Dogfighting Death Star II-the return!
Moderator: Moderators
-
Protector_Pulch
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Protector_Pulch
No, I'm saying I'd rather accept shooting a comm array (instead of the Regulator) than having sudden crashed and plain, boring areas on the DS II.
@Topic: Mhh, there's a shaft from the Emperor's Throne Room directly to the reactor core (redeemed vader throws palpatine into this one). Any chance we could get this in your map ?
@Topic: Mhh, there's a shaft from the Emperor's Throne Room directly to the reactor core (redeemed vader throws palpatine into this one). Any chance we could get this in your map ?
-
Schizo
I never said it was. I simply said to reskin it. It looks just like the power regulator in the movie otherwise.minilogoguy18 wrote:in the movie he says...
Lando: "Wedge head for the power regulator on the north tower."
Wedge: "Copy gold leader, I'm already on my way out."
so its the cores power regulator, not a comm tower or shield generator.
-
Redline
- 2nd Lieutenant

- Posts: 396
- Joined: Tue Jan 16, 2007 4:22 pm
- Projects :: Space to Ground [reworking]
- xbox live or psn: No gamertag set
- Location: The left side of the moon
- Contact:
-
Ateas
- phazon_elite
- Rebel Colonel

- Posts: 597
- Joined: Tue Jan 16, 2007 9:10 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: I'm sorry Link, I can't give the location. Come back when you're a little...mmmh...RICHER!
- Contact:
-
Razgriz
-
Schizo
I do think it's possible to script a timer in the LUA that would be triggered when the core is destroyed, and when the timer reaches zero, the Rebs would automatically win. I'm not sure exactly how you'd go about scripting it, but I'm pretty sure it's possible. It's a shame Xwingguy isn't around, since he'd probably know the answer to that. But I think, if you were able to get it to work, then you could make the timer take just about as long as it takes to escape the Death Star, so that way you have only a few seconds to spare when escaping, which would kind of give the player a feel of the frantic escape of the whole thing before it explodes. I mean, you can't just give him like, an extra minute or two to escape, since then he could just take his sweet old time flying out. He needs to actually rush to escape.
Also, I think if you were to combine that with MasterSkywalker's in-game movies thing, you'd have an unbeatable combo. Death Star tunnel run, destroy the power regulator, escape the Death Star within the time limit, once the timer runs out, the Rebs automatically win the game, and then the in-game movie would trigger, showing a clip from Ep. VI when the Death Star blows up. That'd be awesome. Of course, that'll take a lot of scripting. But I'm telling ya, if you were able to implement that successfully, this would easily be my favorite map of all time; the Battle of Endor is my favorite battle in the Star Wars saga, and no map made so far has really been able to capture the whole essence of the battle (Xwingguy's BoE was quite big, I'll admit, but I feel it focused way too much on the capital ship interiors, and not enough on the actual space battle, which was the critical part of the whole battle).
Also, I think if you were to combine that with MasterSkywalker's in-game movies thing, you'd have an unbeatable combo. Death Star tunnel run, destroy the power regulator, escape the Death Star within the time limit, once the timer runs out, the Rebs automatically win the game, and then the in-game movie would trigger, showing a clip from Ep. VI when the Death Star blows up. That'd be awesome. Of course, that'll take a lot of scripting. But I'm telling ya, if you were able to implement that successfully, this would easily be my favorite map of all time; the Battle of Endor is my favorite battle in the Star Wars saga, and no map made so far has really been able to capture the whole essence of the battle (Xwingguy's BoE was quite big, I'll admit, but I feel it focused way too much on the capital ship interiors, and not enough on the actual space battle, which was the critical part of the whole battle).
-
Schizo
-
11of3
had a bit of bad luck!maps crashing so I am having to re-trace the last changes I have made.updates later in the week,got an hour and a half to work on this map before 24 day six starts here in the uk.There is so much good tv(24,lost,stargate sg1,atlantis,battlestar,Harry Hil) around at the moment it`s taking time away from working on this map!
-
Food_Eater
- [SBF]ATATFIGHTR
- Chief Warrant Officer

- Posts: 338
- Joined: Sun Mar 12, 2006 12:22 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The US, in the state of UTAH
-
cloneknight
- Chief Warrant Officer

- Posts: 357
- Joined: Sun Aug 20, 2006 11:39 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Blackdutchie
-
Schizo
You know, one thing has made me nervous about this map. The object limit. You can only have about 1000-something or so (I can't remember the actual number off the top of my head) objects in a map. And this map obviously uses a lot of objects. I'm still wondering whether the limit will actually allow you to put all the stuff you need in the map. Hopefully so, but knowing how complicated all the little details will be, I wouldn't be surprised if this map just about scraped by. At least, that's what I'm hoping.
-
11of3
-
wierd165





