Peragus: Astroid Belt - BETA
Moderator: Moderators
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Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
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Rikino
StarViper's here: 
The pirates probably took off in it or something.
The elevator is entirely animated in zeroeditor, by me.
I need to know: how many people are having problems with or like the dust? Note that just because you look out across the map and it lags, the problem isn't necessarily the dust; there's a lot of objects and stuff in this map.
The pirates probably took off in it or something.
The elevator is entirely animated in zeroeditor, by me.
I need to know: how many people are having problems with or like the dust? Note that just because you look out across the map and it lags, the problem isn't necessarily the dust; there's a lot of objects and stuff in this map.
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Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
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Food_Eater
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Rikino
Elevator Location
Sounds like the dust'll stay in full effect, then. I'm glad people like it.
Elevator is here:

It's kind of out of the way, I was going to have the AI use it, but I had problems with them trying to walk against it while the doors were closed. I was thinking of setting up the .lua to disable/enable a barrier on a time loop synced with the doors, but that's beyond my meager .lua skillz.
You can up the reinforcement count in the conquest tab (turned all the way up gives a total of 1750), I figured. I tried to make the default give just about the right length of game.
I was going to give the cap ships anti-starfighter turrets, but anti-infantry (auto-defense) turrets could be interesting. Where do you think they would work (Polis hanger, maybe? Can't I make it so the turrets team with whoever controls the cp? That'd be kind of cool).
Elevator is here:
It's kind of out of the way, I was going to have the AI use it, but I had problems with them trying to walk against it while the doors were closed. I was thinking of setting up the .lua to disable/enable a barrier on a time loop synced with the doors, but that's beyond my meager .lua skillz.
Thanks! I just figured out how to use the units from the Conversion Pack, and am working on making GCW KotOR.Tuskenjedi wrote:wOW. Rikino, this is possibly my favorite map. This is great. It's like it belongs in the movies or something!
As for suggestions, maybe you could possibly incorporate 's kotor battlefront sides. One thing, might you up the reinforcement count a tad? It was high, but I loved a massive battle in this map! MMMMM, high unit count...
so anyways, it's great! Oh yeah, I was also hoping for some anti infantry/ anti aircraft turrets. Even the basic laser turrets would be fine
You can up the reinforcement count in the conquest tab (turned all the way up gives a total of 1750), I figured. I tried to make the default give just about the right length of game.
I was going to give the cap ships anti-starfighter turrets, but anti-infantry (auto-defense) turrets could be interesting. Where do you think they would work (Polis hanger, maybe? Can't I make it so the turrets team with whoever controls the cp? That'd be kind of cool).
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Fusion
- Gametoast Staff

- Posts: 2551
- Joined: Sat Jun 24, 2006 4:16 pm
RE: Elevator Location
I've put the reinforcements to max before on this map. It takes an hour, but it sure is fun 
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[-108-]Gen.2Biosquad
RE: Elevator Location
this looks sweet!
gosh, there are so many great maps coming out, i just have 2 play [even though i broke my arm
]
gosh, there are so many great maps coming out, i just have 2 play [even though i broke my arm
