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Posted: Sat May 13, 2006 6:27 pm
by yoyam
dude hes probably just playing on a german version of the game, the map itself has nothing to do with this,
unless it was specifically modded to give german words instead of english

Posted: Sat May 13, 2006 8:01 pm
by sawyerdk9
Have you gotten the sky working Rends?

Posted: Sun May 14, 2006 1:34 pm
by Rends
sawyerdk9 wrote:Have you gotten the sky working Rends?
i´m currently working on it.

Any suggestions about special units/characters (wich are released by other modders) you would like to see on this map?
If so point me to the dl link and i will check them out!

Rends

Posted: Sun May 14, 2006 2:50 pm
by MartinK
maybe adding the Coruscant senate guards?? the ones in red (or blue, i cant remember well right now)

Posted: Sun May 14, 2006 4:52 pm
by yankeefan05
I think the map is like the nightclub area. I dont think there r senate guards around there.

Posted: Sun May 14, 2006 4:57 pm
by Lollilo
yeah i didn´t play them on bf1 but it looks very good!
can´t wait to play. :shock:

Posted: Sun May 14, 2006 5:28 pm
by Rends
Short update:
* sky background hires version is working now
* Imperials has 3 ATSTs on this map
* ATSTs sounds added

well i´m not sure to add a vehicle to the rebel and droids side because it would be too unrealistic.
I think to increase the number of vanguards to make it more even and add a few landspeeders and/or bikes to the map.

Rends

Posted: Sun May 14, 2006 5:31 pm
by PvtParts
I think a few weapon-less air-speeders throughout the map would be enough.

Rebels really dont need a vehicle on this, and as you said having the vanguards is enough.

Posted: Sun May 14, 2006 6:55 pm
by Wadi
this looks good. There is a question I am tempted to ask, but I ahve a feeling it would be answered with a "WHEN IT'S READY" sign. :D

Posted: Sun May 14, 2006 7:12 pm
by MartinK
maybe you could make rebels use 1 or 2 AT-ST, and in the story you could say they stole them from a factory, or something (justa sugestion)

Posted: Mon May 15, 2006 12:34 pm
by Wadi
Seems a bit weak, giving them those vehicles and then saying "Oh, they stole them."

Posted: Mon May 15, 2006 1:26 pm
by Gunjak
or you could just say nothing and then no suspicion would be made ;)

Posted: Mon May 15, 2006 1:28 pm
by Gunjak
maybe a few more screens rends im dieing to find out what the sky looks like, lol

Posted: Mon May 15, 2006 1:43 pm
by Teancum
Don't double post. It's against the rules.

Posted: Mon May 15, 2006 3:03 pm
by Vyse
Whats going to be special about the sky?

Posted: Mon May 15, 2006 3:11 pm
by PvtParts
I really have to emphasize my opinion that alliance vehicles are uneccessary. Uping the Rocket power to an accurate level will make interesting gameplay. I say make the rebel team the SpecForce guys, it seems cool in this map. And Vanguard will all the sudden become a really important class.

Posted: Mon May 15, 2006 4:51 pm
by sawyerdk9
Rends, will you be editing the sides? If so it would rock if you made the alliance Urban Camoed. and maybe you should take out the wookie and replace him with something else. Something about a wookie dosn't eally seem right in Coruscant.

Posted: Mon May 15, 2006 5:18 pm
by PvtParts
He can use the already ingame SpecForce skins (the ones with urban camo pants)

Posted: Mon May 15, 2006 6:00 pm
by Rends
i can only find the "all_inf_rifleman_urban". Are there more?

Posted: Mon May 15, 2006 6:08 pm
by PvtParts
i always thought there was a whole pack of them with urban skins. Ill look again, and to verify ill play that Rise of the Empire map (im pretty sure majin had it)

Edit: I didnt find any references to the urban in the odfs, but there are urban skins for soldier, sniper, and vanguard. Seeing how the engineer skin is neutral (in coloration) i think a simple override texture referenceing the aforementioned tgas would work nice (sorry i didnt name them, just look in the msh folder obviously, your see them)