Vyse wrote:The cieling texture doesn't look good because that's not what mos eisly ceilings look like.
Keep in mind, this isn't a Mos Eisley ceiling, per se, because it's an underground passage. Presumably, it looks that way because it's a cut rock tunnel - which seems like the kind of thing a Tatooin-ian would do, what with building their houses out of super-adobe.
Like they said, add dust/grime to the metal parts that you end up keeping.
I like the mosaic idea to a point. I don't think that mosaics work, but rather paintings would, however, you wouldn't find that in a governmental building-- keep any celing paintings strictly residential.
Remember that Luke's house had a 'leopard skin' painting on his dining room celing.
However, it also looks very... i dunno, bland. Granted, it is tatooine, but i think the floor needs some floorboards, or a plank or something. Something that would differentiate it from the ceiling and walls, as well as giving a foothold to the character to walk on. Especially on the inclines, as in reality characters would have loose sand to deal with.
Some locals would really add some atmoshere to the map. A couple civilians, twilek dancers, jawas, some of droids rambling around that sort of thing.
You could make the local side a anti-everyone side, then only give weapons to 1 or 2 units so only some of them are fighting (If someone started having a battle in the cantina when was having my morning coffee id be pretty pissed lol)
It would be a shame to have the same annoying BFII side in such a great map...
I think the 2nd hallway pic is good as it is.It just needs like a pipe,or box occasionaly,and mabey the underground lighting will tone the color down.Its just a little....it dosent really have much charatcer without scenery.
That would add some atmosphere to the gameplay, but it would be pretty difficult to pull off in my opinion. Of course, you could always reskin a geonosian into a toydarian and stuff like that .
I´m thinking about the spawnpaths and i guess it will be a good idea to locate them not so near to the CP.
Think about docking bay 94 (the one with the falcon). If you made it into the docking bay and get the CP it would unfair if just the second before you get the CP a couple of enemies spawn around you and possible kill you.
If the spawnpath would be outside the docking bay the enemies have to walk back into the dockingbay and need to kill you there.
So you have a chance to get the CP placing some mines if you have any looking for cover and cry for help until the enemies walk in from outside.
They won´t spawn far away just outside the building.
Just another question. Would you like to have a ATST on the map or not?
Someone mentioned a self damaging ATST before. I like the idea need to repair the ATST from time to time because of all that sand but dunno if it´s possible
Hm, ATST... Did they have them in Mos Eisley?
Personally, I wouldn't want one in it, but if it was in Mos Eisley, then I'll accept it.
I like just like fighting with ground units. I find it too easy with ATSTs.
Epena wrote:Just have a fixed animation for stuff. Doesn't actually need to be a unit. Think about it, the rancor eats, but is he a unit?
That would be a lot of work though.
It would take me a half hour or hour to create a "Idle" animation of someone standing making the gesture of drinking. (raising the hand to the mouth etc.)
Then you would just replace the weapon mesh with a glass or cup mesh and make it so the unit can't move in the ODF.
I duno about self damaging AT-ST. It should just be severly limited.
It needs a larger spawning time. Also puting some mineing hint nodes around the streets and giving the rocket launcher some acurate damage would also help n00bing down the AT-ST a bit.