Peragus: Astroid Belt - BETA

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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DarthMan

Post by DarthMan »

IT was great but maybe reduse the fog/dust a bit.(just a thought)
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Post by Xavious »

This map was really sweet. Where did you get the elevator stuff from?
Rikino

Post by Rikino »

StarViper's here: Image
The pirates probably took off in it or something.

The elevator is entirely animated in zeroeditor, by me.

I need to know: how many people are having problems with or like the dust? Note that just because you look out across the map and it lags, the problem isn't necessarily the dust; there's a lot of objects and stuff in this map.
Penguin
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Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

I love the dust, I get NO lag at all in this map! :o and my comps 5-6 years old :o
Food_Eater

Post by Food_Eater »

I've had a little lag around the dust, but I get lag in places no one else does. (Bad graphics card) And where is this elevator? Is it in the Hoth hangar? I saw something there that somewhat resembled an elevator but it wasn't moving.
Tuskenjedi

Post by Tuskenjedi »

I love the dust, no lag at all, keep it please!
Rikino

Elevator Location

Post by Rikino »

Sounds like the dust'll stay in full effect, then. I'm glad people like it.

Elevator is here:
Image

It's kind of out of the way, I was going to have the AI use it, but I had problems with them trying to walk against it while the doors were closed. I was thinking of setting up the .lua to disable/enable a barrier on a time loop synced with the doors, but that's beyond my meager .lua skillz.
Tuskenjedi wrote:wOW. Rikino, this is possibly my favorite map. This is great. It's like it belongs in the movies or something!
As for suggestions, maybe you could possibly incorporate 's kotor battlefront sides. One thing, might you up the reinforcement count a tad? It was high, but I loved a massive battle in this map! MMMMM, high unit count...
so anyways, it's great! Oh yeah, I was also hoping for some anti infantry/ anti aircraft turrets. Even the basic laser turrets would be fine :wink:
Thanks! I just figured out how to use the units from the Conversion Pack, and am working on making GCW KotOR.
You can up the reinforcement count in the conquest tab (turned all the way up gives a total of 1750), I figured. I tried to make the default give just about the right length of game.
I was going to give the cap ships anti-starfighter turrets, but anti-infantry (auto-defense) turrets could be interesting. Where do you think they would work (Polis hanger, maybe? Can't I make it so the turrets team with whoever controls the cp? That'd be kind of cool).
Fusion
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Joined: Sat Jun 24, 2006 4:16 pm

RE: Elevator Location

Post by Fusion »

I've put the reinforcements to max before on this map. It takes an hour, but it sure is fun :P
[-108-]Gen.2Biosquad

RE: Elevator Location

Post by [-108-]Gen.2Biosquad »

this looks sweet!
gosh, there are so many great maps coming out, i just have 2 play [even though i broke my arm :( :wink: ]
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