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Posted: Thu Nov 23, 2006 8:19 pm
by Koolaid7g
Yes, there will be 3 different levels in the generator room. And yes, there is the ability to hop from one level to the next (but only as a Jedi). There is slim to nil possibility of having AI stay on the bottom layer, and no chance whatsoever of them reaching top layer (as regular troops). The way that I'm going to have it set up is to have all players traverse down the main catwalk only, thus cutting back on MAJOR pathing problems that may arise.

Posted: Thu Nov 23, 2006 9:19 pm
by Elmo
Koolaid7g wrote:Yes, there will be 3 different levels in the generator room. And yes, there is the ability to hop from one level to the next (but only as a Jedi). There is slim to nil possibility of having AI stay on the bottom layer, and no chance whatsoever of them reaching top layer (as regular troops). The way that I'm going to have it set up is to have all players traverse down the main catwalk only, thus cutting back on MAJOR pathing problems that may arise.
thought so :wink: Anyways Its very cool so far! :wink:

Posted: Fri Nov 24, 2006 12:54 am
by Protector_Pulch
Are the three levels acessible individually ? I mean, one acess for each level. If not, things can get rather unfain, when the defending team blocks a door with lots of mines.

Posted: Fri Nov 24, 2006 2:50 pm
by Epena
Another point I thought I'd raise is when you're up against a jedi online, (regardless if there he has push or not) and there isn't a rocket class how do you deal with him? Sniper? Engineer? Sure, but that's alot harder to kill them then and very frustrating. The upped grenades don't do much against a human player as a jedi. ;)

Posted: Fri Nov 24, 2006 6:39 pm
by Penguin
engineer is just as good as "rocket guy" vs jedi, so is sniper. just need headshots.

If you do include push, i think you should lessen the cone angle, increase the shot delay, and increase the push so you can't get to them by the time they get back up?

Posted: Fri Nov 24, 2006 6:48 pm
by trainmaster611
Protector_Pulch wrote:Are the three levels acessible individually ? I mean, one acess for each level. If not, things can get rather unfain, when the defending team blocks a door with lots of mines.
An excellent idea! :P You should do what Penguin said for making push fair. But keep saber throw, too me it is pretty balanced.

Posted: Fri Nov 24, 2006 7:40 pm
by Epena
engineer is just as good as "rocket guy" vs jedi, so is sniper. just need headshots.
The Engineer you need to be close, and the Sniper you need to be really good to be able to smack a living jedi multiple times before he finds you and kills you via throw or just a normal kill.

It's true it can be done, it's just alot more likely to shed your blood.

Posted: Fri Nov 24, 2006 8:17 pm
by Penguin
are you saying that not every one else is as good as I am?

Posted: Fri Nov 24, 2006 9:08 pm
by Elmo
We are getting a bit off topic with this argument about force. But, I don't understand waht all the fuss is about. It'll be like Death Star with the walkways. And then it'll be like facing darth vader in the tunnels of hoth. Which is fairly easy. I've killed Vader on MULTIPLAYER... MANY times. It'll just be like Death Star... can you manage fighting a jedi in the Death Star? If so, you should manage fine on THIS map :wink:

Posted: Fri Nov 24, 2006 9:43 pm
by arty
Wow. This looks extremely cool! Can't wait.

Posted: Sun Nov 26, 2006 12:55 am
by Protector_Pulch
Well, the dev wouldn't have included force powers if the beta testers didn't like them. So the best way is having them "toggleable", meaning one mode has them (ordinary GCW assault), and another has none force powers (CW 2-flag, for example).

Posted: Sun Nov 26, 2006 1:02 am
by Elmo
Ehhhhh.. ok..? That's a bit wierd. :? Ok... I'm not gonna say this another time...

Pleez. leave everything at how it is. It will produce a large challenge. And we all like challenges... right?! And how wide are the platforms gonna be?

Posted: Sun Nov 26, 2006 1:25 am
by arty
I agree with elmo, KEEP it how it IS!

Posted: Sun Nov 26, 2006 7:07 pm
by Koolaid7g
Alright. For the initial beta release, more than likely I'll have everything at default (for the most part). I AM going to tinker with individual weapons and powers though, just to increase the "funness" of it. Heroes are going to be an issue though. What may end up happening is that I'll have the hero have a standard healthbar to bring them back down to earth.

Posted: Sun Nov 26, 2006 9:30 pm
by Elmo
Ok :wink:

Posted: Mon Nov 27, 2006 12:57 am
by Protector_Pulch
Koolaid7g wrote:Alright. For the initial beta release, more than likely I'll have everything at default.
Hmm, does that mean to other version could include modified hero gameplay ?

Anyway, I accept the compromise of keeping most things as they're now - I just want a working beta version, details don't matter^^

Posted: Mon Nov 27, 2006 2:10 pm
by Koolaid7g
Hopefully, subsequent versions (such as 1.0 on up) will include advanced and new features including, but not limited to:

-new weapons
-modified force powers
-modified existing weapons
-player models (looooooong ways down the roaad)
-sounds (also not in the near future)

Posted: Mon Nov 27, 2006 3:05 pm
by Elmo
sounds good!

Posted: Tue Nov 28, 2006 1:08 am
by Protector_Pulch
Koolaid7g wrote:-player models (looooooong ways down the roaad)
Right, you wanted to do a new Qui-Gon...you're sure you want to spend (no, not waste !) your time on him ? Anyway, that's your choice. We can only win: Either we get a new Qui-Gon, or this fine map is released earlier - doesn't that sound good ?

Posted: Tue Nov 28, 2006 8:52 pm
by Spacerocker
Love that last screeenshot Koolaid7g!