Re: Strike at Bimmiel discussion thread

where is the elevator in ryloth

http://www.fsmod.com/stats/fssig.php?player=btcc
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INGAME NAME: btcc

Re: Strike at Bimmiel discussion thread

by the windfarm its towards the rebel landing pads,That bridge going across, look to the right.

http://miniprofile.xfire.com/bg/sh/type/0/gaurd502.png
http://stats.fsmod.com/sig/medic.gurd502.png

Re: Strike at Bimmiel discussion thread

I'm one of the few people who think Shin Ra Tower should stay, with these changes (this is mostly to sum up what's been said):

- Add a railing.
- Add at least one or two rooms on the way up.
- Add at least a static elevator model.
- Doors at the top that can be opened and closed from the imperials' side and need to be destroyed by the Rebs for them to advance? Would keep lone wolves from sneaking up the tower while everyone else were busy fighting in the mountain pass hmm . Just a thought.

As for the changelog, didn't get to test the map much so can't comment on some of them, but...

*lock vehicles except AT-ST's

I believe this is something you have to do anyhow - I think all heavy vehicles are supposed to be locked globally in FS, independent of maps.

*possibly remove speeder bikes from the rebels

Probably a very good idea. Replace them with Landspeeders and the Rebels will still have fast transports. If you want to use Combat Speeders, keep in mind that those things can be as deadly as MKII's with their heavy repeaters.

*wider and smoother mountain pass

Hmm, probably a good idea, but don't excaggerate it. I see how it's a bottleneck, but don't make it too wide either.

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