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	<title type="html"><![CDATA[First Strike Forums — Strike at Bimmiel discussion thread]]></title>
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	<updated>2008-09-26T23:28:24Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=8243</id>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=116129#p116129" />
			<content type="html"><![CDATA[<p>I&#039;m one of the few people who think Shin Ra Tower should stay, with these changes (this is mostly to sum up what&#039;s been said):</p><p> - Add a railing.<br /> - Add at least one or two rooms on the way up.<br /> - Add at least a static elevator model.<br /> - Doors at the top that can be opened and closed from the imperials&#039; side and need to be destroyed by the Rebs for them to advance? Would keep lone wolves from sneaking up the tower while everyone else were busy fighting in the mountain pass <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /> . Just a thought.</p><p>As for the changelog, didn&#039;t get to test the map much so can&#039;t comment on some of them, but...</p><div class="quotebox"><blockquote><p>*lock vehicles except AT-ST&#039;s</p></blockquote></div><p>I believe this is something you have to do anyhow - I think all heavy vehicles are supposed to be locked globally in FS, independent of maps.</p><div class="quotebox"><blockquote><p>*possibly remove speeder bikes from the rebels</p></blockquote></div><p>Probably a very good idea. Replace them with Landspeeders and the Rebels will still have fast transports. If you want to use Combat Speeders, keep in mind that those things can be as deadly as MKII&#039;s with their heavy repeaters.</p><div class="quotebox"><blockquote><p>*wider and smoother mountain pass</p></blockquote></div><p>Hmm, probably a good idea, but don&#039;t excaggerate it. I see how it&#039;s a bottleneck, but don&#039;t make it too wide either.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-26T23:28:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=116129#p116129</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115891#p115891" />
			<content type="html"><![CDATA[<p>by the windfarm its towards the rebel landing pads,That bridge going across, look to the right.</p>]]></content>
			<author>
				<name><![CDATA[gaurd502]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2136</uri>
			</author>
			<updated>2008-09-22T20:46:17Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115891#p115891</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115878#p115878" />
			<content type="html"><![CDATA[<p>where is the elevator in ryloth</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2008-09-22T19:10:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115878#p115878</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115856#p115856" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>krenyo wrote:</cite><blockquote><p>As for your comment on a tunnel Twigs im very very confused?!!! How can you have a verticle tunnel? Unless your thinking of a long slope; in that case the bottom would have too be right on the edge of the map too hav a slope thats shallow enuf too walk up and would look hamsters awfull! Its over 200 Meters too the top you know.</p></blockquote></div><p>I mean have a series of them at 45 or so degree slants zig zagging up to form a supply chain. </p><p>As I say, it looks great as it is, its just those mass of stairs going up. Adding an elevator would just prove too big a temptation to people to mine and take it out.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-22T16:23:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115856#p115856</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115855#p115855" />
			<content type="html"><![CDATA[<p>ok heres a to do list, if i could have sum comments on these changes before i implement them that would be great...</p><p>*Increase flag capture radius at some of the CPS<br />*move imp checkpoint a litte farther down the hill in that flat area and add more stuff there<br />*lock vehicles except AT-ST&#039;s<br />*more imp tanks<br />*possibly remove speeder bikes from the rebels<br />*some terrain fixxes where its still too spiky<br />*wider and smoother mountain pass<br />*more cover around all CP&#039;s<br />*turn down lighting on bundled meshes.<br />*possibly get an elevator up the tower</p><p>All sound good so far? any thing else too change/add?</p>]]></content>
			<author>
				<name><![CDATA[krenyo]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1653</uri>
			</author>
			<updated>2008-09-22T16:19:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115855#p115855</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115800#p115800" />
			<content type="html"><![CDATA[<p>thanks all for the comments so far, theyre gonna be a massive help in tweaking the level. I was a bit lost as what too do next but now ive got a good clear idea of what needs adding, changing etc.</p><p>Theres a lot of talk of an elevator. this is exactly what i designed the tower for; the dev team say elevators are a no no but i think building a model and using the ryloth elevator vehicle will work just fine. I shall attempt too build a completly new model tho, not just skin the ryloth one. The stairs will stay becuase u always hav stairs where theres an elevator incase the elevator is down, in this case blown up lol! </p><p>As for your comment on a tunnel Twigs im very very confused?!!! How can you have a verticle tunnel? Unless your thinking of a long slope; in that case the bottom would have too be right on the edge of the map too hav a slope thats shallow enuf too walk up and would look hamsters awfull! Its over 200 Meters too the top you know. </p><p>End of the day the tower stays. It&#039;s not perfect at the mo i know; but it will stay just needs a few tweaks here and there and hopefully have this elevator. I shall be working hard on perfecting the tower over the next few weeks, when thats done i shall focus back on the level itself and get it near finished based on the feedback ive recieved so far. I shall complile a to do list and post it up here in the next few days. In the mean time keep the feedback comming, it all helps a lot! thanks.</p>]]></content>
			<author>
				<name><![CDATA[krenyo]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1653</uri>
			</author>
			<updated>2008-09-21T20:32:29Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115800#p115800</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115787#p115787" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>oddball-uk wrote:</cite><blockquote><p>Tunnel with e-web at top no way...put a lift in (out of&nbsp; ryloth)..</p></blockquote></div><p>Thats like saying Hoth corridors should be removed cause ewebs mow anything down. All it needs is crates etc inside (not unfeasible if its supposed to be a supply movement corridor) and people dropping shields.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-21T16:16:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115787#p115787</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115783#p115783" />
			<content type="html"><![CDATA[<p>The Stairs provide an alternate route if an elevator is there.</p><p>Also, the elevator will be a vehicle, meaning it can be destroyed.</p><p>What I think we should do is make a remodel/texture of the Ryloth Elevator, give it more than one seat (Only the &quot;Buttons&quot; seat has control) so it can go faster.&nbsp; That, or just make two shafts, both are vehicles, one you enter from the top, and when you &quot;exit&quot; you come out at the bottom, and the opposite for the other one.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2008-09-21T15:58:34Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115783#p115783</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115779#p115779" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Gunny12345 wrote:</cite><blockquote><div class="quotebox"><cite>gaurd502 wrote:</cite><blockquote><p>love it,but I don&#039;t realy see the point&nbsp; of that turbo laser tower on the imp check point.Other then a few floating bushes i like it.The tower was a great idea but some people were wondering if you could add some more object along the walls.And i know that it won&#039;t happen but somone wanted me to tell you it needs a elevator. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> i realy have fun in that tower,so much fun to try to get all the way down by jumping(not in a real game of course). Now i agree with bandu we were having problems getting tanks up the pass&nbsp; without fliping over.I also like the grass/weed it adds a great mood to the level.Also at the imperial bunker thing(the one with the giant antena thing)the cliff on the side going towards imp cheack point looks odd going straight down.It is my favorite map so far.</p></blockquote></div><p>Hey that was me who said the elevator gurd lol...and yes I do think it needs a elevator but the elevator would have to be skinned to be black.Also me and a few other guys went to the top of the tower and tried to see how many stairs we could jump all the way down which was hilarious.</p></blockquote></div><p>That was not a real game of course.Herbenator said yesturday that there would be no point stairs if theres a elevator.But,there is becasue if theres a fire you can&#039;t use elevators <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />.I like the tower.At first i didn&#039;t like it being darker and the other people didn&#039;t realy ethier,but i got used to it and its ok.Is the there any thing you could add for cover at the pass entrence? usaly you get charged by tanks, the&nbsp; turrets get destroyed,and you end up hiding behind the tower and get baseraped.Just some rocks or something.</p>]]></content>
			<author>
				<name><![CDATA[gaurd502]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2136</uri>
			</author>
			<updated>2008-09-21T15:43:36Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115779#p115779</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115759#p115759" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>gaurd502 wrote:</cite><blockquote><p>love it,but I don&#039;t realy see the point&nbsp; of that turbo laser tower on the imp check point.Other then a few floating bushes i like it.The tower was a great idea but some people were wondering if you could add some more object along the walls.And i know that it won&#039;t happen but somone wanted me to tell you it needs a elevator. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> i realy have fun in that tower,so much fun to try to get all the way down by jumping(not in a real game of course). Now i agree with bandu we were having problems getting tanks up the pass&nbsp; without fliping over.I also like the grass/weed it adds a great mood to the level.Also at the imperial bunker thing(the one with the giant antena thing)the cliff on the side going towards imp cheack point looks odd going straight down.It is my favorite map so far.</p></blockquote></div><p>Hey that was me who said the elevator gurd lol...and yes I do think it needs a elevator but the elevator would have to be skinned to be black.Also me and a few other guys went to the top of the tower and tried to see how many stairs we could jump all the way down which was hilarious.</p>]]></content>
			<author>
				<name><![CDATA[Gunny12345]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2489</uri>
			</author>
			<updated>2008-09-21T14:44:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115759#p115759</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115758#p115758" />
			<content type="html"><![CDATA[<p>Oddball is right, it wouldn&#039;t work to make it a tunnel.</p><p>What about keeping the tower and adding a second valley? Could that work? I like the tower a lot, saw people use it the one time I actually got to play without getting killed by PB.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T14:35:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115758#p115758</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115756#p115756" />
			<content type="html"><![CDATA[<p>Tunnel with e-web at top no way...put a lift in (out of&nbsp; ryloth)..</p>]]></content>
			<author>
				<name><![CDATA[oddball-uk]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2060</uri>
			</author>
			<updated>2008-09-21T14:25:51Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115756#p115756</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115670#p115670" />
			<content type="html"><![CDATA[<p>If you want to keep that tower static, then I suggest changing it a little. As Bandu says, its a nice visual piece, looks very striking against the cliff face, but no real value. How about using it as a walkway? Lay it on an angle, remove the &#039;stairs&#039; and you now have a long tunnel. I can see that being used as a transportation method for troops and supplies (ie think something like EBB hauling crates etc along), and would be quicker to get up and probably better laid out then for firefights.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-20T11:40:29Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115670#p115670</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115645#p115645" />
			<content type="html"><![CDATA[<p>love it,but I don&#039;t realy see the point&nbsp; of that turbo laser tower on the imp check point.Other then a few floating bushes i like it.The tower was a great idea but some people were wondering if you could add some more object along the walls.And i know that it won&#039;t happen but somone wanted me to tell you it needs a elevator. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> i realy have fun in that tower,so much fun to try to get all the way down by jumping(not in a real game of course). Now i agree with bandu we were having problems getting tanks up the pass&nbsp; without fliping over.I also like the grass/weed it adds a great mood to the level.Also at the imperial bunker thing(the one with the giant antena thing)the cliff on the side going towards imp cheack point looks odd going straight down.It is my favorite map so far.</p>]]></content>
			<author>
				<name><![CDATA[gaurd502]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2136</uri>
			</author>
			<updated>2008-09-20T04:12:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115645#p115645</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Strike at Bimmiel discussion thread]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115624#p115624" />
			<content type="html"><![CDATA[<p>Ok, here goes....</p><p>Size:<br />Good</p><p>Layout:<br />The layout seems ok, the mountain pass tho could do with widening considerably and the cp along the way made a bigger area. When you have a puch style map youv got to envision atleast 30 people in that general vicinty. ATM , the cp leading to the mountain pass is ok in that respect, as is the IO ... the mountain path cp is far to small tho.</p><p>Cover:<br />There needs to be more cover in the general areas of the CP&#039;s</p><p>Tower:<br />Its a neat visual piece and can act as a a route for a sneaky soldier or squad, but the likelyhood of any meaningful battle in there is practically 0. If it were me, Id split the model into 3 and place them&nbsp; in a diaganel up the mountain with platform walkways connecting them, ideally with a room at the top and bottom of each.&nbsp; The one big tower is an impressive sight but itd probably be best as a prop , I dont see how it is good for gameplay- is quite boring running up there.</p><p>Lighting:<br />The lightmaps/ground lighting looks really good. Looks very sunny and almost gives a HDR type effect. The lighting on the soldiers and other bundled meshes is abit too bright tho.</p><p>Models:<br />Id like for us to never have the imp outpost in any more maps - atleast not as a main attacking area/CP. It is actually one of the best parts of the currently released FS maps, but it is overused now and is stifling the overall gameplay of the mod. In need of some imp modulars.</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-09-20T00:30:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115624#p115624</id>
		</entry>
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