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Eddie's Tynna Map

Posted: Sun Jan 02, 2005 12:04 pm
by eddie
EDIT: Download link:

http://www.gametoast.com/files/eddies/e ... a_v099.exe

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Even I did not finish my previous maps (Death Star, Dantooine; just some small stuff to do), I started creating a brand new map on the world on Tynna.

Announcing Eddie's Tynna Map:

This is a large scale map with reb village, imp base and battlefield in the middle, river going through it, cliffs, flat area, vehicles,....

Here are some first screenshots:

Image

Posted: Sun Jan 02, 2005 12:42 pm
by vervecroft99
looks the best one yet cant wait to have a game on it, keep up good work and i really like your maps. this one looks another totally unique map and will add something different to the selection of maps available.

keep up the good work.

Posted: Sun Jan 02, 2005 4:47 pm
by PR-0927
Hmm, how do you change the mini-map in the left-hand-bottom corner? It looks professional!!

Keep it up!!

- Majin Revan

Posted: Sun Jan 02, 2005 10:01 pm
by eddie
it is just regular area map (eg tat1_map.tga). Make one for for level and that is it.

Posted: Wed Jan 05, 2005 1:09 am
by eddie
Version 0.99 is out. Download link at the top.

Posted: Wed Jan 05, 2005 1:56 am
by TyrannicalFascist
As my old band teacher would say, "it just keeps getting gooder and gooder!" :D

Posted: Wed Jan 05, 2005 7:47 pm
by hooteni
whats new in .99?

Posted: Thu Jan 06, 2005 1:55 am
by eddie
Good point. Imp base redesign, additional tie, better AI control, CW era

Posted: Sat Jan 08, 2005 12:31 pm
by Drawde
This is a great map, good work!
It's definitely one of my favourite SWBF maps overall, even if it isn't based on one of the
film locations. It really shows up how restrictively small most of the original maps are; it's the
first map I've played (other than the Death Star one) where air units are really effective.

One possible suggestion for improvement would be to add one or two anti-air laser turrets (from the Bespin map)
to each side's main base. The large, open map makes it very easy for fighters to strafe ground forces, and there
aren't many infantry or vehicle weapons that can even hit air units.

Also, congrats to the SWBF developers for making an AI that doesn't require vast quantities of scripting
and pathfinding to work - as with the Battlefield series, where, because of this, most mappers never bothered
to add AI support and therefore 95% of user maps have no offline/co-op support.

Posted: Sat Jan 08, 2005 1:18 pm
by eddie
thanx for suggestions, will do, most likely....