Battle Above Endor Map Annoucement
Moderator: Moderators
-
delta_602
offtopic: MUCH BETTER LOL
ontopic: euh xwingguy are you working on the isd interior and the mon cal at the same time cause that would be hard work?
WOW so megalonia *REMOVED* huge, if you look its just the hangar at the bottom and you go trough them doors and theres isnt any end. they have said it before and ill say it again. THIS MAP OWNS!
ontopic: euh xwingguy are you working on the isd interior and the mon cal at the same time cause that would be hard work?
WOW so megalonia *REMOVED* huge, if you look its just the hangar at the bottom and you go trough them doors and theres isnt any end. they have said it before and ill say it again. THIS MAP OWNS!
-
Tohron
Looking at those new pics, I see that the main difference between our construction strategies is compactness. You're a lot more focused on the area between the two hangers and have put in a lot of detail there, while I have focused more on placing a far-flung engine room and bridge, then connecting them and the two hangers with long corridors (which I am now almost finished with). About your design, is it just the vision limits, or are all your critical systems rooms clustered near the hangers? They would work a lot better spread out.
Oh, and by the way, I suppose you would like my Mon Calamari Cruiser when I finish it?
Oh, and by the way, I suppose you would like my Mon Calamari Cruiser when I finish it?
-
xwingguy
It's not really and clustered as it looks. Here's a color coded shot. Don't forget I've still got a lot of room to add in the turbo laser department. Also I've still got to move some of the systems around.
RED = turbo laser room
BLUE = Remote turret room
GREEN = capturable cp room
YELLOW = critical system room

critical systems include: 2 shield generators, engine room, comms room, life support room, sensors room, reactor core, and the auto turret system.
Great news also! I managed to beat a rule on how many objects could be in a map! Once you reach a breaking point, just pour the stuff into another layer and it keeps on going!
RED = turbo laser room
BLUE = Remote turret room
GREEN = capturable cp room
YELLOW = critical system room

critical systems include: 2 shield generators, engine room, comms room, life support room, sensors room, reactor core, and the auto turret system.
Great news also! I managed to beat a rule on how many objects could be in a map! Once you reach a breaking point, just pour the stuff into another layer and it keeps on going!
-
MartinK
nice pics! I've got a few question regarding this map (hope u don't mind giving an answer):
About the 2 shield generators, only the ship will be vulnerable when u destroy both, or when u destroy 1 a part of the ship is vulnerable and the other remains the same
(I don't kno if this is possible)
When you say Reactor Core, does this mean that if you destroy it you'll destroy the whole ship? If it's that way there won't be any point in destroying the other parts,
cause you'll just have to destroy the core to destroy the entire cap. ship...
Thanks in advance, I think this will be one of the greatest maps ever made, u don't have to answer both question, just the one you want
About the 2 shield generators, only the ship will be vulnerable when u destroy both, or when u destroy 1 a part of the ship is vulnerable and the other remains the same
(I don't kno if this is possible)
When you say Reactor Core, does this mean that if you destroy it you'll destroy the whole ship? If it's that way there won't be any point in destroying the other parts,
cause you'll just have to destroy the core to destroy the entire cap. ship...
Thanks in advance, I think this will be one of the greatest maps ever made, u don't have to answer both question, just the one you want
-
xwingguy
Shield Generator system works like this:
shields go down ===> 1 generator is destroyed ===> if any generators remain 5 sec delay ===> shields are back up
The reason for the 5 second delay is so the game can finish changing all the shielded objects to 0. Without that delay the second generator kills itself thinking that the shields are coming down. Wierd ain't it.
Reasons you may not desire to attack the reactor core:
1) It's rather inacessible in comparison to other criticals
2) You're going to need a lot of firepower to destroy it.
3) You go down there alone and you'll probably will end up as swiss cheese. ( Heck there's going turrets hanging off the reactor itself. )
shields go down ===> 1 generator is destroyed ===> if any generators remain 5 sec delay ===> shields are back up
The reason for the 5 second delay is so the game can finish changing all the shielded objects to 0. Without that delay the second generator kills itself thinking that the shields are coming down. Wierd ain't it.
Reasons you may not desire to attack the reactor core:
1) It's rather inacessible in comparison to other criticals
2) You're going to need a lot of firepower to destroy it.
3) You go down there alone and you'll probably will end up as swiss cheese. ( Heck there's going turrets hanging off the reactor itself. )
-
Tohron
Any anti-Bothan stuff? Because if there isn't, cloak + 3 timebombs * 2 (for 2 Bothans) and the reactor core might go down without too much difficulty.xwingguy wrote:Reasons you may not desire to attack the reactor core:
1) It's rather inacessible in comparison to other criticals
2) You're going to need a lot of firepower to destroy it.
3) You go down there alone and you'll probably will end up as swiss cheese. ( Heck there's going turrets hanging off the reactor itself. )
A good counter would be having respawning mines located in the corridors leading to the reactor core, so that you have to have an engineer/pilot remove them in order to proceed.
-
Lord_Wyrven
-
yankeefan05
- Sith

- Posts: 1288
- Joined: Fri Mar 31, 2006 9:02 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: New York City
- Contact:
-
MartinK
-
xwingguy
There aren't any bothans in this map as of yet.
Yeah, I bursted out laughing the first time I moved that cheap door in front of the hangar. Pandemic rushed so much in finishing the game.
Here's the hallways as of now:

Y'all can ask all the questions you want about the map. Answering your questions is a riot in comparison to laying out the hallways.
Yeah, I bursted out laughing the first time I moved that cheap door in front of the hangar. Pandemic rushed so much in finishing the game.
Here's the hallways as of now:

Y'all can ask all the questions you want about the map. Answering your questions is a riot in comparison to laying out the hallways.
-
Aussie_Irishman
-
AlPhA29
RE: Re: RE: Battle Above Endor Map Annoucement
maybe once this map n the dogfighting death star II map are done, the two could merge them together to make a SUPER MAP!!! 
-
DeathRow
- Master Bounty Hunter

- Posts: 1561
- Joined: Fri Feb 24, 2006 5:55 am
- Projects :: None.
- xbox live or psn: No gamertag set
- Location: Aussieland.
-
Posthuman1313
-
RAymo
- Command Sergeant Major

- Posts: 250
- Joined: Sat Mar 04, 2006 2:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Varmint264
I haven't logged in in about 2 months or something... but this entire map has me drooling enough that I gotta make a comment...
The incredibly intellectual and awe-inspiring comment:
Wow...
By the way, with all the sort of stuff that this map will entail, do you think that it will be as taxing on my comupter as Stager00's Geonosis map? His map was fine until the latest one which I CAN play, but not online as my friend lags out. Still, if this map turns out to be everything that I've seen in reading all 58 pages (yes, I haven't a life), I won't necessarily need multiplay! Keep up the good work!
Oh, finally, what with the Conquest and Assault and CTF and whatever other gametypes you plan to put in, will changing the AI count before I start a game change the number of AI's actually in the game, or is it like Stager00's Geonosis map where I don't notice a difference?
Again, keep up the good work but don't rush yourself!
The incredibly intellectual and awe-inspiring comment:
Wow...
By the way, with all the sort of stuff that this map will entail, do you think that it will be as taxing on my comupter as Stager00's Geonosis map? His map was fine until the latest one which I CAN play, but not online as my friend lags out. Still, if this map turns out to be everything that I've seen in reading all 58 pages (yes, I haven't a life), I won't necessarily need multiplay! Keep up the good work!
Oh, finally, what with the Conquest and Assault and CTF and whatever other gametypes you plan to put in, will changing the AI count before I start a game change the number of AI's actually in the game, or is it like Stager00's Geonosis map where I don't notice a difference?
Again, keep up the good work but don't rush yourself!
