Re: Thomazz map - Takeover

Imp next time you have a chance, check to see if its even possible for ATSTs or T1-B tanks to get into the city.

The ATSTs are too tall, and the T1-B tanks might hover to high. Which would pretty much negate the power of the heavy vehicle except to the outskirts of the map.

And also take into account when making combat area that SL can place beacons so people aren't going to always be walking from the CPs.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Thomazz map - Takeover

Maybe if it's too big you could turn it into two maps, simulating two phases of battle?

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

24 (edited by Thomazz 2007-10-29 05:05:39)

Re: Thomazz map - Takeover

I am glad to see DS_Imperial taking care of the map. big_smile

Maybe later - someone should retouch the Shadows..
Because the GI made some areas really dark..

I suggest the normal shadow rendering.
-
And if you come to that decision - to edit the lightmaps.
You might as well - make space for the tanks... Like delete some of the arc-ways on the big roads.
They are merely there to look nice.

Like in many games - nice looking stuff shouldn't stop it from being a fun map.
If we could have walkers running around the big tower - It would properly be an extra fun thingy.

- The thing I worry about is the dark areas...
- The Arc ways..That block the "path of the Machines".

- And if possible - the missing moister/oxygene machines on the streets..
(keep volume under 100)

Re: Thomazz map - Takeover

Thomazz wrote:

I am glad to see DS_Imperial taking care of the map. big_smile

Maybe later - someone should retouch the Shadows..
Because the GI made some areas really dark..

I suggest the normal shadow rendering.
-
And if you come to that decision - to edit the lightmaps.
You might as well - make space for the tanks... Like delete some of the arc-ways on the big roads.
They are merely there to look nice.

Like in many games - nice looking stuff shouldn't stop it from being a fun map.
If we could have walkers running around the big tower - It would properly be an extra fun thingy.

- The thing I worry about is the dark areas...
- The Arc ways..That block the "path of the Machines".

- And if possible - the missing moister/oxygene machines on the streets..
(keep volume under 100)

The shadows don't look too bad in game.  There are some parts that seem a little bit too dark, so I may touch them up, but overall they're pretty good.  The thing about the walkers is they would have to come from the Imperial landing area because the rebels don't really have any.  I will see how well rebel tanks work though.

TY2D2 wrote:

Imp next time you have a chance, check to see if its even possible for ATSTs or T1-B tanks to get into the city.

The ATSTs are too tall, and the T1-B tanks might hover to high. Which would pretty much negate the power of the heavy vehicle except to the outskirts of the map.

And also take into account when making combat area that SL can place beacons so people aren't going to always be walking from the CPs.

Right now it's just using Thomazz' combat area.  I might pull it in slightly, and the CPs are pretty far apart as it is.  The city itself is about the size of Entha.

http://www.dsgaming.net/imperial/fssig.jpg
http://miniprofile.xfire.com/bg/co/type/2/dsimperial.png
http://stats.fsmod.com/sig/trooper.Imperial.png

Re: Thomazz map - Takeover

would be good if the outside was a for vehicles and the inside for infantry

http://www.fsmod.com/stats/fssig.php?player=btcc
Occupation: Hacker on steroids

INGAME NAME: btcc

Re: Thomazz map - Takeover

Safe-Keeper wrote:

I know it was probably meant to be infantry only, but this map calls for vehicles of some kind.

put some ties in there, ground combat and air!!

28 (edited by Thomazz 2007-10-29 14:43:00)

Re: Thomazz map - Takeover

yultemsee wrote:

would be good if the outside was a for vehicles and the inside for infantry

That was actually what I thought about when I made the Arc-ways..
good idea yultemsee

But I have seen walkers - walk across walls before.. Exploits are always a factor.