Posted: Sun Dec 18, 2005 9:11 pm
http://i18.photobucket.com/albums/b131/ ... hormap.jpg
Ithor Level Map!
trans i know youre on dial-up for a little while, if you want to wait and look into it when you wont have to wait forever for it to load, thats fine.
OK now for the explanation. I pulled everything i could from the description in the book (stated outright or implied).
the yellow hexagons are command posts. the color of the hexagon inside shows which side it should initially belong to. red-vong, blue-reps. the lighter colored ones could either belong to them to start out with, or be easily captured. the yellow one (3) could either be rep or neutral to start out with.
the white places are corridors/rooms. the gray places are optional corridors (weren't mentioned in the book, but would make gameplay better imo)
the orange rectangles at the top are vong transports. that cp (1) should ideally be located inside of the middle vong transports, and if possible, vong would randomly spawn in one of the transports. if not, the cp should just be outside of the transports i guess. behind the transports should ideally be a broken window (where the vong blasted their way in) and a view over the ground of ithor. the space between 1 and the * right below it is the "promenade" mentioned in the book, however you want to interpret that. i just pictured it as a wide staircase.
the cp in the middle (2) is in the middle of the 'battle arena', the area with "plazas" separated by trees. the bluish circles are the plazas, and tho its hard to tell, the lighter ones should be higher up. the rectangles connecting the circles are the walkways. ideally, they should curve both horizontally and vertically (the book actually stated such), although i realize this may not be possible. although i didn't show it, it would be nice to have walkways along the walls. also, i have no clue if its going to be possible to resize moddels using the bf2 tools, so the platforms may just be all the same size.
the spaces in between the platforms should have trees rising up. it should be difficult to see through (the book said you couldn't see from one side of the room to the other), and ideally impossible to shoot through, as it would be annoying having bots attacking you from halfway across the map and not being able to figure out where they're coming from.
i had originally envisioned the platforms in the map as the ones from kamino, perhaps reskinned or recolored to a more platlike, greenish appearance. it might also be possible to use the platforms from kashyyyk or even the ewok platforms, tho. the corridors could be from kamino or possibly tantive iv, perhaps reskinned or recolored as well.
oh, and the platforms don't have to follow this exact layout, the book didn't get that specific. the entire room could even be made larger or smaller to fit the way the map plays and how much work we want to put into it.
ok, cp 3: 3b* is where Mara started out in the battle, although i thought might be more appropriate to put the cp in a corridor off to the side of the main room (3a).
cp 4: 4 is where anakin and daeshara'cor started out. in planning the map, i thought we might be able to use the curved "computer room" from inside the platforms on the kamino map. anyways, they moved up that corridor and entered the 'arena' at 4*. the book mentioned "planters" along the corridors, so if we could find a moddel of something like that ingame, it would be very useful. it would help to distinguish the atmosphere of the map from the ones that we'd pull the majority of our other props from.
on a side note, the book mentioned daeshara'cor's skin was greenish, so perhaps we could do a recolor of aayla for her, although i think she only had one lightsaber. maybe we could take the other one away.
cp 5: this is the "opal grove"/med station or something like that. theoretically then, we should put a lot of med droids in here, and the most exotic looking trees we can find, with the possible exception of the felucia bubble plants. oh, it doesn't have to be circular. beds/stretchers would be good too.
depending on just how big we want to make the map, we could include more than one cp inside the 'arena'. these optional cp's indicated by *'s.
classes for this map should include (once we get them made, obviously), chazrach and vong warriors for the vong, and new rep soldiers and generic jedi (from the coruscant campaign level) for the NR. the best way to do that imo would be to have the chazrach and soldiers the initial class, and the vong/jedi the 'bonus' class, which you have to earn a certain number of points to use (like the jet trooper, magnaguard, dark trooper, wookiee...).
heroes for rep could include anakin, daeshara'cor, luke (probably our initial choice, since he's already ingame), mara, kyp durron, or wurth skidder. the hero for the vong should probably just be a more powerful version of the standard warrior, called a commander or something (there were no notable vong in this battle).
alternately, the 'initial' republic class could be the generic jedi, as it didn't really mention any rep troops in this battle, and depending on how we balance them, the vong could be a match for even a jedi. then, we could have five more "classes", requiring a certain number of points and with a unit max of 1. each of these classes could be one of the heroes mentioned above (probably excluding wurth skidder, the least "famous" of the jedi mentioned).
no vehicles for this map, less units to make.
Ithor Level Map!
trans i know youre on dial-up for a little while, if you want to wait and look into it when you wont have to wait forever for it to load, thats fine.
OK now for the explanation. I pulled everything i could from the description in the book (stated outright or implied).
the yellow hexagons are command posts. the color of the hexagon inside shows which side it should initially belong to. red-vong, blue-reps. the lighter colored ones could either belong to them to start out with, or be easily captured. the yellow one (3) could either be rep or neutral to start out with.
the white places are corridors/rooms. the gray places are optional corridors (weren't mentioned in the book, but would make gameplay better imo)
the orange rectangles at the top are vong transports. that cp (1) should ideally be located inside of the middle vong transports, and if possible, vong would randomly spawn in one of the transports. if not, the cp should just be outside of the transports i guess. behind the transports should ideally be a broken window (where the vong blasted their way in) and a view over the ground of ithor. the space between 1 and the * right below it is the "promenade" mentioned in the book, however you want to interpret that. i just pictured it as a wide staircase.
the cp in the middle (2) is in the middle of the 'battle arena', the area with "plazas" separated by trees. the bluish circles are the plazas, and tho its hard to tell, the lighter ones should be higher up. the rectangles connecting the circles are the walkways. ideally, they should curve both horizontally and vertically (the book actually stated such), although i realize this may not be possible. although i didn't show it, it would be nice to have walkways along the walls. also, i have no clue if its going to be possible to resize moddels using the bf2 tools, so the platforms may just be all the same size.
the spaces in between the platforms should have trees rising up. it should be difficult to see through (the book said you couldn't see from one side of the room to the other), and ideally impossible to shoot through, as it would be annoying having bots attacking you from halfway across the map and not being able to figure out where they're coming from.
i had originally envisioned the platforms in the map as the ones from kamino, perhaps reskinned or recolored to a more platlike, greenish appearance. it might also be possible to use the platforms from kashyyyk or even the ewok platforms, tho. the corridors could be from kamino or possibly tantive iv, perhaps reskinned or recolored as well.
oh, and the platforms don't have to follow this exact layout, the book didn't get that specific. the entire room could even be made larger or smaller to fit the way the map plays and how much work we want to put into it.
ok, cp 3: 3b* is where Mara started out in the battle, although i thought might be more appropriate to put the cp in a corridor off to the side of the main room (3a).
cp 4: 4 is where anakin and daeshara'cor started out. in planning the map, i thought we might be able to use the curved "computer room" from inside the platforms on the kamino map. anyways, they moved up that corridor and entered the 'arena' at 4*. the book mentioned "planters" along the corridors, so if we could find a moddel of something like that ingame, it would be very useful. it would help to distinguish the atmosphere of the map from the ones that we'd pull the majority of our other props from.
on a side note, the book mentioned daeshara'cor's skin was greenish, so perhaps we could do a recolor of aayla for her, although i think she only had one lightsaber. maybe we could take the other one away.
cp 5: this is the "opal grove"/med station or something like that. theoretically then, we should put a lot of med droids in here, and the most exotic looking trees we can find, with the possible exception of the felucia bubble plants. oh, it doesn't have to be circular. beds/stretchers would be good too.
depending on just how big we want to make the map, we could include more than one cp inside the 'arena'. these optional cp's indicated by *'s.
classes for this map should include (once we get them made, obviously), chazrach and vong warriors for the vong, and new rep soldiers and generic jedi (from the coruscant campaign level) for the NR. the best way to do that imo would be to have the chazrach and soldiers the initial class, and the vong/jedi the 'bonus' class, which you have to earn a certain number of points to use (like the jet trooper, magnaguard, dark trooper, wookiee...).
heroes for rep could include anakin, daeshara'cor, luke (probably our initial choice, since he's already ingame), mara, kyp durron, or wurth skidder. the hero for the vong should probably just be a more powerful version of the standard warrior, called a commander or something (there were no notable vong in this battle).
alternately, the 'initial' republic class could be the generic jedi, as it didn't really mention any rep troops in this battle, and depending on how we balance them, the vong could be a match for even a jedi. then, we could have five more "classes", requiring a certain number of points and with a unit max of 1. each of these classes could be one of the heroes mentioned above (probably excluding wurth skidder, the least "famous" of the jedi mentioned).
no vehicles for this map, less units to make.