Naboo: Theed Hangar
Moderator: Moderators
-
Koolaid7g
- Rebel Sergeant

- Posts: 218
- Joined: Wed Mar 01, 2006 4:14 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Yes, there will be 3 different levels in the generator room. And yes, there is the ability to hop from one level to the next (but only as a Jedi). There is slim to nil possibility of having AI stay on the bottom layer, and no chance whatsoever of them reaching top layer (as regular troops). The way that I'm going to have it set up is to have all players traverse down the main catwalk only, thus cutting back on MAJOR pathing problems that may arise.
-
Elmo
- Field Commander

- Posts: 962
- Joined: Wed Nov 08, 2006 5:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
thought soKoolaid7g wrote:Yes, there will be 3 different levels in the generator room. And yes, there is the ability to hop from one level to the next (but only as a Jedi). There is slim to nil possibility of having AI stay on the bottom layer, and no chance whatsoever of them reaching top layer (as regular troops). The way that I'm going to have it set up is to have all players traverse down the main catwalk only, thus cutting back on MAJOR pathing problems that may arise.
-
Protector_Pulch
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Another point I thought I'd raise is when you're up against a jedi online, (regardless if there he has push or not) and there isn't a rocket class how do you deal with him? Sniper? Engineer? Sure, but that's alot harder to kill them then and very frustrating. The upped grenades don't do much against a human player as a jedi. 
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
- trainmaster611
- Sith Lord

- Posts: 1779
- Joined: Thu Aug 24, 2006 5:22 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Building a railway to Coruscant
- Contact:
An excellent idea!Protector_Pulch wrote:Are the three levels acessible individually ? I mean, one acess for each level. If not, things can get rather unfain, when the defending team blocks a door with lots of mines.
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
The Engineer you need to be close, and the Sniper you need to be really good to be able to smack a living jedi multiple times before he finds you and kills you via throw or just a normal kill.engineer is just as good as "rocket guy" vs jedi, so is sniper. just need headshots.
It's true it can be done, it's just alot more likely to shed your blood.
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
-
Elmo
- Field Commander

- Posts: 962
- Joined: Wed Nov 08, 2006 5:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
We are getting a bit off topic with this argument about force. But, I don't understand waht all the fuss is about. It'll be like Death Star with the walkways. And then it'll be like facing darth vader in the tunnels of hoth. Which is fairly easy. I've killed Vader on MULTIPLAYER... MANY times. It'll just be like Death Star... can you manage fighting a jedi in the Death Star? If so, you should manage fine on THIS map 
- arty
- Rebel Sergeant

- Posts: 190
- Joined: Tue Sep 12, 2006 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
-
Protector_Pulch
-
Elmo
- Field Commander

- Posts: 962
- Joined: Wed Nov 08, 2006 5:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- arty
- Rebel Sergeant

- Posts: 190
- Joined: Tue Sep 12, 2006 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
-
Koolaid7g
- Rebel Sergeant

- Posts: 218
- Joined: Wed Mar 01, 2006 4:14 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Alright. For the initial beta release, more than likely I'll have everything at default (for the most part). I AM going to tinker with individual weapons and powers though, just to increase the "funness" of it. Heroes are going to be an issue though. What may end up happening is that I'll have the hero have a standard healthbar to bring them back down to earth.
-
Elmo
- Field Commander

- Posts: 962
- Joined: Wed Nov 08, 2006 5:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Protector_Pulch
Hmm, does that mean to other version could include modified hero gameplay ?Koolaid7g wrote:Alright. For the initial beta release, more than likely I'll have everything at default.
Anyway, I accept the compromise of keeping most things as they're now - I just want a working beta version, details don't matter^^
-
Koolaid7g
- Rebel Sergeant

- Posts: 218
- Joined: Wed Mar 01, 2006 4:14 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
-
Elmo
- Field Commander

- Posts: 962
- Joined: Wed Nov 08, 2006 5:13 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Protector_Pulch
Right, you wanted to do a new Qui-Gon...you're sure you want to spend (no, not waste !) your time on him ? Anyway, that's your choice. We can only win: Either we get a new Qui-Gon, or this fine map is released earlier - doesn't that sound good ?Koolaid7g wrote:-player models (looooooong ways down the roaad)
