Topic: Post build 1013 suggestions!

So..build 1013 addresses many niggles, bugs, exploits etc..but what are we missing? Try the new changes then come back ehre and tell us what else we need to look at. No promises but we'll do what we can big_smile

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: Post build 1013 suggestions!

Something I'd like to see is spawn points tweaking on certain maps. The slave quarters on Mos Espa are a good example. Once the imperials made it to the quarters, the rebels will be spawn raped all the time if they're not lucky enough to spawn in those rooms on the second floor. I think the spawn points should be set up a bit more to the north, maybe at those crates in the backyard. Always in the opposite direction of the attackers. Maybe a good rule would be that spawn points should never have a clear sight of the CP's.

http://img-up.net/img/Mos_Espa_SVPzW3.png
BZZzzZZZZzzzzZZZzZzzZZzzzzzzZZZzzzzZZzzZZzzzzzzzZZZZzzzZZzzZz
o=======<()

Re: Post build 1013 suggestions!

OldBoy wrote:

Something I'd like to see is spawn points tweaking on certain maps. The slave quarters on Mos Espa are a good example. Once the imperials made it to the quarters, the rebels will be spawn raped all the time if they're not lucky enough to spawn in those rooms on the second floor. I think the spawn points should be set up a bit more to the north, maybe at those crates in the backyard. Always in the opposite direction of the attackers. Maybe a good rule would be that spawn points should never have a clear sight of the CP's.


Agreed. Same should be done for Null16p, with the Imp control Room.  It's either spawnrape for defenders, or constant being owned for attackers.  I'll take a look at these, i think.

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: Post build 1013 suggestions!

Sumthing i meant too adress way way back when i was setting up 16p and for sum reason it got forgotten, think i was focused too much on detailing the yard area. Aslo i think we've finally figured out what crashed 32 and 64p so hopefully next build shuld have sum fixes for null in it, might even get round too adding more interior too the base aswell but cant promise anything as i have 101 other things too do at the mo. Gwynzer ur welcome too have the editor files for null shuld u need them; do as u will with the map as when i made it i was quite the noob lol.

http://stats.fsmod.com/sig/trooper.krenyo.png

Re: Post build 1013 suggestions!

krenyo wrote:

Sumthing i meant too adress way way back when i was setting up 16p and for sum reason it got forgotten, think i was focused too much on detailing the yard area. Aslo i think we've finally figured out what crashed 32 and 64p so hopefully next build shuld have sum fixes for null in it, might even get round too adding more interior too the base aswell but cant promise anything as i have 101 other things too do at the mo. Gwynzer ur welcome too have the editor files for null shuld u need them; do as u will with the map as when i made it i was quite the noob lol.

Mediafire. I hope you still know the details.  The first version of "Bimmeil" is still on there tongue.  What caused the crash, btw?

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