Re: Map Suggestions..

FSDev| TALON wrote:

As mentioned already, that is a big, and I mean BIG job...

Huh? In what way? It's a relatively small, fully enclosed, infantry-only map I'm talking about here - not recreating the whole of the floating city!

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Mmm... vanilla!

Re: Map Suggestions..

RabidJohn wrote:

Huh? In what way? It's a relatively small, fully enclosed, infantry-only map I'm talking about here - not recreating the whole of the floating city!

Thats still alot of work...  You're creating a whole playfield of statics that have to be modeled, textured, etc.  Its not like a traditional map where a large amount of the playfield is a heightmap w/ scattered statics.

Re: Map Suggestions..

Exactly, and a CITY map takes even more time to actually get the map done, all the details of a city must be done. From crates, to cars, to sounds... A city takes a great deal longer to create. Took me near 8 months to finish Bestine, 2-3 of those were jsut laying out the details of the city, crates, booths, garbage.

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Map Suggestions..

Hmm... I think we need a grassy plains map. Dantooine, anyone?

"Alliance High Command has sent a strike and recovery force to Dantooine in hopes of purchasing desperately needed food supplies from the sympathetic rural population. The operation begins well, but unfortunately, a stray Imperial probe droid happens upon the operation and reports the discovery to an Imperial task force near Bonadan. An Imperial ground assault is inbound to the Rebel base, and an evacuation is underway. The Rebel ground forces must set up positions across the grassy plains and prevent the Imperials from stopping the evacuation efforts."

Objective: This is a Conquest: Frontline map. Your faction will win if the enemy tickets are reduced to zero. Either team can increase the rate of ticket loss for the other team by controlling a majority of the control points. The control point that's immediately adjacent to each main base can only be captured by the opposite team if they control the three center-line control points.

Imperial assets (On full-size map):
2 AT-AT Walkers
4 AT-ST Walkers (w/anti-air missiles)
2 Firehawkes
3 Speeder Bikes
1 Lambda Shuttle
Base defended by two anti-vehicle turrets and an anti-air missile turret.

Rebel assets (On full-size map):
3 Airspeeders
4 T2-B tanks
1 Artillery Freerunner
2 Armored Freerunners
2 Armored Landspeeders
Base defended by two anti-vehicle turrets and an anti-air missile turret.

Each of the 5 captureable flags spawns a single tank (T2-B or Firehawke) a speeder bike, an anti-vehicle turret, and an anti-air missile turret for the controlling team. Controlling the 3 center-line flags bleeds the opposing team. The main-base adjacent flags spawn an additional tank.

GC Veteran (0.14-R6) "General Jafar"
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Re: Map Suggestions..

An El Alamein-style battle, in other words, with mostly flat terrain and some hills and whatnot? I'd actually like that a lot.

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

Re: Map Suggestions..

I'd love to see a Wake Island/Iwo Jima style map, as they were in BF1942, rather than the Wake Island that's present in BF2 and BF2142

Re: Map Suggestions..

I already have a few ideas for Dantooine. I hope to work on it soon...

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone