Re: Dathomir Prison Break

Very good there DS_Imperial. How are the spawns going to be situated now ?

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Re: Dathomir Prison Break

FSDev| xEROhOUR wrote:

Very good there DS_Imperial. How are the spawns going to be situated now ?

Well, for the 32 player version, or what I think will be the 32 version for now, there are 6 spawn points.  One starts rebel, one neutral, and 4 Empire.  The Rebels start at their landing site and have one path that goes to an Imperial Scout Post, from there they can branch up a trail through the mountainside to an Imperial outpost or go forward to the neutral post which is considered one of the witches camps.  They then from either post can push forward to another imperial outpost that is at the base of another mountain type thing.  Once they push through that, then it's up to the top of a mountain to the imperial stronghold where they will either have to destroy the prison security console or capture the CP in the console room.  I haven't decided yet.  Right now though, it's just all CPs with push coding.  I will put up the minimap soon, I just want to fix the arrows on it and such designating the push directions.

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Re: Dathomir Prison Break

Night or day map? smile

thx

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Re: Dathomir Prison Break

FSDev| Dragunov wrote:

Night or day map? smile

thx

As of now, night.

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33 (edited by FSDev| Dragunov 2007-10-09 16:43:19)

Re: Dathomir Prison Break

I love the Dagobah creepy feeling wink

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34 (edited by tittasid 2007-10-09 18:05:48)

Re: Dathomir Prison Break

Interesting to see someone making this, as I was planning on doing a map of Dathomir as well but on a much larger scale. I still plan on making it though but not for a while. I have done some of the work already but nothing yet in the BF2 editor. I made an ogg file with heavy rain and thunder sounds, did some con editing, and planned out the spawns and the layout of the map. You can use my ogg file if you don't have any good ones.

Re: Dathomir Prison Break

Very cool.   Can't wait for this

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