8 (edited by Safe-Keeper 2008-09-19 18:47:32)

Re: Strike at Bimmiel discussion thread

The tower really needs some rooms and platforms on the way up. It's a great model, though, it's amazing how seeing one single new static contributes so much to the experience of the map.

Also, I disagree with neko on its practical value. Without the tower, you've got one way to get up to the Imp base, and we know from BF1942 how well such choke points work (hint: they don't). Also, consider removing the bikes, as they let people just fly up the side of the mountain and plant spawn beacons on top of it, rather than having to fight their way up.

And yes, all heavy vehicles need to be locked.

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--the awesomeness that is Boatmurdered.

Re: Strike at Bimmiel discussion thread

BuckFutt here. Noticed on Strike at Bimmiel on the 2nd to last IMP CP (One with a single turret on top) -- some of the terrain there is too spiky, can get stuck in the dips then fall down the cliff.

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10 (edited by Bandu 2008-09-19 20:34:14)

Re: Strike at Bimmiel discussion thread

Ok, here goes....

Size:
Good

Layout:
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.

Cover:
There needs to be more cover in the general areas of the CP's

Tower:
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  in a diaganel up the mountain with platform walkways connecting them, ideally with a room at the top and bottom of each.  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.

Lighting:
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.

Models:
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.

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11 (edited by gaurd502 2008-09-20 09:20:39)

Re: Strike at Bimmiel discussion thread

love it,but I don't realy see the point  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't happen but somone wanted me to tell you it needs a elevator. 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  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.

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Re: Strike at Bimmiel discussion thread

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 'stairs' 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.

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Re: Strike at Bimmiel discussion thread

Tunnel with e-web at top no way...put a lift in (out of  ryloth)..

Re: Strike at Bimmiel discussion thread

Oddball is right, it wouldn't work to make it a tunnel.

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.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.