8 (edited by FinalxDeath 2008-04-06 05:52:15)

Re: A bit of both

Looks like a good idea, Id personaly like to see a very small close combat map.

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9 (edited by TIEpilot234 2008-04-06 10:29:29)

Re: A bit of both

Stardestroyersarecool wrote:

Its a good idea, but has it not come up more than once before?

I fail to recall...

But anyways, yeah, my second point about landing somewhere specific would work too. Probably is better now that I think about it. But it would have to be like at least 3 hangers to give the defenders a challenge.

Is it possible to make a map part space and part land?

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Re: A bit of both

Nice idea Johnnyhavoc, I like it. And @ TIEpilot, I'm not sure but since the FS devs are making a combined arms map, then I think they could do something like that for this, except the sky dome would be stars.

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Re: A bit of both

I know this ia full conversion mod BUT honestly 98% of the statics and buildings already exist in 2142. How many 2142 maps have the fuel silos with catwalks, enclosed trench lines, module style facilities, and reactor or power facilities? They're there already. Take the barracade walls from Camp Gibralter, fuel silos and enclosed trenches from Suez, the power plant from Sidi Power plant, and that Big Mushroom structure from Shubia. Retexture parts of the larger objects.

Then add the signature FS statics; crates, barracades, defensive positions, and debris.

Of course the all the fun vehicles from FS.

Build your terrain with the majority of the playing field being in a massive crater but some sections of the complex being on the rim or outside the crater.

Texture the terrain as a lifeless void.

Have the attackers spawn from a capitol ship with shuttles and fighters as escort.

Have the defenders have an array of ground vehicles, anti-air and a few fighters.

As the attackers gain ground they get ground vehicles to spawn that their newly captured positions.

The whole facility is within an atmospheric shield bubble that's why aerial bombardment is useless AND why soldiers don't need pressure suits.

Re: A bit of both

johnnyhavoc wrote:

The whole facility is within an atmospheric shield bubble that's why aerial bombardment is useless AND why soldiers don't need pressure suits.

Ok, I will therefore deploy Mega-Maid after stealing the password to the atmospheric shield. She will deplete all the oxygen leaving all the defenders DEAD!

Mwahahahahahaha! I am such a Spaceball!

Bite my shiny metal Tie Fighter!
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Re: A bit of both

Isnt that Polis massa???

well, thumbs up to this idea!

Re: A bit of both

johnnyhavoc wrote:

I know this ia full conversion mod BUT honestly 98% of the statics and buildings already exist in 2142. How many 2142 maps have the fuel silos with catwalks, enclosed trench lines, module style facilities, and reactor or power facilities? They're there already. Take the barracade walls from Camp Gibralter, fuel silos and enclosed trenches from Suez, the power plant from Sidi Power plant, and that Big Mushroom structure from Shubia. Retexture parts of the larger objects.

Then add the signature FS statics; crates, barracades, defensive positions, and debris.

Of course the all the fun vehicles from FS.

Build your terrain with the majority of the playing field being in a massive crater but some sections of the complex being on the rim or outside the crater.

Texture the terrain as a lifeless void.

And you have a 2142 map with FS assets thrown on top...

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
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