1 (edited by Bandu 2008-09-19 08:11:51)

Topic: Mon Calamari map - What to look for.

Hey beta testers, I thought Id make this thread to help guide some of your feedback towards what I am looking for.

1st, a couple of things Id like to point out concerning how the map is setup.

- The Out of Bounds area
I have made the Out of Bounds area very restrictive for this initial test, to try and help keep the testing session focused.

- CP's
For keeping the testing focused I have given the Beach CP to the Imps. It will be rebel controlled in the normal map.

- Models
I'll be making all new Mon Cal models for buildings, bunkers, beach defense's etc. The imp watchtowers are there more for helping me with the scale of the hilltop than anything.
There will be plenty of cover and I will be looking at creating some trees which have more mid-level coverage , the palm trees in the map atm wont be the majority, as you get more inland there will be more normal trees, tho I will be added some sea-life type alien urchins and stuff to make it look more star wars-y.

- Vehicles and paths.
There will be obvious vehicle paths, for tanks etc. The area in a straight line between the Beach and BunkerHill(primarily infantry combat - with air support) wont allow large vehicles to pass, to get from the beach to the bunkerhill area you will need to exit the beach towards the left hand side. As said, this will be made obvious later.

Now, what I am hoping for is feedback primarily concerning the area between the Beach and the BunkerHill. So feedback concerning

- the flow of the terrain,
- heights - is the hill to high? etc
- is the hill top to small in diameter?
- does the hilltop need to be made less steep at the front?  , distance between the 2 CP's
- and more general feedback like does it play well infantry-wise?

That kind of stuff is what I am looking for mostly, but any other thoughts and ideas are welcome.


Concerning the map and its features, itll be a combined arms map, where air support will be key to victory. There will be 4 main battle areas - each with a different focus.

1. Beach CP
Normandy-style invasion. We alll know the idea here.
Note: Auto-Turrets placed in appropriate places will stop imps from passing over or around the beach. The imps will be taking the beach to disable the autoturrets.

2. Bunkerhill CP
This area will be more focused on infantry. Tanks etc wont be able to make that much of an impact on this battle, but air superiority will be key.

3. Mon Cal Outpost CP
Will be situated in a clearing. Troops will be relying on Tanks for this area. There will be some cover for troops, but not too much. The team who better uses their vehicles will most likely win this particular stage. Air Support, again will play a large part.

4. Mon Call base and Com.Tower  CP
This area will focus on all aspects of warfare.


So, there you have it. Hope it helps you out. Enjoy testing!

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Mon Calamari map - What to look for.

Hi Bandu,this is looking like a great map!I had a quick scout round earlier this morning on the map and have noticed to things so far
1.The HH15 does not lock on to the Imperial Transport
2.Just a small glitch i noticed some floating vegetation near the beach and a floating tree i can post screenshots if u wish

http://stats.fsmod.com/fssig.php?player=Johnlocke666

Re: Mon Calamari map - What to look for.

Hey, thanks. TO answer your questions...

1. The Imp Transport, I believe, is very much still in the early phases of development. Indeed, the model isnt even the one that will be used.

2. Na, thanks. I wouldnt worry about that ATM, they were just quickly placed by hand for this test. Im just concentrating on the terrain ATM.

"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat

Re: Mon Calamari map - What to look for.

ok Bandu;)I look forward to playing on this this evening!

http://stats.fsmod.com/fssig.php?player=Johnlocke666

Re: Mon Calamari map - What to look for.

UKWF-Johnlocke666 wrote:

1.The HH15 does not lock on to the Imperial Transport

I think thats because its meant to be a DX9.  And as bandu says, it isnt a work in progress.  Things such as its physics code still needs to be made, currently it is using the TIE Bomber engine, 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.

6 (edited by S-Guy 2008-09-19 19:09:30)

Re: Mon Calamari map - What to look for.

I know this must sound like a phenomenally stupid question, but where can I download the beta maps?

EDIT: Nevermind, found the launcher link.

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: Mon Calamari map - What to look for.

Hey Bandu this was by far my favourite map i played today:)Just 1 suggestion could u make the attacking area for the Imps on the beach wider?The Imps took a real long time to get a foot hold on the beach cp.Maybe it was our good squad work?:)

http://stats.fsmod.com/fssig.php?player=Johnlocke666