A space map with Dragonum's Venator and Providence class capital ship models and a large dose of [GT]Ace Azzameen 5.

I set up your basic Clone Wars assault map using the new models. I had to get creative since the models, though in separate pieces, were not designed to be used for assault. Oh well, I slapped the extra destroyables on and got creative with the bridges, used a bunch of LUA work-arounds, and now assault is playable.
[GAMEPLAY NOTES]
To destroy the republic's bridge, you have to blast their weak points, the main window! Vent the atmosphere and let those meatbags freeze and suffocate.
The Providence's bridge is divided into two structurally isolated halves, but destroying one half should take out the other!
Features
-Dragonum's models, yay!
-An auto-turret like mainframe to take out or reactivate indoor roof turrets.
Problems
-Some of the fighter spawns are a little too high
-The Providence has a glitchy hangar floor, must use other models to work around.-FIXED, Mr. Floor has been Dealt with.
-AI Gunships like to ignore the land command node on their spline. . .so, take back the cockpit if one drives you too close to the CIS hangar floor.
-lod distance maybe needs some work
-ship objective icons are mis-oriented
-targets missing destroyed geometry
Todo List
Complex Interiors- The interiors are simple and slapped together and use the crummy defualt layout, I plan to change this
-Better turrets, bottom turrets
-Maybe a new side with faster fighters but probably not
-Frigates.
-More flyer splines. Yay splines.
-More fighters in the air.
-Balance . ..
-portals and sectors
-destroyed geometry-make a blown up looking texture for everything and use it. Maybe I'll stick some "rubble" objects in.
-Tatooine-FIXED-now a blue purple awe-inspiring nebula, either the dragon is one of them Mystical Dragons, or I'm painting it orange red and yellow.
This list may now be inaccurate, since I switched to Dragonum's new versions with proper collisions.
Download Link
Just in case no one noticed his name everywhere,
Cred's to Dragonum for the ships, which are the backbone of the map.
The Invisible hand models wer originally made by, as referenced in Dragonum's readme, Bertie.
I still deserve lots of credit for putting setting up assault, making the interiors, and the security console. And the splines, .. .so many splines. . .
Screen shots from _vader_ instead of words that weren't wrote:





