Thanks Rekubot! I'm happy you enjoyed it. Now to the discussion...
Rekubot wrote:1) I'm not entirely sure whether you intended the water to be like that or not, but I just thought I'd point it out.
Yeh...

Unfortunaly, since multiple layers of water is not supported by the game, I can't recreate the pond. I also can't change the model, and I'm not sure how to make the water completely transparent (I tried and that was the result). Since it was different and looked sort of "creepy" I left it. There must be some way to fix it, any idea how?
2) The Jedi ought to be stronger. You wait ages for them to be unlocked while getting flattened by the droid forces, go to destroy the shield generator and get instantly picked off by a hail of laser fire. I think they should have increased health and auto-heal (not particularly strong auto-heal, but they should at least be able to recover).
The reason I gave the Jedi health packs instead of the autoheal ability, is that the autoheal cancels the Mindtrick effect (any stealth field weapon is affected by this). As to their health: I'll increase it, but by how much do you think? Since their purpose is purely attack-support against the generator, not to attack it themselves (that's the job of the anti-armour units, see below), I don't want to overpower them.
4) There seems to be some localization problems in that in my version of the game (UK English) I don't have any instructions on what to do in the campaign mode, all I can do is follow the arrow and be surprised.
3) The shield generator is pretty hard to take down. I'm not bothered by its strength (in fact I like a challenge) but other people might get bored being flattened by the droids as soon as they enter the vicinity. Just thought I'd mention it.
Sorry about the localization problem. Usually I just copy-paste the US-English into all the other languages (I'm terrible with other languages) but since the mode wasn't finished, I hadn't done that yet.
On a similar note: The generator... Was it the droids, or was it the radiation (damage region) around the generator? I mention in the objective that getting too close to the generator is dangerous. Now you have to get REALLY close (melee range) but there is a reason for this: It was too easy for the Jedi to just jump on top of the generator and slash away without fear of getting shot.
That aside though, you are right about the hail of fire. I'm hopeing that when I get the AI to spread out to the choke points, that this problem will at least be reduced. Another thought: How do you think it would be if I moved the CP to the other side of the tunnel? I think I'll do that unless you can think of some reason not to.
5) You never get to play as the Sith in the campaign because as soon as you wear the Republic forces down to 0 you get the victory message.
I'm assuming you were able to keep the CPs then huh? That's a slight flaw I've been trying to think of a way to fix for a while now... At the moment, the defenders have an advantage, but I'll try to fix this.
Anyway, thanks again for testing it! If you don't mind, I'll make a couple changes (move the CP, fix the localizer, etc) and then send you another link to try it out. Talk to you later.
@Aksel3
It's not too late! It would be VERY helpful if you could make some skins for the Empire, CIS, and Rebels. I've already done a couple of the Republic skins myself so I'm going to try and finish the rest of that faction if you don't mind.
@Hebes24
It's not that tough, but mind you I've had training in computer programming so I have an advantage. If you get the desire to be reckless, take a look at the campaign scripts and see if you can follow them. They may be long (and complicated), but just take it one objective at a time, and after a while you should be able to understand it (but don't feel bad if you can't. People usually go through years of schooling for this kind of stuff).