Clone Wars - Space Boz Pity
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- Eggman
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Re: Clone Wars - Space Boz Pity
I don't understand why people are including "localizations are in German" in their bug reports. The whole world doesn't speak English, so why should every mod cater to English speakers?
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Fusion
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Re: Clone Wars - Space Boz Pity
Some of the bigger English mods have localization in other languages, so most assume it works both ways.
That, and this is an English speaking forum, so they aren't wrong to expect the maps to be in English as well.
That, and this is an English speaking forum, so they aren't wrong to expect the maps to be in English as well.
- Ace
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Re: Clone Wars - Space Boz Pity
Ok, after about an hour of playing this map, I have found MANY bugs.
The first thing I noticed upon starting this map was the map name is in German. Not to be offensive or anything, as I know many people on this forum are German, but I would like to see it changed to English by the map's release.
Once the map had loaded, I picked to be Republic, and the Republic Pilot does not have localization. I spawned in the dorsal hangar. All the fighter's have personal shields, which seem to be damaged while in the hangar. I walked towards the closest ship, a Republic Gunship, but I could not get in it! All Republic Gunships do not seem to let me in. So, I went over to the Delta-7, which is missing localization in weapons. I fly it out and try to land in another dorsal hangar, but it does not let me land. All hangars on the Venators do not let me land once I take off. The V-Wing also has no localization.
I flew my Delta-7 out of the Venator, and crashed into a Municifent, and SWBFII crashed! This only happened once. I also flew into the Luchrehulk, but you can only fly halfway through it, and the Core Ship disappeared after playing the map for ~30 minutes.
I then spawned at the other Republic command post, and spawned on the other side of the map, on a Providence cruiser! When I tried to spawn at this command post again, I spawned in a Venator, but fell through the floor (no collision).
Spawning again at the middle cp, I instead found myself in the ventral hangar. First off, I notice the texture on the wall is odd, and the door on the right side is far too big. I also walked to the very edge of the hangar, just before the shield, and fell through the floor. Going through the hallway in the back, I fell through the floor. I turned on jetpacks, and flew over the no-collision spot. The first side hallway you come by has no collision in the floor. and the door just before the "escape pod" leads directly into space. I then walked into the escape pod, which teleported me to the Venator's bridge. I also noticed you could not teleport back once on the bridge. The bridge has collision, but you can jump through the windows! Also, a CIS auto-turret was able to shoot me while I was on the bridge.
After this, I changed to CIS, and noticed it has stock sides. Spawning in the gargantuan CIS hangar (seriously, it is gigantonormous
), I flew a Trifighter out, which does not have localization (nor does the Vulture), and landed back in the hangar, but I fell halfway through the floor! I also noticed all the fighters were on one side of the hangar. And, the CIS ship is not as much "elaborated" has the Venator.
Other:
-Fire remains after cruisers are destroyed.
-AI works, but too little
-Two different types of ARC-170 (stock 1-seat, and 3-seat)
And that completes my beta testing report. Spiderpig, I also sent you a PM with some pictures of bugs.
After reading some other beta test "reports" I noticed they talk about a CIS Providence bridge, I could not find a bridge on the Providence cruiser.
EDIT:
Core Ship answer: Core Ship is destroyable
Invisible Hand Bridge: The Republic can spawn in the Invisible Hand observation deck, but there is no collision. The only way I was able to find a "bridge" was when I flew straight into it and crashed. (There is a CIS Bridge). I also noticed there are turrets behind shields along side the hull of the Invisible Hand, the turrets on the side facing the Venator work, but there is only 2 and when you try to fly through the shields, you crash (collidable). There are no turrets on the side facing away from the Venator, and no shields.
The first thing I noticed upon starting this map was the map name is in German. Not to be offensive or anything, as I know many people on this forum are German, but I would like to see it changed to English by the map's release.
Once the map had loaded, I picked to be Republic, and the Republic Pilot does not have localization. I spawned in the dorsal hangar. All the fighter's have personal shields, which seem to be damaged while in the hangar. I walked towards the closest ship, a Republic Gunship, but I could not get in it! All Republic Gunships do not seem to let me in. So, I went over to the Delta-7, which is missing localization in weapons. I fly it out and try to land in another dorsal hangar, but it does not let me land. All hangars on the Venators do not let me land once I take off. The V-Wing also has no localization.
I flew my Delta-7 out of the Venator, and crashed into a Municifent, and SWBFII crashed! This only happened once. I also flew into the Luchrehulk, but you can only fly halfway through it, and the Core Ship disappeared after playing the map for ~30 minutes.
I then spawned at the other Republic command post, and spawned on the other side of the map, on a Providence cruiser! When I tried to spawn at this command post again, I spawned in a Venator, but fell through the floor (no collision).
Spawning again at the middle cp, I instead found myself in the ventral hangar. First off, I notice the texture on the wall is odd, and the door on the right side is far too big. I also walked to the very edge of the hangar, just before the shield, and fell through the floor. Going through the hallway in the back, I fell through the floor. I turned on jetpacks, and flew over the no-collision spot. The first side hallway you come by has no collision in the floor. and the door just before the "escape pod" leads directly into space. I then walked into the escape pod, which teleported me to the Venator's bridge. I also noticed you could not teleport back once on the bridge. The bridge has collision, but you can jump through the windows! Also, a CIS auto-turret was able to shoot me while I was on the bridge.
After this, I changed to CIS, and noticed it has stock sides. Spawning in the gargantuan CIS hangar (seriously, it is gigantonormous
Other:
-Fire remains after cruisers are destroyed.
-AI works, but too little
-Two different types of ARC-170 (stock 1-seat, and 3-seat)
And that completes my beta testing report. Spiderpig, I also sent you a PM with some pictures of bugs.
After reading some other beta test "reports" I noticed they talk about a CIS Providence bridge, I could not find a bridge on the Providence cruiser.
EDIT:
Core Ship answer: Core Ship is destroyable
Invisible Hand Bridge: The Republic can spawn in the Invisible Hand observation deck, but there is no collision. The only way I was able to find a "bridge" was when I flew straight into it and crashed. (There is a CIS Bridge). I also noticed there are turrets behind shields along side the hull of the Invisible Hand, the turrets on the side facing the Venator work, but there is only 2 and when you try to fly through the shields, you crash (collidable). There are no turrets on the side facing away from the Venator, and no shields.
- AgentSmith_#27
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Re: Clone Wars - Space Boz Pity
Ran through it, some early thoughts on the map.
Spawned at the CP furthest to the right, first time I spawned I fell through a floor, second time I spawned on the CIS ship. All the spawns on that side seem to be broken:
All English localizations appear to be missing (although you know this of course).
After Playing for a while, Effects started to disappear (without the number of bots being altered). Only one of the engine lights was on, for example.
One of the LAAT's was placed inside a prop:
Since you already know about the missing collisions I won't go into details about it. But I can fall through in lots of hallways, on the bridge, lots of places. On route to the republic bridge (I never found out how to get to any CIS interiors) I ran across, aside from lack of collision, alot of bad merging between stock and custom props:
And on the bridge, it seemed pretty lifeless, in dire need of some custom props. Overall well put together besides these 2 things:
I wasn't able to enter any of the LAATs.
Some of the CIS interiors where you spawn seem very large and empty.
The flames on the damaged ships look awesome, but I got killed a lot by blowing up ships because the damage radius seemed very wide, I'd highly recommend reducing this since I didn't get the satisfaction of watching any of the ships I'd destroyed blow up. And as others have mentioned, the flames stay after a ship is destroyed:
I'd really like to see instead of disappearing, destroyed geometry, after all
Very different from most other space maps I've played, and to me it seemed pretty stable when it comes to crashing.
Overall, it looks like there's a lot of small fixes to do, but that's what beta-testing is for, right? But I love the map, it looks like it will turn out awesome. I really like the trifighter's secondary and some of the other nice touches you've added.
Spawned at the CP furthest to the right, first time I spawned I fell through a floor, second time I spawned on the CIS ship. All the spawns on that side seem to be broken:
Hidden/Spoiler:
After Playing for a while, Effects started to disappear (without the number of bots being altered). Only one of the engine lights was on, for example.
One of the LAAT's was placed inside a prop:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Some of the CIS interiors where you spawn seem very large and empty.
The flames on the damaged ships look awesome, but I got killed a lot by blowing up ships because the damage radius seemed very wide, I'd highly recommend reducing this since I didn't get the satisfaction of watching any of the ships I'd destroyed blow up. And as others have mentioned, the flames stay after a ship is destroyed:
Hidden/Spoiler:
Very different from most other space maps I've played, and to me it seemed pretty stable when it comes to crashing.
Overall, it looks like there's a lot of small fixes to do, but that's what beta-testing is for, right? But I love the map, it looks like it will turn out awesome. I really like the trifighter's secondary and some of the other nice touches you've added.
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Darth_Spiderpig
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Re: Clone Wars - Space Boz Pity
Thanks to all my testers, you were really helpful, most of the bugs I am working on right now, like the collisionless hallways or doors into nothing.
about the localizations, well, Executer firstly munged it in german, so I have to see if I edit all the localizations again
about the localizations, well, Executer firstly munged it in german, so I have to see if I edit all the localizations again
- DarthD.U.C.K.
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Re: Clone Wars - Space Boz Pity
so that one didnt sign me in for the darthspiderpigbetassubscription? dang!Darth_Spiderpig wrote:No, none about Boz Pity.DarthD.U.C.K. wrote:did you get my pm?![]()
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Darth_Spiderpig
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Re: Clone Wars - Space Boz Pity
Wait, you want to beta Boz Pity?DarthD.U.C.K. wrote:Darth_Spiderpig wrote:No, none about Boz Pity.DarthD.U.C.K. wrote:did you get my pm?![]()
so that one didnt sign me in for the darthspiderpigbetassubscription? dang!
Hidden/Spoiler:
- Ace
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Re: Clone Wars - Space Boz Pity
It may be too late to put this in, but would you be able to add bombers? (Ex. Plated Y-Wing for Republic, Hyena Bomber/Grievous' Starfighter for CIS). As while I was beta-testing I found it pretty hard to destroy the heavy turrets with the Delta-7's missiles and the ARC's torpedoes. Just an idea.
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Darth_Spiderpig
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Re: Clone Wars - Space Boz Pity
@Ace:
Would this do?

Would this do?
Hidden/Spoiler:
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Darth_Squoobus
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Re: Clone Wars - Space Boz Pity
I would suggest using some of Skyhammer's universal tunnels for the trickier bits. And if I remember correctly, someone did make hallways just for Dragonum's Venator. And if you really want to be daring, you could use the mygeeto hallways for the CIS ships.
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Darth_Spiderpig
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Re: Clone Wars - Space Boz Pity
I guess youm mean D.U.C.K.'s venator Hallays and doors, yeah that could be an idea to work on...Darth_Squoobus wrote:I would suggest using some of Skyhammer's universal tunnels for the trickier bits. And if I remember correctly, someone did make hallways just for Dragonum's Venator. And if you really want to be daring, you could use the mygeeto hallways for the CIS ships.
About the Providence interior, well, it's gonna be a problem since the only interior for it are the hangar with no doors for a custom interior and the bridge part.
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Darth_Squoobus
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Re: Clone Wars - Space Boz Pity
There are two doors that lead to the tower. You could put a teleporter in one of them leading to a custom interior (which could go to the bridge, turret control rooms and anything else you wish to put in) and another leading to the observation deck.Darth_Spiderpig wrote:I guess youm mean D.U.C.K.'s venator Hallays and doors, yeah that could be an idea to work on...
About the Providence interior, well, it's gonna be a problem since the only interior for it are the hangar with no doors for a custom interior and the bridge part.
- Lagomorphia
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Re: Clone Wars - Space Boz Pity
The Hyena bomber only has eyes on one side. The other is a bomb pod like the TIE bomber.
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JadenWolf32
Re: Clone Wars - Space Boz Pity
Precisely. as I was going to say...(Check page 01 where i told Executer to put those and then puted reference pics, in those you may find help)Lagomorphia wrote:The Hyena bomber only has eyes on one side. The other is a bomb pod like the TIE bomber.
soo.....what happend to the Corvete?!!!!!!Also it's really a great map 9.0 of 10
Forgot one thing: - Munificents skull remains(sometimes, ahahah it looks like you cuted her in half!!!)
- Can't leave the Venator's Bridge(help!!)
- Ace
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Re: Clone Wars - Space Boz Pity
That's great, but the Hyena Bomber has eyes on only 1 side (Like the Tie Bomber only has a cockpit on one side). Great job so farDarth_Spiderpig wrote:
Would this do?Hidden/Spoiler:
EDIT: By the way, did you make that Hyena Bomber model? It looks great!
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Executer94
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Re: Clone Wars - Space Boz Pity
I'm back again, not to go on with the map but to explain something. For sure there are a loooot of bugs. I named the map Schlacht von Boz Pity because I am german! I think Spider could change that easily. The gunships are used to don't fly, they are just destructable props! I really didn't found the time to creat death regions for the space so humans would die and I have no idea what this generator is doing there in front of the gunship didn't placed it. The corvette can be found in the lower hangers of a venator BUT you have to be very fast I tried out how much time it takes to blow up a venator. Solutin not very long so it's right behind the main venator. Yeah the bridge stuff looks very weird because I scaled the bridge up. Can't remember all stuff I'm very sorry for this but it is a very very early beta version so don't worry the map is in save hands.
- AgentSmith_#27
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Re: Clone Wars - Space Boz Pity
Soo... Is there going to be another beta for all us testers before release? Is that usual protocol for beta testing? I've never really tested stuff that wasn't my own before so how does it generally work?
I'll say again, map looks like it could be terrific- one of the best, @ Executer94 don't be sorry, you've really done an excellent job so far, and obviously this is just a hobby for all of us here. I'm sure Spiderpig will do fine with the localizations as he appears fluent in both English and German, as well as the rest of the map
I'm one that loves a good space map because there are so few, and this definitely looks like one.
I'll say again, map looks like it could be terrific- one of the best, @ Executer94 don't be sorry, you've really done an excellent job so far, and obviously this is just a hobby for all of us here. I'm sure Spiderpig will do fine with the localizations as he appears fluent in both English and German, as well as the rest of the map
- _DeltaForce_
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Re: Clone Wars - Space Boz Pity
OK, here is our (Kopter's and mine) beta testing report.
Sorry, that we weren't able to write it within a day...
We hope you can still use it
We know, many bugs have been reported already, but nevertheless we mentioned them.
The scrXXX marks a related screenshot, which can be found here. (For a better quality check this upload.)
First Impressions of the Map
All in all it is a very good map, but we have expected more of this map. The new Venators, frigates etc. are very detailed and nice, but there are many bugs, especially missing collisions and messed up textures – but ok, it’s a beta.
Furthermore we think that many objects have to sustain too much damage to be destroyed, e.g. the main ship guns. On the other hand there are things destroyed much too quickly and easily, like the core of the Lucrehulk class ship. In addition, it would be nice if there could be a hangar and not only a big blank interior.
Also the bugs where you fall through the floor are very annoying, but yeah – it’s a beta, we know.
Let’s criticize the CIS main ship… There isn’t a ship interior except the huge hangar. And the hangar is too big for so few ships.
Besides the number of available ship types is too little. The Delta-7B is very nice, but you could’ve added V-Torrets or a bomber on both sides.
Another big bug, which has to be fixed (!) is, that you can’t land in other hangars than the CIS hangar and the republic side hangars.
Another thing, which could be made better, is adding more spawn points.
But all in all… it was a big challenge to model all the new ships and place them right, this shouldn’t be forgotten! There is much potential to make better, but there are also many things that are very good!
Found Bugs
Sorry, that we weren't able to write it within a day...
We hope you can still use it
We know, many bugs have been reported already, but nevertheless we mentioned them.
The scrXXX marks a related screenshot, which can be found here. (For a better quality check this upload.)
First Impressions of the Map
All in all it is a very good map, but we have expected more of this map. The new Venators, frigates etc. are very detailed and nice, but there are many bugs, especially missing collisions and messed up textures – but ok, it’s a beta.
Furthermore we think that many objects have to sustain too much damage to be destroyed, e.g. the main ship guns. On the other hand there are things destroyed much too quickly and easily, like the core of the Lucrehulk class ship. In addition, it would be nice if there could be a hangar and not only a big blank interior.
Also the bugs where you fall through the floor are very annoying, but yeah – it’s a beta, we know.
Let’s criticize the CIS main ship… There isn’t a ship interior except the huge hangar. And the hangar is too big for so few ships.
Besides the number of available ship types is too little. The Delta-7B is very nice, but you could’ve added V-Torrets or a bomber on both sides.
Another big bug, which has to be fixed (!) is, that you can’t land in other hangars than the CIS hangar and the republic side hangars.
Another thing, which could be made better, is adding more spawn points.
But all in all… it was a big challenge to model all the new ships and place them right, this shouldn’t be forgotten! There is much potential to make better, but there are also many things that are very good!
Found Bugs
- The map is not Multiplayer compatible. When you start it, the game freezes when the progress bar is full. You have to shut down via task manager.
- After starting you can’t land in the republic main hangars (the one with the corridor and the one on the bottom of the Venator).
- It’s not possible to enter the LAAT ships.
- The spawn point of the republic’s second command post is at the opposite side of the map, on the CIS main ship. (scr001)
- There is a LAAT gunship standing in an object in the hangar on the bottom of the Venator. Besides, you can walk into this object the LAAT is standing in. (scr002/003)
- Again hangar on the bottom: The entrance to the ships interior isn’t fitting full in the “hole” in the wall – you can see the space behind (and shoot out). (str004/005)
- Same place: If you walk along the corridor and then go right there are two places where you fall through the floor. (scr007/008)
- And in this hangar, there are also missing collisions on the floor. (scr006)
- The engines of the Venators can’t be destroyed.
- The engines of the Venator right behind the CIS main ship (in direction of travel) are CIS sided. (scr009)
- When the Venator right behind the CIS main ship (in direction of travel) explodes one side of the ship still exists along with the engines and main guns on the destroyed side (a CIS frigate, too). (scr010/033)
- Is every ship destroyable? If yes: There is no display for the level of damage on every ship (e.g. the long CIS ships).
- There is a piece of a hangar shield protruding from the bottom of the Venator right behind the CIS main ship. (scr011)
- Many of the destroyed main ship systems have missing collisions. (scr012)
- Sometimes there is only one engine of the Delta-7B fighter shining. (scr013)
- The hangar of the CIS main ship: The “true” hangar borders are moved at about 20 meters to the left, so that you can still shoot the first 20 meters in the hangar and on the other side of the hangar you can shoot only when you’re 20 meters away from the hangar shields. (scr014/015)
- There are two places where the corridor in the interior of the Venator ends in open space. (scr016/017)
- The destroyable Venator has no name. (scr018)
- You can be hit by auto turrets when you’re in the INTERIOR of a ship.
- The target information doesn’t work. (scr019)
- When you’re behind the Lucrehulk ship and you fire the laser beam vanishes directly in front of you. Or better said: It doesn’t vanish, it looks like it’s hitting an invisible wall. I think this happens because you leave the battle field but a message that you leave it isn’t shown.
- When you fly into the openings on the left side of the CIS main ship (where there are the little shields on the other side) the walls, floor and ceiling has no collisions. (scr020)
- There are many missing collisions on the upper side of the main ships, especially the CIS main ship. (scr021/022/023/024)
- There is a long gap right at the front of the CIS main ship on both sides. (scr025)
- Some of the fighters in the republic hangar are sustaining damage. (scr026)
- The command post on the Venator command bridge… it stands a meter or so under the bridge. (scr027)
- There is a place on the bridge, where you fall through the floor. (scr038)
- You can walk through the hangar shields. (scr028)
- Sometimes the game crashes without any error message.
- Much strange AI behavior (e.g. scr031).
- The flames of the destroyed Venator don’t vanish. (scr034)
- The hangar on the bottom of the Venator right behind the CIS main ship (in direction of travel) has no “interior fitting” and there is a hole in the wall. Removing the hole would look better and also some things in the hangar – interior fittings.
- You could add systems like life support systems etc. to the Lucrehulk ship, so it is a second main ship for the CIS and add blue markings on its surface.
- You can’t get out of the command bridge of the Venator. Maybe a second teleporter, that brings you back again?
- Republic: It would be cool if you could decide yourself in which hangar you’re spawning – more different command posts and not only one with spawn points scattered over the whole big ship.
- The weapons of the V-Wing should be stronger, but should overheat.
- The energy of the Delta-7B is too much. You can cruise over the whole map without stopping for energy reload. (If you raised the energy only for testing – thank you, that’s very useful.
) - CIS main ship, upper surface: This area behind the viewpoint is very blank… and the “rostrum” of the sensor relays looks a bit… strange. The corners could be “rounder” (or how you say it in English…) (scr030)
- Maybe another spawn point in the other side of hangars in the Venator?
- There is nothing in the other hangars in the main hangar area of the Venator. Couldn’t there be some fighters and spawn points? (scr032)
- When you fly with full speed in a hangar, there are these white dots… can’t describe it, look at the screenshot: scr035. They shouldn’t appear when inside a hangar.
- The front of the CIS main ship has these yellow markings… they’re typical for the republic, which looks a bit misplaced. (scr036)
- I think some parts of the CIS main ship are too bright. E.g. this: scr0037
- Many things are too hard to destroy (e.g. the main ship guns)… and some are too easy to destroy (e.g. the core of the Lucrehulk ship).
- You could add systems like life support systems etc. to the Lucrehulk ship, so it is a second main ship for the CIS and add blue markings on its surface.
- There isn’t the possibility to destroy systems from the interior of the ship. Would be nice, if there is.
- In the CIS hangar should be more fighters, scattered all over the big hangar. Each crowd of fighters should have one or two own spawn points. That would look better… a big hangar with only a little group of fighters in one corner doesn’t look good. (scr029)
- It would be a very cool feature, if there are gates in front of the hangar shields of the CIS main ship, as seen in episode III, which can be closed by shooting at a control panel in the interior of the ship.
- It would be cool too, if some of the Acclamators or maybe even a Venator would fly around the map, as in Space Mygeeto.
- It would be nice if there would be some frigates appearing after some time, as “reinforcements” on both sides.
- It would be a very cool feature, if there could be a hangar in an Acclamator!
- Bombers would be nice, on both sides. The main guns are very hard to destroy!
Last edited by _DeltaForce_ on Wed Oct 13, 2010 10:53 am, edited 3 times in total.
- Lagomorphia
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Re: Clone Wars - Space Boz Pity
Stock ships would fix that. And the collision issues. And the texture issues.About the Providence interior, well, it's gonna be a problem since the only interior for it are the hangar with no doors for a custom interior and the bridge part.
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Darth_Squoobus
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- Location: over the hills and far away
Re: Clone Wars - Space Boz Pity
Nothing to fix. The two stern doors are all you need.Lagomorphia wrote:Stock ships would fix that. And the collision issues. And the texture issues.About the Providence interior, well, it's gonna be a problem since the only interior for it are the hangar with no doors for a custom interior and the bridge part.











