Ep.2 Geonosis Offensive FINAL (GAMETOAST TRIBUTE)
Moderator: Moderators
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Jessicka
Ackly might be cool up on that one hill, where the one cp is.
One last thing maybe someone else posted, I heard some of the clones say "kill the jedi" rare occasion and someone probably posted this but just incase, thought I would mention it. I also had just played the jedi temple raid map, so maybe I was hearing things but I could have sworn I heard the clones saying it.
I know this is a lot to ask but would you ever do a "dream" version of this map, just for fun?
meaning -
-jedi starfighters
-maul ( i don't play him, I play anakin a lot I just thought he'd look cool out there)
-Battle of The Heroes song
-EDIT: and with the ackly by the one cp, you could maybe set a trigger so they aren't always spawning just when people are near that cp. Maybe they live up in that area. It might make things interesting, was a good idea the original poster had.
One last thing maybe someone else posted, I heard some of the clones say "kill the jedi" rare occasion and someone probably posted this but just incase, thought I would mention it. I also had just played the jedi temple raid map, so maybe I was hearing things but I could have sworn I heard the clones saying it.
I know this is a lot to ask but would you ever do a "dream" version of this map, just for fun?
meaning -
-jedi starfighters
-maul ( i don't play him, I play anakin a lot I just thought he'd look cool out there)
-Battle of The Heroes song
-EDIT: and with the ackly by the one cp, you could maybe set a trigger so they aren't always spawning just when people are near that cp. Maybe they live up in that area. It might make things interesting, was a good idea the original poster had.
- jangoisbaddest
- Lieutenant General

- Posts: 661
- Joined: Mon Feb 27, 2006 12:10 am
- Projects :: No Mod project currently.
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- Location: All Along The Watchtower
Just played your latest released version, and I have to say that this mod map is one of the few worth playing repetedly....and for hours on end, as well
. An extremely well - put - together map. The only thing that will make it better is to encourage starfighter - to - starfighter battles (and controllable ground - to - air turrets maybe - you can use the Bespin: Platform ones from the Battlefront I tools). Other than that, this is rediculous fun - the kind of map I was hoping for when the mod tools were first released.
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Stager00
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MasterDoson
I have SEVERAL suggestions for your map, most of which, I don't know if you can, or wish to fix or add in, but nonetheless, in my humble opinion I will believe they would enhance your map drastically to fit the Battle of Geonosis.
I will list them in this order.
Gameplay, Visual, and sound.
First the gameplay.
-Reorient the AT-TEs in a succesive pattern from left to right, and facing the battlefield, perhaps put one to the left of the command centre near the ARC-170s and create a pathway for the AI to follow, to engage the Spider Walkers that take the route around the destroyed CIS Ship. As it currently stands you have them in such a way they get stuck on each other constantly, and a simple movement of these walker may fix that problem.
-Remove the CIS Strike Bombers and ARC-170s from the ground. I do not know the intention of your map, multiplayer, LAN, or singleplayer, but as it stands both the ARC-170s, and CIS Bombers both are very much over powered for this map. The CIS Strike Bomber can literally kill DOZENS of troops in a single bombing run, while the ARC-170s either get in the way of the troops, crash immediately after take off, or do take off but then cease to do anything to actually help. The LAAT Gunship is fine as it is due to the accuracy of its laser guns, and its torpedos. And no, I am not saying remove all the ARC-170s and CIS Strike Bombers from the map, just to remove the ones on the ground.
-The crashed and destroyed AT-TEs, and LAAT Gunships are a either scattered to much to not be worth any significant value in the map, or put into such a small area with so many, that the they just clog the entire flow of the battle up, and block the very large Spider Walkers and AT-TEs from actually being able to push through. I suggest removing or moving the ones directly around the CIS bases (they're directly in the pathway of the Spider walkers and they constantly get caught on them as do the troops).
-The Droid CIS Flagship should be removed entirely, and the Droid Control Ship should be put in its place as the main starship for the CIS. This isn't that much of a detriment to gameplay, but it is VERY WEIRD to be seeing that long cynlidrical object of a CIS Capital Ship sitting above the Republic's base, especially it being the Clone Wars, and not ROTS. O_o
-The list of selectable classes is slightly screwed. As it is, there is a small "List of Profiles" bar at the bottom of the screen. Which is neither selectable, and cannot be seen in its entirety, in any resoution. I don't know if you can remedy that though. :/
-The Republic seems to be full of idiots. I have noticed that if I do not play as the Republic, they seem to lose VERY QUICKLY, and after a while will not even take bases, and their only counter for this loss is the large numbers they have at each base, who are, sitting on their asses.
UPDATE: After playing it a bit more, the Republic being full of idiots is not the case, apparently, somehow this was rectified with 1.5
But once again this is probably more a problem with BFII and its ridiculous AI coding then your map.
-Reorganization of nearly all land vehicles. Now this is the most glaring problem of the map that I at first noticed. The organization of the ground based vehicles and air vehicles is either far to sporadic, or disorganized, or completely half-assed in general. The AT-TEs do not need mention, the LAAT Gunships, could or be moved behind the AT-TEs, and the air vheicles (excluding the LAAT) could be removed, or moved entirely from their current positions, and especially the CIS bombers, because the troops and Spider Walkers are once again constantly getting hitched on them.
-No death zone for flying outside of the map edge. I realize you removed this from the map because of the addition of air vehicles require dogfighting space, but I could literally drive a AT-TE right out side of the map if I wanted.
-Now this is another little problem I have with the map, the battle of Geonosis, just had Droid Starfighters, Jedi Starfighters, the LAAT Gunships and the Geonosian Starfighter.
-Far to many capital ships. Maybe 2-3, but there's five, that's quite a few polygons that could be used elsewhere and performence could be increaseed (like mine
) on slower machines. Three of the ships are completely unusable, the two CIS droid Control ships do not have ANY hangers or CPs, and the the Republic's Cruiser is beyond the range of the flight ceiling for all of the starships.
-Another thing that irks me about the battle is the walkers you just recently put in. I think the Republic's hovertanks, or even the SPHA-T (don't think there's a model of it though, let alone being it animated, textured, and working
) would've been a better choice in my opinion.
-Mini-map in the spawn menu/mini-map is offset, the CP, soldiers, and practically everything else appear completely off from their actual positions on the visual map.
Other then that, gameplay is great, and really makes it seem like a gigantic battle whether then a small skirmish ESPECIALLY with the latest 1.5 version. My god, XL mode is nothing compared to what you made!
Now visuals.
-Lighting, I don't know what exactly is wrong with the lighting, but there is definitely a problem with it. The shadows, background quality, and lighting all seem different to one another, and it just does not feel like a arid, hot, and hostile environment. The lighting from the unmodified version of Geonosis in BFII feels much better. I don't know if you can fix this one, although I am sure you can, and in my opinion I believe it would add to your map's atmosphere greatly.
-Dust. Where is it?
But seriously, where is it? Geonosis is dusty, possiblely so dusty that not even billions of cans of Pledge could wipe it clean. Oh, and windy! 
-The 2D Dogfighting LAATS and Droid Fighters field needs to be moved a bit, they kind of 'collide' (disappear) with the capital ships, and it throws the whole maps feel for a loop, but please don't take it out, it's an awesome visual especially when you start getting the actually LAAT and fighters battling.
-In some instances, and this is of course to be expected due to the size of the map, and battle, the sprite limit is reached. This is most likely unfixable, unless you removed some things. And we wouldn't want that now.
-The map is title 'Diet Dr. Pepper' in the list of maps in Instant Action. Along with a description that says 'Diet Dr. Pepper!'. Might want to fix that.
Other then that, everything is fantastic.
Now on to sound.
-There is no music while battling, UNLESS I play as a hero, such as Dooku, and General Grieveous.
-Sounds for all air vehicles do not work, or are not present.
And these are pretty much the only problems I see with your map, other then some tweaking for gameplay balances, and some more polish, I think you could have one of the best maps, Battlefront has ever known.
Oh, and sorry if this all has been stated before, I jsut didn't feel like reading through 19 pages of replies.
I will list them in this order.
Gameplay, Visual, and sound.
First the gameplay.
-Reorient the AT-TEs in a succesive pattern from left to right, and facing the battlefield, perhaps put one to the left of the command centre near the ARC-170s and create a pathway for the AI to follow, to engage the Spider Walkers that take the route around the destroyed CIS Ship. As it currently stands you have them in such a way they get stuck on each other constantly, and a simple movement of these walker may fix that problem.
-Remove the CIS Strike Bombers and ARC-170s from the ground. I do not know the intention of your map, multiplayer, LAN, or singleplayer, but as it stands both the ARC-170s, and CIS Bombers both are very much over powered for this map. The CIS Strike Bomber can literally kill DOZENS of troops in a single bombing run, while the ARC-170s either get in the way of the troops, crash immediately after take off, or do take off but then cease to do anything to actually help. The LAAT Gunship is fine as it is due to the accuracy of its laser guns, and its torpedos. And no, I am not saying remove all the ARC-170s and CIS Strike Bombers from the map, just to remove the ones on the ground.
-The crashed and destroyed AT-TEs, and LAAT Gunships are a either scattered to much to not be worth any significant value in the map, or put into such a small area with so many, that the they just clog the entire flow of the battle up, and block the very large Spider Walkers and AT-TEs from actually being able to push through. I suggest removing or moving the ones directly around the CIS bases (they're directly in the pathway of the Spider walkers and they constantly get caught on them as do the troops).
-The Droid CIS Flagship should be removed entirely, and the Droid Control Ship should be put in its place as the main starship for the CIS. This isn't that much of a detriment to gameplay, but it is VERY WEIRD to be seeing that long cynlidrical object of a CIS Capital Ship sitting above the Republic's base, especially it being the Clone Wars, and not ROTS. O_o
-The list of selectable classes is slightly screwed. As it is, there is a small "List of Profiles" bar at the bottom of the screen. Which is neither selectable, and cannot be seen in its entirety, in any resoution. I don't know if you can remedy that though. :/
-The Republic seems to be full of idiots. I have noticed that if I do not play as the Republic, they seem to lose VERY QUICKLY, and after a while will not even take bases, and their only counter for this loss is the large numbers they have at each base, who are, sitting on their asses.
UPDATE: After playing it a bit more, the Republic being full of idiots is not the case, apparently, somehow this was rectified with 1.5
But once again this is probably more a problem with BFII and its ridiculous AI coding then your map.
-Reorganization of nearly all land vehicles. Now this is the most glaring problem of the map that I at first noticed. The organization of the ground based vehicles and air vehicles is either far to sporadic, or disorganized, or completely half-assed in general. The AT-TEs do not need mention, the LAAT Gunships, could or be moved behind the AT-TEs, and the air vheicles (excluding the LAAT) could be removed, or moved entirely from their current positions, and especially the CIS bombers, because the troops and Spider Walkers are once again constantly getting hitched on them.
-No death zone for flying outside of the map edge. I realize you removed this from the map because of the addition of air vehicles require dogfighting space, but I could literally drive a AT-TE right out side of the map if I wanted.
-Now this is another little problem I have with the map, the battle of Geonosis, just had Droid Starfighters, Jedi Starfighters, the LAAT Gunships and the Geonosian Starfighter.
-Far to many capital ships. Maybe 2-3, but there's five, that's quite a few polygons that could be used elsewhere and performence could be increaseed (like mine
-Another thing that irks me about the battle is the walkers you just recently put in. I think the Republic's hovertanks, or even the SPHA-T (don't think there's a model of it though, let alone being it animated, textured, and working
-Mini-map in the spawn menu/mini-map is offset, the CP, soldiers, and practically everything else appear completely off from their actual positions on the visual map.
Other then that, gameplay is great, and really makes it seem like a gigantic battle whether then a small skirmish ESPECIALLY with the latest 1.5 version. My god, XL mode is nothing compared to what you made!
Now visuals.
-Lighting, I don't know what exactly is wrong with the lighting, but there is definitely a problem with it. The shadows, background quality, and lighting all seem different to one another, and it just does not feel like a arid, hot, and hostile environment. The lighting from the unmodified version of Geonosis in BFII feels much better. I don't know if you can fix this one, although I am sure you can, and in my opinion I believe it would add to your map's atmosphere greatly.
-Dust. Where is it?
-The 2D Dogfighting LAATS and Droid Fighters field needs to be moved a bit, they kind of 'collide' (disappear) with the capital ships, and it throws the whole maps feel for a loop, but please don't take it out, it's an awesome visual especially when you start getting the actually LAAT and fighters battling.
-In some instances, and this is of course to be expected due to the size of the map, and battle, the sprite limit is reached. This is most likely unfixable, unless you removed some things. And we wouldn't want that now.
-The map is title 'Diet Dr. Pepper' in the list of maps in Instant Action. Along with a description that says 'Diet Dr. Pepper!'. Might want to fix that.
Other then that, everything is fantastic.
Now on to sound.
-There is no music while battling, UNLESS I play as a hero, such as Dooku, and General Grieveous.
-Sounds for all air vehicles do not work, or are not present.
And these are pretty much the only problems I see with your map, other then some tweaking for gameplay balances, and some more polish, I think you could have one of the best maps, Battlefront has ever known.
Oh, and sorry if this all has been stated before, I jsut didn't feel like reading through 19 pages of replies.
Last edited by MasterDoson on Fri Mar 31, 2006 6:50 am, edited 6 times in total.
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Jessicka
I hadn't though about it before but after reading the above post, I agree with the dust. The conditions seemed windy and dusty, and that scene when the clones enter the dust storm and you see tons of firing.
I do like the wreckage on the map though, maybe you could position it around a bit better, but it's really good for cover fire cause when that big charge from both sides happens it's hard to snipe without getting one-shotted. I think just move them so the spiders can move through, but definitely keep them for the cover fire they provide.
Also the jedi starfighters, like I mentioned in my other post and the person above brought up - I'd also like to see those.
Music when playing non-heroes would be good.
If there are any area's bots get stuck, and I saw a few, but less in this build then the previous, you should have those areas set for an occasional blast, just to recycle them out of there. I don't know all the possibilities of this games engine, as I work with a different one. I agree with a couple of the things the person above said though. I haven't had too many lighting issues, i'm using a 7800, not sure it looks pretty to me. Shadows though in a couple areas are off.
Still my favorite map definitely. Like I said before Stager, you have an awsome grasp of putting the action from the films into your maps nicely, and they feel so alive.
I do like the wreckage on the map though, maybe you could position it around a bit better, but it's really good for cover fire cause when that big charge from both sides happens it's hard to snipe without getting one-shotted. I think just move them so the spiders can move through, but definitely keep them for the cover fire they provide.
Also the jedi starfighters, like I mentioned in my other post and the person above brought up - I'd also like to see those.
Music when playing non-heroes would be good.
If there are any area's bots get stuck, and I saw a few, but less in this build then the previous, you should have those areas set for an occasional blast, just to recycle them out of there. I don't know all the possibilities of this games engine, as I work with a different one. I agree with a couple of the things the person above said though. I haven't had too many lighting issues, i'm using a 7800, not sure it looks pretty to me. Shadows though in a couple areas are off.
Still my favorite map definitely. Like I said before Stager, you have an awsome grasp of putting the action from the films into your maps nicely, and they feel so alive.
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Talibanman
now THAT was a hell of a first postI have SEVERAL suggestions for your map, most of which, I don't know if you can, or wish to fix or add in, but nonetheless, in my humble opinion I will believe they would enhance your map drastically to fit the Battle of Geonosis.
I will list them in this order.
Gameplay, Visual, and sound.
First the gameplay.
-Reorient the AT-TEs in a succesive pattern from left to right, and facing the battlefield, perhaps put one to the left of the command centre near the ARC-170s and create a pathway for the AI to follow, to engage the Spider Walkers that take the route around the destroyed CIS Ship. As it currently stands you have them in such a way they get stuck on each other constantly, and a simple movement of these walker may fix that problem.
-Remove the CIS Strike Bombers and ARC-170s from the ground. I do not know the intention of your map, multiplayer, LAN, or singleplayer, but as it stands both the ARC-170s, and CIS Bombers both are very much over powered for this map. The CIS Strike Bomber can literally kill DOZENS of troops in a single bombing run, while the ARC-170s either get in the way of the troops, crash immediately after take off, or do take off but then cease to do anything to actually help. The LAAT Gunship is fine as it is due to the accuracy of its laser guns, and its torpedos. And no, I am not saying remove all the ARC-170s and CIS Strike Bombers from the map, just to remove the ones on the ground.
-The crashed and destroyed AT-TEs, and LAAT Gunships are a either scattered to much to not be worth any significant value in the map, or put into such a small area with so many, that the they just clog the entire flow of the battle up, and block the very large Spider Walkers and AT-TEs from actually being able to push through. I suggest removing or moving the ones directly around the CIS bases (they're directly in the pathway of the Spider walkers and they constantly get caught on them as do the troops).
-The Droid CIS Flagship should be removed entirely, and the Droid Control Ship should be put in its place as the main starship for the CIS. This isn't that much of a detriment to gameplay, but it is VERY WEIRD to be seeing that long cynlidrical object of a CIS Capital Ship sitting above the Republic's base, especially it being the Clone Wars, and not ROTS. O_o
-The list of selectable classes is slightly screwed. As it is, there is a small "List of Profiles" bar at the bottom of the screen. Which is neither selectable, and cannot be seen in its entirety, in any resoution. I don't know if you can remedy that though. :/
-The Republic seems to be full of idiots. I have noticed that if I do not play as the Republic, they seem to lose VERY QUICKLY, and after a while will not even take bases, and their only counter for this loss is the large numbers they have at each base, who are, sitting on their asses. Razz
UPDATE: After playing it a bit more, the Republic being full of idiots is not the case, apparently, somehow this was rectified with 1.5
But once again this is probably more a problem with BFII and its ridiculous AI coding then your map. Razz
-Reorganization of nearly all land vehicles. Now this is the most glaring problem of the map that I at first noticed. The organization of the ground based vehicles and air vehicles is either far to sporadic, or disorganized, or completely half-assed in general. The AT-TEs do not need mention, the LAAT Gunships, could or be moved behind the AT-TEs, and the air vheicles (excluding the LAAT) could be removed, or moved entirely from their current positions, and especially the CIS bombers, because the troops and Spider Walkers are once again constantly getting hitched on them.
-No death zone for flying outside of the map edge. I realize you removed this from the map because of the addition of air vehicles require dogfighting space, but I could literally drive a AT-TE right out side of the map if I wanted. Razz
-Now this is another little problem I have with the map, the battle of Geonosis, just had Droid Starfighters, Jedi Starfighters, the LAAT Gunships and the Geonosian Starfighter.
-Far to many capital ships. Maybe 2-3, but there's five, that's quite a few polygons that could be used elsewhere and performence could be increaseed (like mine Razz) on slower machines. Three of the ships are completely unusable, the two CIS droid Control ships do not have ANY hangers or CPs, and the the Republic's Cruiser is beyond the range of the flight ceiling for all of the starships.
-Another thing that irks me about the battle is the walkers you just recently put in. I think the Republic's hovertanks, or even the SPHA-T (don't think there's a model of it though, let alone being it animated, textured, and working Razz) would've been a better choice in my opinion.
-Mini-map in the spawn menu/mini-map is offset, the CP, soldiers, and practically everything else appear completely off from their actual positions on the visual map.
Other then that, gameplay is great, and really makes it seem like a gigantic battle whether then a small skirmish ESPECIALLY with the latest 1.5 version. My god, XL mode is nothing compared to what you made!
Now visuals.
-Lighting, I don't know what exactly is wrong with the lighting, but there is definitely a problem with it. The shadows, background quality, and lighting all seem different to one another, and it just does not feel like a arid, hot, and hostile environment. The lighting from the unmodified version of Geonosis in BFII feels much better. I don't know if you can fix this one, although I am sure you can, and in my opinion I believe it would add to your map's atmosphere greatly.
-Dust. Where is it? Razz But seriously, where is it? Geonosis is dusty, possiblely so dusty that not even billions of cans of Pledge could wipe it clean. Oh, and windy! Razz
-The 2D Dogfighting LAATS and Droid Fighters field needs to be moved a bit, they kind of 'collide' (disappear) with the capital ships, and it throws the whole maps feel for a loop, but please don't take it out, it's an awesome visual especially when you start getting the actually LAAT and fighters battling.
-In some instances, and this is of course to be expected due to the size of the map, and battle, the sprite limit is reached. This is most likely unfixable, unless you removed some things. And we wouldn't want that now. Very Happy
-The map is title 'Diet Dr. Pepper' in the list of maps in Instant Action. Along with a description that says 'Diet Dr. Pepper!'. Might want to fix that. Smile
Other then that, everything is fantastic.
Now on to sound.
-There is no music while battling, UNLESS I play as a hero, such as Dooku, and General Grieveous.
-Sounds for all air vehicles do not work, or are not present.
And these are pretty much the only problems I see with your map, other then some tweaking for gameplay balances, and some more polish, I think you could have one of the best maps, Battlefront has ever known. Smile
Oh, and sorry if this all has been stated before, I jsut didn't feel like reading through 19 pages of replies.
Stager00
PostPosted: Mar 31, 2006 - 04:38 AM
Thank you! I hope to do a BIG battle for all the major engagements of the SW universe.
Stay tuned for the FINAL on this one...
jangoisbaddest
PostPosted: Mar 31, 2006 - 04:21 AM
Just played your latest released version, and I have to say that this mod map is one of the few worth playing repetedly....and for hours on end, as well Very Happy. An extremely well - put - together map. The only thing that will make it better is to encourage starfighter - to - starfighter battles (and controllable ground - to - air turrets maybe - you can use the Bespin: Platform ones from the Battlefront I tools). Other than that, this is rediculous fun - the kind of map I was hoping for when the mod tools were first released.
and welcome to Gametoast Masterdoson!
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Aksel3
Constructive criticism, that's what you want, eh? Well I'll try that...Heck! There's nothing bad about this map! I simply love it! Thank you! Clearly the best SWBFII map ever. However, you made Jango Fett and Mace Windu the "real" Heroes? Why is that? They should be playable all the time, just like the "other" Heroes. Yoda and the Geonosian leader(What's his name?) would fit in as perfect "real" Heroes.
Again, thank you for creating this awesome map!
Again, thank you for creating this awesome map!
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Stager00
MasterDoson:
THAT was a well-thought out, expertly-articulated review of this map. I appreciate the comments made in it, and will take your points under advisment as I work to improve this map.
This map was borne more or less as a test of the power of the mod tools, as it included several things thought not possible in the beginning. The "WAR" feel of the map was built in after the fact around that framework, since the map became so popular.
Ive learned alot about the mod tools abilities during this project, and that will assist me in future projects.
Of course, Much of what you have said can't really be changed as it would require a "re-facing" of the map, which at this point is a little late in the game. Certainly helpful to consider on my future maps.
As you said, some of that cant be repaired for various reasons, but some of it most certainly can be improved as you mentioned.
I think you have an incredible eye for detail...You should be directing movies!
Again, Thanks! This feedback is great!
THAT was a well-thought out, expertly-articulated review of this map. I appreciate the comments made in it, and will take your points under advisment as I work to improve this map.
This map was borne more or less as a test of the power of the mod tools, as it included several things thought not possible in the beginning. The "WAR" feel of the map was built in after the fact around that framework, since the map became so popular.
Ive learned alot about the mod tools abilities during this project, and that will assist me in future projects.
Of course, Much of what you have said can't really be changed as it would require a "re-facing" of the map, which at this point is a little late in the game. Certainly helpful to consider on my future maps.
As you said, some of that cant be repaired for various reasons, but some of it most certainly can be improved as you mentioned.
I think you have an incredible eye for detail...You should be directing movies!
Again, Thanks! This feedback is great!
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Stager00
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OOM-9
Great map... kept me fighting and not bored for the entire thing... when it got down to the last tickets on both sides it becomes a sniper hunt... the snipers bunker down all over the map and never move... which is good during the fighting but it slightly annoying near the end of the map.
I agree with the removal of the star fighters.
Dust could help a bit, and reposition the AT-TE's so they don't get stuck on each other.
Do not move the wreckage, just alter the paths forthewalkers around them, the wreckage was an awsome ambient in the battleand adds to the warzone feel.
INCREASINGLY good map Stager00.
Might want to alter the sides to make them conform more to the movie... like standard battledroids with rifles. Suggest just giving the engineer a rifle instead of shot gun and changing it's skin to normal.
~OOM-9
I agree with the removal of the star fighters.
Dust could help a bit, and reposition the AT-TE's so they don't get stuck on each other.
Do not move the wreckage, just alter the paths forthewalkers around them, the wreckage was an awsome ambient in the battleand adds to the warzone feel.
INCREASINGLY good map Stager00.
Might want to alter the sides to make them conform more to the movie... like standard battledroids with rifles. Suggest just giving the engineer a rifle instead of shot gun and changing it's skin to normal.
~OOM-9
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Stager00
Great suggestions! Im actually free today, so Im re-working alot of those items as we speak.
MOVED the CAP ships to proper sides of the battlefield...removed unnecessary frigates. Raised them higher. Fixed the multi-player issue already. Moved the ATTE's. Placed barriers on hills to stop AI. Removed some sniping points.
MOVED the CAP ships to proper sides of the battlefield...removed unnecessary frigates. Raised them higher. Fixed the multi-player issue already. Moved the ATTE's. Placed barriers on hills to stop AI. Removed some sniping points.
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Bulldog
This map is what war is meant to be like- I'm still amazed my computer can actually handle it. Just a couple of minor points- any chance of replacing the clone commander with an Ep.2 style version, like the one seen on Kamino in the single player campaign? Also, problem with the latest version is that there's now so many classes for each side, there's not enough room for Mace or Jango to appear on the spawn screen, so you either need to remove the heros or remove one of the classes
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Wadi
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Abrecan
Um. Im wondering if anyone else has this issues with this map. CP 6 always spawns republic AI. And on Elite setting, this map is unwinnable for the CIS because the Jedi Protector dont let you leave the last two cp's alone for one second before they recap it. I spent 4 hours running back and forth between two cp's before I gave up. Also, CP 6 will always spawn a gunship next to another CP. Which makes it really hard to capture either because its either an AT-TE or a gunship next to that cp all the time making it near impossible to cap. Quite simply infinte reinforcements makes this map unwinnable for the CIS on elite difficulty. The sad part was as soon as I changed to republic I won 15 minutes later as the republic.
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Stager00
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Gwaihir
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Thrawn
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Thrawn
