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Re: Tatooine: Dusk of War

Posted: Sun Oct 16, 2011 12:57 pm
by Executer94
Thank you for your opinions and ideas guys. For now I will the leave the sky like it is because it gives the map something "not from this world" feeling when you play it. I might reskin it or change the whole sky in the next version.

Here is a little overview from the units (I might add some more later on)

Republic

Clone Trooper
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Weapons: DC-15a, DC-17, Thermal Detonators

Heavy Clone Trooper
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Weapons: Rocket Launcher, DC-15s, Thermal Detonators

Clone Engineer
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Weapons: DP-23, Fusion Cutter, Health and Ammo Pack, Mines

Clone Commander
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Weapons: WESTAR-M5, DC-17 (Han Solo like), Elite Sniper Rifle, Ion Charge

Separatists

B1-Battledroid
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Weapons: E-5

B1-Sniperdroid
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Weapons: Repeater Sniper Rifle, Stealth

B2-Superbattledroid
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Weapons: Heavy Wrist Blasters, Wrist Plasma Launcher

Magna-Guard
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Weapons: Improved E-5, Rocket Launcher

Droideka
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Weapons: Twin baster Cannons, Shield Projector

Re: Tatooine: Dusk of War

Posted: Sun Oct 16, 2011 4:16 pm
by Marth8880
Regarding the sky: Celestial objects such as nebulae are never able to be seen that clearly through an oxygen atmosphere unless that atmosphere is incredibly thin. I'd highly recommend editing in an atmosphere. Open up the sky's texture in GIMP, create a new layer above the base layer, fill it with a dark violet gradient, and adjust the layer's opacity so you can still see the nebulae and stars. Do the same procedure with the roids skyobject texture.

Re: Tatooine: Dusk of War

Posted: Sun Oct 16, 2011 8:52 pm
by Eggman
I highly recommend giving the CIS units backup/secondary weapons to match the clones. I know it can seem like a good idea to turn the CIS into a massive horde of weaker units, but it just doesn't make for good gameplay.

That said, the whole "air support computer" feature sounds neat. I'm interested to see how it works out. :)

Re: Tatooine: Dusk of War

Posted: Sun Oct 16, 2011 8:54 pm
by ShadowWing
I'm sorry if this has been asked already, but is this the
Executer94 wrote: excuse map
that you were talking about in your Space Boz Pity thread?

Re: Tatooine: Dusk of War

Posted: Sun Oct 16, 2011 11:35 pm
by TheSelfDestroyer
yes,it is.

Re: Tatooine: Dusk of War

Posted: Mon Oct 17, 2011 2:47 pm
by Executer94
Marth8880 wrote:Regarding the sky: Celestial objects such as nebulae are never able to be seen that clearly through an oxygen atmosphere unless that atmosphere is incredibly thin. I'd highly recommend editing in an atmosphere. Open up the sky's texture in GIMP, create a new layer above the base layer, fill it with a dark violet gradient, and adjust the layer's opacity so you can still see the nebulae and stars. Do the same procedure with the roids skyobject texture.
Well I am not going for a realistic map and I am not quiet good with GIMP. If you want to you could do that, and if I like it I would use it and credit you for doing that in my map.
Eggman wrote:I highly recommend giving the CIS units backup/secondary weapons to match the clones. I know it can seem like a good idea to turn the CIS into a massive horde of weaker units, but it just doesn't make for good gameplay.

That said, the whole "air support computer" feature sounds neat. I'm interested to see how it works out. :)
Yeah I gave the B1 unit some grenades now and the magna guard is really powerful because it has a lot armor and can jump really high. It's like a parkour runner. It also has a really powerful pistol which kills units with one headshot.

The B2 unit has also a really strong armor and a powerful plasma launcher. It walks slower though. You can charge the launcher up and create some great damage with it. It try to even up teams as good as I can but it's a good hint :)
ShadowWing wrote:I'm sorry if this has been asked already, but is this the
Executer94 wrote: excuse map
that you were talking about in your Space Boz Pity thread?
Yes it is.


EDIT I finished the barriers and plannnings.

EDIT I need 5 people to alpha test the map. Please PM me if you are interested.