Topic: Vertical Infantry Map?

It's possible, right? And, so far, this is the only mod (hecque, the only game, maybe) where it'd work and make sense, lore-wise.

The bottom level could be a big, open area, like docking bay 357 on the Death Star (where the MF was  docked). Obstacles, rooms off to the side, a deep lift shaft. Above that could be the mezzanine level, going around the docking bay. Different ways up from level to level (ladders, stairs, and eventually turbolifts) would keep things varied. Above those two levels you could have one of those large gunner stations (yes, that'd require new statics), hallways, the conference room, a trash compactor, etc. Lots of options, but the trick is to keep the map from sprawling horizontally, and make most of it vertical. As a change.

I suppose this could also work for a possible map set on Coruscant, as well.

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a.k.a.:  Grandma Tarkin  //  hQ.Terrorek

Today's spelling/grammar tip: There = a (sometimes conceptual) place. "There is my car." or "There is such a thing as magic."  // Their = posessive. "Their meat is full of worms." // They're = contraction of <they are>. "They're crazy!" // "They're trying to put their shoes up there."

Re: Vertical Infantry Map?

It's possible but a tremendous amount of work with the new static object modeling this would require.

The terrain editior allows for levels, but you cannot stack them on top of one another. You cannot even make a tunnel with the terrain editor alone, you must create a static object tunnel that has the same color as the surrounding terrain to create the illusion of the tunnel.

Re: Vertical Infantry Map?

Terrorek wrote:

It's possible, right? And, so far, this is the only mod (hecque, the only game, maybe) where it'd work and make sense, lore-wise.

The bottom level could be a big, open area, like docking bay 357 on the Death Star (where the MF was  docked). Obstacles, rooms off to the side, a deep lift shaft. Above that could be the mezzanine level, going around the docking bay. Different ways up from level to level (ladders, stairs, and eventually turbolifts) would keep things varied. Above those two levels you could have one of those large gunner stations (yes, that'd require new statics), hallways, the conference room, a trash compactor, etc. Lots of options, but the trick is to keep the map from sprawling horizontally, and make most of it vertical. As a change.

I suppose this could also work for a possible map set on Coruscant, as well.

Yeah I think Coruscant maps would be a great idea for next release

Re: Vertical Infantry Map?

hmm it's not a bad idea, it just needs bigger buildings though so there could be more command posts.

Re: Vertical Infantry Map?

One major problem.  The minimap can't change levels, so it would be utterly useless.

http://www.dsgaming.net/imperial/fssig.jpg
http://miniprofile.xfire.com/bg/co/type/2/dsimperial.png
http://stats.fsmod.com/sig/trooper.Imperial.png

Re: Vertical Infantry Map?

DS_Imperial wrote:

One major problem.  The minimap can't change levels, so it would be utterly useless.

agree. plus it will mess with the commander scan. "he on the floor!" "wait....First floor! no....wait....THE **** WITH THIS"

Re: Vertical Infantry Map?

Serious camping problems at the lifts and stairs.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan