.</p><p>This map either could be after the &#039;space battle attacking the ISD&#039; or it could be during it. If it&#039;s after the space battle you&#039;ll see when looking outside the windows alot of rebel ships as in a blockade.</p><p>When this map is during the space battle, you&#039;ll see x-wings and tie&#039;s fighting each other. Now the most important detail of it is that the map now should time bounded. The rebels have 30 minuts to fight to the cellblocks free their commander or to fight to the bridge to capture the commander. Also it could be that they have to go to the bridge anyhow to switch on a panel to inform the rebel fleet that they secured the ISD.</p><p>This map will be a soldier to soldier map all the way. I&#039;d say there should not be shields in it, appart of corridors...</p><p><span class="bbu">Objectives:</span><br />- Fight your way trough the ISD to the cellblocks / bridge.<br />- Go to the bridge and communicate with the fleet, or actualy &#039;color Squadron&#039;.</p><p>===</p><p><strong>2b) The Rebel Outpost</strong></p><p>The commander of the ISD has given the command to deploy all troops on the planet where the Rebel outpost is stationed, because defending the ISD was a lost cause.</p><p><span class="bbu">Objectives:</span><br />- Destroy the communication tower.<br />- Fight your way trough the map to destroy the rebels and take over the outpost.</p><p>- Keep the imperials off till help arrives.</p><p><span class="bbu">Imperials can command:</span><br />- AT-ST<br />- AT-PT<br />- TIe Fighters<br />- Tie Bombers <br />- Lambda shuttle<br />- Speeder bikes</p><p><span class="bbu">Rebels can command:</span><br />- T1-B<br />- T3-B<br />- Landspeeder<br />- Ground Turrets<br />- Air Turrets</p><p>The air vehicles for the Imperials should be minimum, 3 fighters &amp; 3 bombers or something.</p><p>Landscape; No preference</p><p>===</p><p>So any thoughts?</p>]]></content>
			<author>
				<name><![CDATA[Straider]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=22</uri>
			</author>
			<updated>2007-10-17T08:54:05Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85500#p85500</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85382#p85382" />
			<content type="html"><![CDATA[<p>I enjoy the ground maps a bit more than space.&nbsp; The space maps sometimes drag on a bit too long for me and since I primarily play on the Wolf Servers FS server, 3 rounds can be a bit much depending on how the teams are doing.&nbsp; I&#039;m certainly hoping for more ground maps. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; (and perhaps an adjustment to the Push Mode)?</p>]]></content>
			<author>
				<name><![CDATA[Crix Madine]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1725</uri>
			</author>
			<updated>2007-10-16T18:29:55Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85382#p85382</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85374#p85374" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>=TB2142= sol1d sn@ke wrote:</cite><blockquote><p>Vehicle-focused maps are good, but keep in mind that there are a lot of &quot;infantry purists&quot; that will 24/7 play camp G or Krakand type maps because they don&#039;t like to fight vehicles.</p><p>As for me, I love highway tamps. And no, I don&#039;t fight fire with fire.</p><p>I fight fire with pilum. <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p></blockquote></div><p>I prefer demo packs and mines <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2007-10-16T18:17:55Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85374#p85374</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85066#p85066" />
			<content type="html"><![CDATA[<p>Vehicle-focused maps are good, but keep in mind that there are a lot of &quot;infantry purists&quot; that will 24/7 play camp G or Krakand type maps because they don&#039;t like to fight vehicles.</p><p>As for me, I love highway tamps. And no, I don&#039;t fight fire with fire.</p><p>I fight fire with pilum. <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[=TB2142= sol1d sn@ke]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1480</uri>
			</author>
			<updated>2007-10-15T04:26:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85066#p85066</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85047#p85047" />
			<content type="html"><![CDATA[<p>also maybe think about a map with ground and air fights going on except bigger than a 1v1 or at most 2v2 ship battle, like an air fragfest with pple helping out on ground</p>]]></content>
			<author>
				<name><![CDATA[Guy_With_A_BLASTER]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1253</uri>
			</author>
			<updated>2007-10-15T02:35:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85047#p85047</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=85043#p85043" />
			<content type="html"><![CDATA[<p>what u need are maps where everyclass has there onw thing to be doing and have to rely on eachothr, i havnt seen that many meds running around so maybe u should make infrantry maps with mor spread apart bases, so if pple want to&nbsp; keep a charge going theyll need a few meds to keep the charge going, make everyonje rely on eacother, so any soloists will have a hard time getting anywhee.</p><p>another good thing would be more veh focused maps, like tampa, where its either veh or get pwned by them, kinda fight fire with fire sorta thing, where u have to react quickly or it forces u to think ahead or u could be in trouble, which is more circling back to my first point of sticking together and working together, pretty much like u would in a titan assualt</p>]]></content>
			<author>
				<name><![CDATA[Guy_With_A_BLASTER]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1253</uri>
			</author>
			<updated>2007-10-15T02:09:53Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=85043#p85043</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=84815#p84815" />
			<content type="html"><![CDATA[<p>I play Endor mostly, but But Mosespa is great the way it is except let me inside that ship. I think a large scale tank and walker battle would be fun. I just got a joystick so need more practice there. I like the attack ship in 2142 with a mouse and keys but FS needs a Joystick. First impresstion was I can&#039;t turn tight enough so I got a joystick now and&nbsp; it seems to Me like the turning radius is too tight. Its probably fine.&nbsp; </p><p>As far as lore accurate It does not have to be as long as it is not something that would be considered impossible in the Star Wars universe.&nbsp; </p><p>In ship maps sounds good someone has mentioned before. A conquest type map to capture and defend each level with ramps, elevators and duct work to access each level. With the final control point being a bridge or reactor. Spawn points only on the boarding ships. The traps are a hoot on Endor. For a ship map maybe a garbage chute for the unsuspecting. Maybe an animation of being burned up by an engine once out in space or being blown to bits by a nearby cannon or splattered by a passing fighter. If a boarding ship could be destroyed by the defenders maybe have the door open and shut fast to suck You and or Your whole squad out into space(better remember which ones were destroyed logically it would destroy the dock also). </p><p>A mountain/Island or Islands map for some long range sniping and downhill speeder racing to the control points, could have a lake if speeders don&#039;t sink, floating mines could be fun, might throw in a tunnel for a choke point.This could be done on an Endor type map or an asteroid with caves, centrifical force could provide gravity in a cave on an asteroid, flashlight only (probably can&#039;t be done but cool never the less) around a position until the power is up and lights are on. A star could light the rest. Or some colored reflections from shiny minerals/rocks of some sort in parts. Maybe two openings with generators at each end to protect. Might have a time limit to get one running or You will freeze to death. Snipers freeze first.</p><p>Fighters inside a comet or asteroid would be fun. Land the fighter to capture a control point or just battle or use the same map for two modes. Being able to get out and man a turret would be fun. There is a scene in the old movie The Last Starfighter, chasing a fighter and destroying it inside an asteroid that might provide some good ideas for an asteroid map. Mentioned before but fighting on some weird creature sounds fun. Traps with a creature that gets you when too close. Maybe sneak or crawl past like the mines in BF2142.</p><p> Fighter map in an asteroid field and/or space mine field. Maybe some things here the Team can use or spark an idea.</p>]]></content>
			<author>
				<name><![CDATA[Darth-Nader]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1376</uri>
			</author>
			<updated>2007-10-13T23:31:27Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=84815#p84815</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=84755#p84755" />
			<content type="html"><![CDATA[<p>I made a quicky copy of BC Canyon and it&#039;s very fun to fly the fighters in the canyons.&nbsp; One little tweak to the gravity settings and it would be ready for prime time.&nbsp; &nbsp;The fighters now just don&#039;t have that added&nbsp; realistic feel close to the ground.&nbsp; Once a tweak is made to give them a gravity effect, there are lots of possibilities.</p>]]></content>
			<author>
				<name><![CDATA[Bloedig_Vader]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1314</uri>
			</author>
			<updated>2007-10-13T17:26:44Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=84755#p84755</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=84667#p84667" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Underkill wrote:</cite><blockquote><p>Planetary combat with snubfighters would be nice I think (without the ground fight).&nbsp; Like mentioned before, Coruscant, Bespin, maybe Tattoine with something like Beggar&#039;s Canyon and the dune sea.&nbsp; Flying over and in between obstacles gives an added sensation of speed I think.</p></blockquote></div><p>That makes sense, I bet the fighters would feel a lot faster in an air battle. TIE fighters can&#039;t operate in atmosphere though if I&#039;m not mistaken.....(I probably am)</p>]]></content>
			<author>
				<name><![CDATA[=TB2142= sol1d sn@ke]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1480</uri>
			</author>
			<updated>2007-10-13T07:14:31Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=84667#p84667</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Give the Dev team some feedback on what you think makes a good map]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=84663#p84663" />
			<content type="html"><![CDATA[<p>Planetary combat with snubfighters would be nice I think (without the ground fight).&nbsp; Like mentioned before, Coruscant, Bespin, maybe Tattoine with something like Beggar&#039;s Canyon and the dune sea.&nbsp; Flying over and in between obstacles gives an added sensation of speed I think.</p>]]></content>
			<author>
				<name><![CDATA[Underkill]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1780</uri>
			</author>
			<updated>2007-10-13T06:49:11Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=84663#p84663</id>
		</entry>
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