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		<title><![CDATA[First Strike Forums — Jedi Temple Assault]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=6341</link>
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		<description><![CDATA[The most recent posts in Jedi Temple Assault.]]></description>
		<lastBuildDate>Tue, 23 Oct 2007 13:37:58 +0000</lastBuildDate>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86394#p86394</link>
			<description><![CDATA[<p>K-wings are awfully far chronologically from the timespan shortly after return of the Jedi (I believe it&#039;s 2-4 years after ROTJ that Coruscant is liberated). As for Imperial shuttles, I thought they would be too big for the size of landing platform I was going after in my models. Same for YT-1300&#039;s.</p><p> I&#039;m planning on having several of the landing platforms be up on the structure; good pilots can try their hand at landing on the smaller platforms and thus reward their ground troops with a shorter trip to the control point. It may be hard to land on them with larger craft like a YT-1300 or a Shuttle, but maybe I should throw them in to humor very good pilots and reward their troops with a spawn point and defensible position.</p><p> If we can&#039;t do LAAT/i Gunships, how about Assault speeder transports? I&#039;m thinking Coruscant speeder vans, but with guns on the sides and a more military design to them. Controls would be similiar to the Gunships in BF:2142. I might be able to model a generic assault van that both sides can use.</p>]]></description>
			<author><![CDATA[null@example.com (-=CT=- JaFaR)]]></author>
			<pubDate>Tue, 23 Oct 2007 13:37:58 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86394#p86394</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86292#p86292</link>
			<description><![CDATA[<p>yeh&nbsp; LAATS are to clone war-ish maybe imperial shuttles and k-wings</p>]]></description>
			<author><![CDATA[null@example.com (DS_Arbiter)]]></author>
			<pubDate>Mon, 22 Oct 2007 20:36:26 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86292#p86292</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86236#p86236</link>
			<description><![CDATA[<p>I don&#039;t think thay are doing LAATs </p><p>Dunno about air speeders though.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Mon, 22 Oct 2007 13:18:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86236#p86236</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86232#p86232</link>
			<description><![CDATA[<div class="quotebox"><cite>RHYS4190 wrote:</cite><blockquote><p>Sounds like it going to require new object and building that need be done and is required.</p></blockquote></div><p>Will need the new coded objects. Building&#039;s cake, though. I&#039;m doing the Jedi Temple model on Maya 8.5, including interior and catwalk segments. I&#039;d need someone to help texture it, though, so definitely not for next release.</p><p> As for the speeders, I thought about that... do you guys already have coruscant-like speeders coded, or in the process? Having those along with gunships would be awesome.</p>]]></description>
			<author><![CDATA[null@example.com (-=CT=- JaFaR)]]></author>
			<pubDate>Mon, 22 Oct 2007 12:27:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86232#p86232</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86230#p86230</link>
			<description><![CDATA[<p>why not have the speeders they used on coruscant to reach high places ? <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Wrafe)]]></author>
			<pubDate>Mon, 22 Oct 2007 11:47:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86230#p86230</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86229#p86229</link>
			<description><![CDATA[<p>Sounds like it going to require new object and building that need be done and is required.</p>]]></description>
			<author><![CDATA[null@example.com (RHYS4190)]]></author>
			<pubDate>Mon, 22 Oct 2007 11:41:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86229#p86229</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86225#p86225</link>
			<description><![CDATA[<p>With one turbolift, that&#039;s definitely a problem. That&#039;s why I&#039;d have more than one per tower, and have them emerge out of walls into corridors, as opposed to a long trench to go through.</p>]]></description>
			<author><![CDATA[null@example.com (-=CT=- JaFaR)]]></author>
			<pubDate>Mon, 22 Oct 2007 10:19:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86225#p86225</guid>
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			<title><![CDATA[Re: Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86221#p86221</link>
			<description><![CDATA[<p>i sense a problem when there is only one turbolift leading towards the outer control points... seems too easy to camp there</p><p>rest sounds very promising!</p>]]></description>
			<author><![CDATA[null@example.com (HagenSaubauch)]]></author>
			<pubDate>Mon, 22 Oct 2007 09:13:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86221#p86221</guid>
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			<title><![CDATA[Jedi Temple Assault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86218#p86218</link>
			<description><![CDATA[<p>This is a work-in-progress map. I am working on modeling the Jedi Temple and its interior.</p><p> Additional required coded units/weapons:<br /> Turbolift<br /> LAAT/i Repulsorlift gunship (with only front lasers and side composite lasers)<br /> Proton bombs for Y-wing and TIE Bomber.</p><p> &quot;With a massive thunderstorm raging over the Palace district and most of their defense systems offline, the Empire seeks to undermine the imminent Rebel takeover of Coruscant by doing as much damage as possible to valuable records; namely, the contents of the abandoned Jedi Archives, which would prove essential to beginning a new Jedi Order. Gunships carrying stormtroopers have begun moving in on the Jedi Temple as TIE Bombers and TIE fighters poise to offer air support and additional destructive potential. Sensing the Imperial movement towards this end, General Skywalker has dispatched a vanguard of elite Rebel Commandos, backed by Y-wing bombers and T-47 airspeeders, to secure the Jedi Temple and it&#039;s valuable contents against Imperial aggression.&quot;</p><p> The Rebel team has three LAAT-i Gunships, a Y-wing, and two T-47 airspeeders, while the Empire has three LAAT-i Gunships, two TIE fighters, and a TIE Bomber. Both teams are located in the air, some distance from the Jedi Temple. No other vehicle spawns are present on the map, although capturing certain control points will spawn automatic anti-air guns (turbolasers) that fight for your side. The main version of the map has seven control points; one at the top level of each of the four corner spires; and one for each of the bottom, middle, and top levels of the central tower (the Jedi Archives). The 16/32 player version has only one Gunship and bomber per team (no fighters), and in absence of the corner spire control points, two additional points can be captured within the central tower.</p><p> The only way that each side can hope to secure control points is to use their transports (which, unlike the full Republic Gunship, have ammo deficincies and only wield the front lasers and side composite laser cannons) to land on external access points to the buildings (landing pads and external walkways). The gunships do not act as spawn points, so in order to maintain an offensive, spawn beacons will need to be deployed by squad leaders. Also, Turbolasers pose a direct threat to gunships, so use of the faction&#039;s bomber or fighters to eliminate them will be essential.</p><p> To compensate for the immense height of the corner spires, there are multiple pilotable Turbolifts (which can carry up to six people each) that lead from near-entry level to near top level. By capturing these control points, defensive turbolaser batteries will activate on the ground near the archives and fight for the capturing team, attacking enemy fighters and gunships. Recapturing the point alone won&#039;t shut them down, they must subsequently be destroyed.</p><p> The Jedi Archives lacks turbolifts; use of the many stairways, ramps, outdoor walkways, and landing pads will be necessary in order to traverse the vertical labyrinth. Most of the troop fighting will take place here, the archive control points are worth more than the spire points.</p>]]></description>
			<author><![CDATA[null@example.com (-=CT=- JaFaR)]]></author>
			<pubDate>Mon, 22 Oct 2007 08:47:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86218#p86218</guid>
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