Re: Hoth feedback and discussion.

I suggest the following for tomorrow:

1. Take the ATAT out
2. Take the snowspeeders and any speepers out.

Need to focus people on testing echo base.
To have people test the atat, make a quick blank map with the atat or only add it to say, the 64p version of hoth.


Also Id do the following ASAP

1. Take the floor out of the EB model
2. Optimize the cols.



As for feedback on EB. I honestly cant say much as I and everyone infront of me was warping about. I have one issue, but I think I should leave it be until the base is playable to see if I still feel the same.

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Re: Hoth feedback and discussion.

Do any of the corridors have antechambers that ppl can take as alternate routes? Maybe that's an option for the really bottlenecked ones. Aside from that, just wanted to mention the east-side ladder of death.

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10 (edited by FSDev| RedMonkey999 2008-09-19 20:50:25)

Re: Hoth feedback and discussion.

Haha...the 'East-Side Ladder O' Death' will probably remain a classic in FS history for generations.  That will be fixed...I promise.

*looks at Talon with a specific "I told you so" expression*

tongue

Also, when I get on tomorrow I'm planning to organize an Ion Control Assault/Defend session so we can test Talon's routes.

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Re: Hoth feedback and discussion.

1. Take the ATAT out
2. Take the snowspeeders and any speepers out.

3. Place another Imp CP near Echo base (near ion control or w/e)

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12 (edited by gaurd502 2008-09-20 00:41:15)

Re: Hoth feedback and discussion.

Oky.so the Echo base buggy cart thing that gose realy slow,well first make it faser or add boast.And driving the cart the transport hanger theres a bridge,and the cart can't go up a slope on the other side.I realy think there should be a trench,and some turrets outside the hanger door like in the movie.I think you should change the imp CP thats right in front of the Echobase to rebel,and put the trench close to that or over in front of the shield generator and move the imps CPs back,Because sorta makes the AT-ATs pointless so they cap the trench instead of already controlling it.For in echo i realy like the hanger,it would realy look cool textured.I was also wondering what room is were the commande center is.I think that the hallway from transport hanger to ion cannon control is a little long,but faster carts might kinda fix it.Ill try to be on tommarow to help whit that ion cannon defences.That hallway would be cool if you adda extra way to get to ion cannon,like a side room or a vent or something, were you would be able to sneak up around the battle.Looks good so far.

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Re: Hoth feedback and discussion.

I noticed that in the hangar you can see a long distance all around I think there should be walls (when textured mayb tools and spare parts) that block the line of sight so flanking could become a possibility...multiple entrances into the hangar is good so far...maybe a couple of hanging signs in the corridors to stop nade spamming so much..i.e. they bounce back off the signs...encourages skill in the nades

Re: Hoth feedback and discussion.

TaffyTuck wrote:

I noticed that in the hangar you can see a long distance all around I think there should be walls (when textured mayb tools and spare parts) that block the line of sight so flanking could become a possibility...multiple entrances into the hangar is good so far...maybe a couple of hanging signs in the corridors to stop nade spamming so much..i.e. they bounce back off the signs...encourages skill in the nades

You only get two nades anyway, and they cant pass through shields. I really dont see nade spamming as a problem unless every single person in one map is playing trooper. Skill with the kits and leadership would easily get you past, plus most points have small alternate routes.

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