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		<title><![CDATA[First Strike Forums — Lok]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=8259</link>
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		<description><![CDATA[The most recent posts in Lok.]]></description>
		<lastBuildDate>Wed, 24 Sep 2008 19:09:42 +0000</lastBuildDate>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=116015#p116015</link>
			<description><![CDATA[<p>I only played a round on it but don&#039;t remember any major issues. Lok is looking to be a top rotation map from the gameplay I saw. I think my only concern is with the level feeling even more &quot;Lok&quot;-ish. I think the mood is right for the place, but perhaps adding a small volcano and some sulfur pools will help with the terrain ambience. There was also several large battles between its residents and the trade federation 30 odd years before the original trilogy. Maybe some old trade federation wreckage and more pirate ship parts will help. I mirror what Zyth said about the water too. Lok&#039;s water is supposed look nasty -- maybe change its color to something more sulfurous. These suggestions are of course not critical and will take time to do, but I think they will help. Here are some links to references in case you haven&#039;t already seen them:</p><p><a href="http://starwars.wikia.com/wiki/Lok">http://starwars.wikia.com/wiki/Lok</a><br /><a href="http://starwars.wikia.com/wiki/Nym%27s_Base">http://starwars.wikia.com/wiki/Nym%27s_Base</a><br /><a href="http://swg.allakhazam.com/db/planets.html?swgplanet=7">http://swg.allakhazam.com/db/planets.html?swgplanet=7</a></p><p>Buck</p>]]></description>
			<author><![CDATA[null@example.com (Alt_Oid)]]></author>
			<pubDate>Wed, 24 Sep 2008 19:09:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=116015#p116015</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115919#p115919</link>
			<description><![CDATA[<p>I haven&#039;t played this map competitively. I&#039;ve only run around on local so I can&#039;t speak for <br />gameplay.&nbsp; However, I can&#039;t imagine it being too imbalanced. The CPs are spread pretty <br />evenly.&nbsp; In any case, aesthetically this map is ready.</p><p>Pros:<br />-I like that this map starts out with a neutral field.<br />-Really love the ambient sound effects<br />-Great mood on this map<br />-The Imperial outpost has a new feel to it not just because its wedged into the mountainside <br />&nbsp; but also because of the uneven terrain inside the outpost and the way you&#039;ve combined two <br />&nbsp; outposts to create an enclosed area around the CP.&nbsp; This is really nice work.<br />-The coloration of the trails look natural while at the same time they lead you to each CP. <br />-The Processing Junction/Control Center area looks really good.&nbsp; The steam is a nice touch.<br />&nbsp; Nice static use and terrain.&nbsp; I don&#039;t think this area (if any) should be touched at all.<br />-Vegitation looks great.&nbsp; The trees used fit the map nicely(see Cons for only downside.)&nbsp; <br />&nbsp; The undergrowth is a bit multi-colored but the meshes used are perfect.<br />-The new coloration for the Ryloth statics fit in perfectly with the map</p><br /><p>Cons:<br />-Mountainside textures are streched<br />-The water seems too reflective to me.&nbsp; The lighting or water coloration should be tweaked<br /> just a bit to make it fit the surrounding terrain.<br />-Replacements for the Tatooine statics would be nice but I think TY uses them very nicely <br /> here.<br />-I also noticed a specific tree&#039;s LOD was screwy(can&#039;t remember wich one).&nbsp; TY said he<br /> fixed it so that should no longer be an issue.</p><br /><p>All in all, even with the Cons, this map seems ready to me.</p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Tue, 23 Sep 2008 06:37:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115919#p115919</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115874#p115874</link>
			<description><![CDATA[<p>Yes. i didnt like it much at the beginning but it grew on me fast. Its probably one of my favourite maps at the moment.</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Mon, 22 Sep 2008 18:58:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115874#p115874</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115835#p115835</link>
			<description><![CDATA[<p>Good job <strong>TY</strong>, you&#039;ve got a cracking map there mate.</p><p><img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Mon, 22 Sep 2008 12:19:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115835#p115835</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115819#p115819</link>
			<description><![CDATA[<p>THANKS FOR THE FEDBACK <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>I am very pleased with these reports guys. I have taken down all your suggestions, and have already fixed a few. </p><p>I planned the TIE/X wing to eventually be a T-16, which is why its at the &#039;abandoned port&#039; therefore neutral. </p><p>Also an oops on my part with them being space versions, I didn&#039;t choose the right ships <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>They will be team locked next time, but hopefully that won&#039;t be an issue for release if they get to be replaced by the T-16. Not a lambda, because it is too big for this map imo.</p><p>The cap times are short because they are default times still I think. They will be fixed. </p><p>The trees, I think you are talking about a certain tree which I also noticed, I will remove it and you tell me if I fixed the right one. </p><p>I like the fog/dirty weather suggestion I think I read up there, I will see about adding in a cusotm weather effect to give it a dirtier look. The fog, I don&#039;t want to increase much because I don&#039;t want it to interfere with the tank combat. Firehawkes lose any advantage in dense fog.</p><p>If you noticed the bottom section is more wide open for getting the bottom CP. The top part is more diverse so that the rebel tanks have more advantage/equal chaces of winning in the top CP. </p><br /><p>I have briefly talked about getting new statics made for the tatooine statics but I dunno about that yet... we will see. </p><br /><p>Thanks for the feedback guys, keep it coming.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Mon, 22 Sep 2008 01:49:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115819#p115819</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115806#p115806</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>OK, so this map currently suffers a bit from Mos Entha syndrome, due to it not being a push map. What about lengthening the neutralization/cap timer on the CP so that you can&#039;t just flag hop?</p></blockquote></div><p>Yeah,takeing CPs on Lok is realy quick.</p>]]></description>
			<author><![CDATA[null@example.com (gaurd502)]]></author>
			<pubDate>Mon, 22 Sep 2008 00:04:01 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115806#p115806</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115803#p115803</link>
			<description><![CDATA[<p>OK, so this map currently suffers a bit from Mos Entha syndrome, due to it not being a push map. What about lengthening the neutralization/cap timer on the CP so that you can&#039;t just flag hop?</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 22:03:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115803#p115803</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115788#p115788</link>
			<description><![CDATA[<p>couldnt it be a t-16. also cant we get repulser lifts</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Sun, 21 Sep 2008 16:47:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115788#p115788</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115786#p115786</link>
			<description><![CDATA[<p>Not on this map, I think you&#039;re confusing that with my post for <strong>Refinery</strong> where I said that if ther are two fighters, one should be an <strong>X-Wing</strong> and the other a <strong>Y-Wing</strong> for it&#039;s bombing capability.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Sun, 21 Sep 2008 16:12:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115786#p115786</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115780#p115780</link>
			<description><![CDATA[<p>Hmm, yeah, fair enough. I wouldn&#039;t know, haven&#039;t played Ryloth much.</p><p>Someone suggested replacing X-Wings with Y-Wings, I disagree. Leave the X-Wing, leave its torpedoes. We&#039;ve got infantry with homing missiles, I doubt it&#039;ll be overpowered.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 15:47:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115780#p115780</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115777#p115777</link>
			<description><![CDATA[<p>i havnt seen people just leaving them around or using them as transports. they are too useful</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Sun, 21 Sep 2008 15:37:27 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115777#p115777</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115775#p115775</link>
			<description><![CDATA[<p>The star fighters are space configurations, which is why they&#039;re too fast (and not affected by gravity or possible to exit, though if it was up to Ty the latter would probably stay in <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> ). They&#039;ll be replaced with atmospheric versions, I presume.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 15:30:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115775#p115775</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115767#p115767</link>
			<description><![CDATA[<p>the star fighters are too fast on this map. can they be slowed down</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Sun, 21 Sep 2008 15:05:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115767#p115767</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115764#p115764</link>
			<description><![CDATA[<p>OK, had a run through this on Local just now and it&#039;s fantastic atmosphere-wise. It doesn&#039;t have that many statics, but doesn&#039;t need them either. The sound effects are great, the SFX add a lot to the atmosphere, and the CP&#039;s look good.</p><p>As for reusing statics, I say keep the Imperial Outpost (it&#039;s laid down differently than usual, so it gets a free pass from me), replace Tatooine buildings, and consider replacing the vaporizers or hydrators or whatever they&#039;re called that are used as beacons atop the mountain with the turbo laser. I once made a beacon-like thingie by burying a Probe Droid Launcher so that only the antennae portruded out of the ground. If there&#039;s room up there for that, try it.</p><p>Edit: And I hope those trees are WIPs or placeholders, &#039;cause they look horrible from a distance (LOD thing).</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 15:01:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115764#p115764</guid>
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			<title><![CDATA[Re: Lok]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115763#p115763</link>
			<description><![CDATA[<p>I like the fighter CP situation, but I think the fighters need to be locked to their faction though, there was always an <strong>Imp</strong> thieving our <strong>X-wing</strong> last night darnit.</p><p><img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>In general loving this map, good feel to it aesthetically, also quite a different look to all our current maps (if only we could get rid of the<strong> Tatooine</strong> statics and replace them with something new, though they work very well here) and solid gameplay. I agree, get this in the Mod proper soon as.</p><p>Good job <strong>TY</strong>.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Sun, 21 Sep 2008 14:59:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115763#p115763</guid>
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