Re: Give the Dev team some feedback on what you think makes a good map

Stardestroyersarecool wrote:
cunningmunki wrote:

Oh. Really? That sucks. What about the DS hanger in escape form Hoth?

What about it?

Oh wait I thought you meant a land battle where you can fly into space, thats impossible. There are lots of topics about boarding, its possible but will be difficult.

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Re: Give the Dev team some feedback on what you think makes a good map

Stardestroyersarecool wrote:
cunningmunki wrote:

Oh. Really? That sucks. What about the DS hanger in escape form Hoth?

What about it?

he means boarding

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Re: Give the Dev team some feedback on what you think makes a good map

I'd love to see a Mon Calamari map.  Preferably with little Mon Calamari power boats which you could use to ram into landing Imperial Shuttles, sending them spinning and skimming across the top of the water as their crews are thrown out the open side doors.

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Re: Give the Dev team some feedback on what you think makes a good map

Stardestroyersarecool wrote:

Ground to space is imposible with the 2142 engine.

NOT impossible, it just wouldn't be very pretty. Since the maps can go infinitely vertical and the ground maps can be pretty huge too, it IS possible, but there would have to be some weird illusions and trasition objects made. Definitely would have to be a night map to look any good.

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Re: Give the Dev team some feedback on what you think makes a good map

safe wrote:

So what I'd like would be some sort of trench/wasteland map. This has been a dream of mine since GC, and would involve basically open, completely flat terrain with a few hills and scattered wrecks, ruins, fires, burned-out and dead trees, rocks, lots of craters, and trenches. The textures of the ground would be charred and barren, simulating that battles have been raging for quite a while. Put up some 'e-web pits' (craters with several fixed turbo laser emplacements) and some walls giving cover for tanks and infantry. Both ends of the map, and perhaps the middle, could feature fortresses with entrenched, dug-in defenses that only solid coordinated attacks could breach.

wink

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Re: Give the Dev team some feedback on what you think makes a good map

Suggestion for Endor:
Endor is basically just an inferior infantry map. It lacks the intensity of the urban setting, which is best for Infantry combat, the trees are a poor substitute but doesn't have the thrills of a good combined arms map, so its very lacklustre IMO.

I think it could be improved by turning it into a sort of a compound assault map.

Eliminate the tedious part where the rebels have to advance through the forest on foot, capturing a line of pointless and uninspiring flag bases, and just skip to the part where the rebels assault the large compound instead. Make it bigger, add various objectives to blow up inside it, lots of nice fortified positions outside, AT-STs roaming around, and maybe some portable artillery so we could get a nice siege battle with lots of blaster fire and explosions.

You could still have the famous Endor scene recreation by having the rebels' initial spawn a ways down a forest path, and with a ton of speeder bikes. This speeder wave could then capture a relatively easy permanent spawn or two near the compound (like Iwo Jima and Omaha beach flags in BF1942) so the compound assault could properly begin (make sure its very easy to get for the rebels cuz if the imperials can grab it first, the game would be a rape). This would make Endor both a lot cooler atmospherically, and a more unique concept.

Other suggestions:
-Add a fleet battle where a swarm of rebel starfighters are attacking an imperial ship squadron so it's  kind of a fighter versus fleet assault. The Imperial fleet could be static, add a lot of anti-fighter lasers to ship (and remove the big anti ship ones since theyre pointless), but dont give them as many fighters as the rebels.

-A combined arms map, my suggestion is cloud city. I found that to be my favourite GC map, was a cool setting. My suggestion would be to have it as kind of an objective assault based map, Give the defenders 4 hard points to defend, 3 of them shield generator protecting the final main command centre. The attackers have to blow the first 3 before they can hit the the HQ. Each hardpoint should have a lot of fixed laser turrets and stuff (and make them in a triangle and not extreme distance so neighbouring ones can help cover each other decently). The attackers would have a lot of fighters and bombers to fight the turrets with, and also some heavy lander ships that could take a few hits to shuttle troops around in. Also give them a corvette/frigate hovering a distance away that officer classes could call in a heavy laser barrage with (but make it so they need to be accurate, to take out fixed emplacements, not something jackasses can use to just lay down mass spam on spawn points with, they would be more for atmosphere, like the Ion Cannons hitting the destroyer on Hoth, than for owning up the enemy with).

Re: Give the Dev team some feedback on what you think makes a good map

Turboflex, ever though about      LORE?

The battle of Endor was not about assaulting some compound and blowing up random destroyable things. It's is about disabling the shield projector by destroying its generators. Which will be done for R2.

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