15 (edited by Gunny12345 2008-09-21 10:45:54)

Re: Strike at Bimmiel discussion thread

gaurd502 wrote:

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.

Hey that was me who said the elevator gurd lol...and yes I do think it needs a elevator but the elevator would have to be skinned to be black.Also me and a few other guys went to the top of the tower and tried to see how many stairs we could jump all the way down which was hilarious.

16 (edited by gaurd502 2008-09-21 11:44:25)

Re: Strike at Bimmiel discussion thread

Gunny12345 wrote:
gaurd502 wrote:

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.

Hey that was me who said the elevator gurd lol...and yes I do think it needs a elevator but the elevator would have to be skinned to be black.Also me and a few other guys went to the top of the tower and tried to see how many stairs we could jump all the way down which was hilarious.

That was not a real game of course.Herbenator said yesturday that there would be no point stairs if theres a elevator.But,there is becasue if theres a fire you can't use elevators tongue.I like the tower.At first i didn't like it being darker and the other people didn't realy ethier,but i got used to it and its ok.Is the there any thing you could add for cover at the pass entrence? usaly you get charged by tanks, the  turrets get destroyed,and you end up hiding behind the tower and get baseraped.Just some rocks or something.

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Re: Strike at Bimmiel discussion thread

The Stairs provide an alternate route if an elevator is there.

Also, the elevator will be a vehicle, meaning it can be destroyed.

What I think we should do is make a remodel/texture of the Ryloth Elevator, give it more than one seat (Only the "Buttons" seat has control) so it can go faster.  That, or just make two shafts, both are vehicles, one you enter from the top, and when you "exit" you come out at the bottom, and the opposite for the other one.

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Strike at Bimmiel discussion thread

oddball-uk wrote:

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

Thats like saying Hoth corridors should be removed cause ewebs mow anything down. All it needs is crates etc inside (not unfeasible if its supposed to be a supply movement corridor) and people dropping shields.

Bite my shiny metal Tie Fighter!
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Re: Strike at Bimmiel discussion thread

thanks all for the comments so far, theyre gonna be a massive help in tweaking the level. I was a bit lost as what too do next but now ive got a good clear idea of what needs adding, changing etc.

Theres a lot of talk of an elevator. this is exactly what i designed the tower for; the dev team say elevators are a no no but i think building a model and using the ryloth elevator vehicle will work just fine. I shall attempt too build a completly new model tho, not just skin the ryloth one. The stairs will stay becuase u always hav stairs where theres an elevator incase the elevator is down, in this case blown up lol!

As for your comment on a tunnel Twigs im very very confused?!!! How can you have a verticle tunnel? Unless your thinking of a long slope; in that case the bottom would have too be right on the edge of the map too hav a slope thats shallow enuf too walk up and would look hamsters awfull! Its over 200 Meters too the top you know.

End of the day the tower stays. It's not perfect at the mo i know; but it will stay just needs a few tweaks here and there and hopefully have this elevator. I shall be working hard on perfecting the tower over the next few weeks, when thats done i shall focus back on the level itself and get it near finished based on the feedback ive recieved so far. I shall complile a to do list and post it up here in the next few days. In the mean time keep the feedback comming, it all helps a lot! thanks.

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Re: Strike at Bimmiel discussion thread

ok heres a to do list, if i could have sum comments on these changes before i implement them that would be great...

*Increase flag capture radius at some of the CPS
*move imp checkpoint a litte farther down the hill in that flat area and add more stuff there
*lock vehicles except AT-ST's
*more imp tanks
*possibly remove speeder bikes from the rebels
*some terrain fixxes where its still too spiky
*wider and smoother mountain pass
*more cover around all CP's
*turn down lighting on bundled meshes.
*possibly get an elevator up the tower

All sound good so far? any thing else too change/add?

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Re: Strike at Bimmiel discussion thread

krenyo wrote:

As for your comment on a tunnel Twigs im very very confused?!!! How can you have a verticle tunnel? Unless your thinking of a long slope; in that case the bottom would have too be right on the edge of the map too hav a slope thats shallow enuf too walk up and would look hamsters awfull! Its over 200 Meters too the top you know.

I mean have a series of them at 45 or so degree slants zig zagging up to form a supply chain.

As I say, it looks great as it is, its just those mass of stairs going up. Adding an elevator would just prove too big a temptation to people to mine and take it out.

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