Hey, thanks for the compliments and input. Its all welcome.
TY2D2 wrote:Terrain near the freighters is real ugly, try to do something else there
I agree. I don't like the terrain around the freighters either. The steep walls of the dock would be handled better by a static object skirt. That way the verticle textures wouldn't be stretched. Changing the walls back to a lowdetailtype 2 could also work. In any case, this will be worked on more.
TY2D2 wrote:The com tower/drilling platform look good, except I think it would be more impressive if you gave them more support beams going vertical, to busy it up a bit.
This is my intention. I just wanted to get all the CP structures fleshed out then go back later and beef things up with supports and such. That is, if lag isn't a problem. You'll notice the bridge bunkers are just floating in the air ATM. This will all be worked on down the line.
TY2D2 wrote:Something about the fog settings doesn't go well to me...
The fog color will be a problem, as Un-Co speculated, due to the coloration of the skybox. It matches in some areas and not in others. I can mess with the fog color and maybe adjust the skybox to improve the look.
FSDev| General Un-Co wrote:The rebel base appears to have an AT-AT barge, not terribly rebelly.
Yeah, I tried to sink it down and pass it off as a building.
I was never happy with it. Right now its just there to give the rebel base some volume until I get around to filling it out with something else. I just didn't want to use the lab and l_lab ryloth statics yet again as the map is full of them.
FSDev| General Un-Co wrote:*The large concentration of statics in some areas may be enough to cause lag but this really can't be said for sure unless it is tested on a full server.
*Undergrowth can also be a major lag cause, again the thick undergrowth will need to be tested on a full sever, though it appears it isn't near any high static concentrations so it may be safe.
This is exactly what I was thinking. These are both concerns of mine. The undergrowth can be remedied very easily if it causes lag. The static object concentration would require just a bit more effort to fix. 
FSDev| General Un-Co wrote:I would also really like to see a minimap with CP locations (just take a screeny ingame with the minimpa generated).
I'll get this up sometime tomorrow.
Safe-Keeper wrote:Question: Do you use only FS textures? What are those smokestacks, deflection towers put to new use?
I used 2142 detail textures. I generated my colormap in Terragen.
http://fenring.bf1942.cl/tutorials/terr … turing.php
Seriously kickass software. I created my sky there also.
http://fenring.bf1942.cl/tutorials/terragensky.php
The FH2 guys have put together some real quality tutorials that any mapper should read.
The smokestacks are simply the deflection towers with the smoke effect hovering above and some flashing red lights for flavor. The Comm Tower has them also (the lights not the smoke).
Safe-Keeper wrote:EDIT: Oh, and with respect, it does look a bit choke-point heavy (you've got the path down from the Gallofrees, for one). Or will the air vehicles be flyable?
The air vehicles will be flyable. Well, the Lambda and fighters will be anyway. The air transport should open up some opportunities for the rebels. If the choke-points prove to be too difficult to overcome they can be remedied. I'd like to see how things play-out first.
Safe-Keeper wrote:Looks to me like it's something they have captured. There are too many containers and stuff there that the Rebels can't have landed with.
Yes. The Depot has been captured by the Rebels. They are now using it as a base to drive the Empire out of the area. At least in the 64 player version. The 32 player version will probably have the Rebels starting out at the Dock with the Depot totally out of play.
FSDev| BLITZ wrote:Nice job for a terp!
