Schizo wrote:This map is incredible. Easily one of my favorites. It not only made me realize how crappy my Imperial facility in my Kessel map is, but also on how to make it better. This map has given me a lot of awesome ideas. I'm probably going to completely redo the entire facility in my Kessel map. Thanks for the awesome map, man. Definitely a keeper.
Thanks mate. Your Kessel map looks pretty cool from what I have seen. I´m happy that I could give you some inspiriation though. Good luck with your map.
ARC_Trooper_phi658 wrote:yeah, the lighting and the many dead ends were the only things that I had a problem with. maybe for the final, get lighting like the death star or something.
Yes, the map was supposed to be dark. I see the point that its hard to see something especially when the sun is shining outside. On the other hand I thought that the darkness would add to the gloomy atmosphere and that it would make the characters blend into the environment to make it a bit harder to figure out where someone is shooting/sniping you from.
However I lit the "indoor" area in different colours. But I don´t know if this can be seen with every graphics card on every graphics setting.
The many deadends were not supposed to confuse anyone. The idea was to have separated rooms around a CP where people spawn in, and where you don´t have to pass through in order to get a CP. So these deadends are actually meant to be spawn-rooms, which is sth. I wished they had done for the shipped maps, since I think there are two significant advantages to it: It gives the faction that owns a CP a more or less safe place to spawn in, and if you are taking an enemy CP you do not have enemy units surprisingly spawning around you.
I think a useful solution would be to mark the doorways that lead somewhere and those that lead nowhere differently. If I remember correctly there are red and green doorway lights somewhere in the assets. I think they might come in handy here.
Ace_Azzameen_5 wrote:These maps always rock.
Something about the side stats kicks [word not allowed] (rebel jet pack?)
You have new Particle FX, light FX, new models, killer layout mood, new animated doors...
You could add a few region triggered animation events to complete it, something that falls over when you walk near it or something, but more importantly:
Its too dark. Lighten it up OR give all the units a 5th flashlight weapon.
Thank you Ace. You must´ve been commenting on every map I made since my first Tatooine Canyons. So, thanks for your continuous support.
As a matter of fact, none of my FX, models or animated doors is all new.
They are, except for Rends´ containers, of course, all taken from the assets. All I did was changing colours, textures, values or combining different FX into one.
Your suggestions are really cool. I was thinking about this kind of stuff when I made the map, so you can say we have the same ideas about what would be cool.
The problem with flashlights and lights that can be switched on and off (apart from figuring out how to make them work) however would be that they would probably only work with omnidirectional lights which are only shown on high graphics settings.
My maxim when I made this map was "Keep it simple!" and "Do not go overboard with objects and environmental fx!"
But I could indeed think of a separate game mode where triggers and switches could be of importance.
lieutenantcoda wrote:my review: why all units, except pilots, do not have full auto fire?
could there be a spawn point somewhere near the lambda
shuttles? jus asking.
why boba's jet does not hover?
awsome weapons
The non- or semi-automatic weapons appeared more star warsy to me. I haven´t seen a storm trooper ever using rapid fire in the movies. The Rebel Heavy Blaster has auto fire aswell. All the other weapons (pistol, shotgun, sniper rifle, bowcaster etc.) aren´t automatic in the shipped game either.
Making a spawn point near the shuttles would not work with the idea of separated spawn rooms. However I placed some sort of recreation area near the shuttles with a health and ammo droid so that you can at least refill halfway to the central hangar CP.
Boba´s jetpack is a mixture of hover and jump jetpack. Don´t know, but somehow the jump packs appeared more realistic to me and closer to what I see in the movies. The hover effect however only allows you to jump further or higher. You do not have the same maneuverability as with a pure hover pack. The hover value is much less than on my former map btw.
MercuryNoodles wrote:How did you get the underhanded grenade toss? That's a very nice touch. Reminds of something I saw on the History channel series "Shootout!".
I created four different ordnances with different velocitys for each grenade, combined with different shot elevation values in the odf. The underhand toss was played automatically for the weak toss. Don´t know why but it fits. It´s just the mine drop animation.
Protector_Pulch wrote:This imperial base map is as awesome as your Raxus map. So I won't go on with breathless doxologies - you could read them in the Raxus thread.
There's just a little thing I noticed: in the cooling/flooded room the sky is reflected by the water - although there's a solid roof above it^^
Thank you. The water thing is indeed a bit odd, but it´s only visible with medium water quality setting. Don´t know how to change it though. Maybe I´ll have a look how they did it on the death star.
And the heavy repeater was awesome. Not sure if this is a bug, or I just can't aim, but whenever I scoped with the heavy repeater, I'd always miss.
No, I don´t think that this is a bug.
The thing is that I chose to make this weapon quite inaccurate considering its rate of fire its damage and push radius. Its primary purpose is to be an anti-tank cannon and I had to find a way not to make it an uber weapon; making it useful against vehicles aswell as against infantry, making it not superior to rocket launchers and all the other weapons but still plausible somehow.
However you can increase the accuracy by crouching, not moving and not keeping the fire button pressed.
The sniper scope does not seem to make much sense, but it does help hitting vehicles in the distance. Thought this was necessary since it does not have the rocket launcher´s target lock.