22D Mandalore Deffence

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Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Ok,Thanks! :vader2:
Xavious
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Re: 22D Mandalore Deffence

Post by Xavious »

Ok, so I finally got a chance to play this today. Here are my thoughts.


-It's so... flat. Add a whole bunch of hills and a bit of foliage, rocks, etc. as well to spruce it up.

-2000 reinforcements? That's crazy! Especially since there are barely any AI.

-It could use some more units. Right now I can go around the entire battle field and capture all of the enemies command posts without dying. Why? Because I only got into engagements with one or two AI at a time.

-Speaking of command posts, some of the CIS' command posts are uncapturable.

-22D? Looks an awful lot like the 501st to me... :? Make some new custom sides.

-Could use some better planning. The AI get stuck a lot.

-Some vehicles would be nice. Since it's such a large map, how about a couple of gunships?

-The default sky looked alright to me, but changing it would probably be for the better.


That's all for now.
Caleb1117
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Re: 22D Mandalore Deffence

Post by Caleb1117 »

Do you know how to do planning 'Death?

If not, there is a simple tut here:
http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a
:D
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Nope,i'll look at the tut. :vader2:
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REivEN
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Re: 22D Mandalore Deffence

Post by REivEN »

Death_Commando release Mandalore 1st because the Rasidia release will be next week "maybe" because i need to update and fix some bug's :)
Death_Commando

Re: 22D Mandalore Deffence

Post by Death_Commando »

Ok here are some updates on the map:
1:removed the republic lander and added an animated republic frigate
2:added the ut-at as prop and mtt as prop
3:added 2 technounion ships that have are landing in the start of the level
4:changed the skins of the clone troopers
5:added a hangar and a tunnel system to the republic camp

Still i have to fix some bugs in the cis and mandalorian sides!
:vader2:
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