Topic: thoughts on the mod overall

First off great job, guys you made something special here , Im a map artist that did 2 custom maps for battlefront 2 , Acid World of Vjun & Mos Eisley Dawn . So I have more of an idea how hard the game modding thing is.  Both maps took about 3 months between chores and jobs. 

On the Tattooine map , wow so rich in detail and yet , none of the objects in the map trap players if they collide into them, and thats no small trick.  Design levels are very good  , still looking for the cheese at the end of the maze . I was lagging very badly UNTIL I LATER TURNED MY nvidia settings to MEDIUM LIGHTING AND SHADOW DETAIL  , now it runs much smoother , so if you're running bad FPS , try toning settings on shadows and lights to medium .  I also noticed that lag gets worse on Mos Espa for me whenever I get closer to a building's facade . If I had one suggestion , i would change the HUD on some of the sniper weapon TENLOSS and such. I feel the Hud looks nice enough , but is overall confusing (sorry hard working designer)  Now maybe those HUDS are based in Star Wars cannon , or maybe there is room  for a improvement . Accuracy of the weapons is nice/r  , compared to BF2142 where I feel more secure pulling my knife in a fight , because the pistols are just too inaccurate , As HVY weapons kit, I feel comfortable using the pistol over my main weapon when I chose to.
So good job on that !

Will you be adding any sort of music?  Space combat maps are nice , but you need a score to drive your action along, and maybe you cant use John Williams music , or maybe it makes the game map too big in file size , but even some classical music would be an addition to consider. Oh and thanks for finally giving us the B-Wing bombers  , SWBF2 dropped the ball on those , and we've been begging for em for 2 years. The space combat  may not be for everyone , esp. hardcore FPS fans , that are frag only mentality , but dont worry plenty of us appreciate a good star dogfight in our games.   I was skimming the forums and saw that some complained that the Imperial interior was too dark?
A runner with blinking red lights on the floor or along the hand rails would solve that.


KEEP UP THE GOOD WORK, cant wait to see what you do next ! CHEEERS!

Sincerely, -)G(-Sinistar(SWBF2) , AKA , SG_Anti_ V3nom(Jedi Academy/Outcast) and [Judge]Sin Shadow(BF2142)

Re: thoughts on the mod overall

Hey Sinistar thanks for your commments. Especially for your comments on Mos Espa, myself and GuyBrush worked incredibly hard on it. As for you questions:
*Many weapon scopes are being redone for R2.
*Music is something that was discussed but descided against, for several reasons, engine limitations as always, played there part in the desicion. The mod doens't include in John Williams music to avoid any possible copywrite infringements, it is always better to err on the side of caution.
*As for the the hanger, the lightmaps are being redone for tommorrows (hopefully) hotfix.

General Un-Co,
                         Signing off
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Re: thoughts on the mod overall

Yeah many hours of blood and anger were hammered into crafting TME. We've discovered a few problems graphically with all of the maps and have fixed those errors to aid performance. It's increased my fps from 15 to almost 40.

The gamemode of TME got somehow forgotten about, so we've fixed the gamemodes with a new minimap etc. The playtests we had yesterday became very tactical. So I'm hoping you guys will like it even more smile

The huds have  been worked on for the last 3 days and we think its an improvement on release. So i'm hoping you'll like the new ones.

Thanks for the positive critism, we always listen to the community and what you guys think, its what pushes us forward smile

Re: thoughts on the mod overall

I have some troubles with the at-st. it often jumps around the map and i once found myale f in one of those rings and could not get out

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