That makes sense. It gives the feel but not the annoyance that could ruin game play. Good luck!how about ading LOTS of turrets? Razz and then minimize the damage?
Space Deathstar
Moderator: Moderators
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Alpha
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Protector_Pulch
I don't think that Minilogoguy was "insulting". He just gave some constructive criticism, which was really straight to the point. I don't see any reason to count this as an insult.
[X] for the "many weak turrets" idea
I'd also like to see that fighters can't slow down and always fly at max. speed..so you'll have to rely on your reflexes instead of "stopping" before any obstacle in the trench, orientate newly, "stop" in front of the next obstacle.
And there's another issue: You must enforce people to actually fly in the trench, and keep them from attacking the shaft from above. This could be done by placing really lethal turrets with short range to the left and to the right of the the trench: These turrets can't affect the dogfighting above, nor shoot down the players in the trench, but snuff out anything that comes from the sides.
[X] for the "many weak turrets" idea
I'd also like to see that fighters can't slow down and always fly at max. speed..so you'll have to rely on your reflexes instead of "stopping" before any obstacle in the trench, orientate newly, "stop" in front of the next obstacle.
And there's another issue: You must enforce people to actually fly in the trench, and keep them from attacking the shaft from above. This could be done by placing really lethal turrets with short range to the left and to the right of the the trench: These turrets can't affect the dogfighting above, nor shoot down the players in the trench, but snuff out anything that comes from the sides.
Last edited by Protector_Pulch on Mon Jan 29, 2007 12:43 am, edited 1 time in total.
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Redline
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Delta-038
Hello Author, I can't stress enough........please focus on the QUALITY of the map as well. What I mean is emphasize on the LIGHTING of the map along with shadows/shading on higher resolution textures and incorporate all of those features seamlessly. The structure for the map itself is superb......the trench is literally TO SCALE the way it was in the movies.......only petty complaint I would adjust is simply KEEP the space between the trech the same, just raise the walls on the side slightly higher to get the feel of a more authentic 'trench' as they don't appear as 'steep'. Other than that, this is looking to be a successor of 11of3's first Death Star map (not that I'm comparing your work, to each his own). Just keep in mind to release an asthetically pleasing map to the eye featuring quality (good/high lighting, shadows, dynamic lighting and higher resolution textures/more textures). Those are important just as the over all structure of the map.
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Redline
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FOOLIS
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Redline
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LastJedi
- Gogie
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SymbolS
LOL, you shouldn't be too critical razgriz. He's trying his best.Gogie wrote:Razgriz wrote:Needs new texture, buildings, and the trench needs more obstacles.ya know, for someone who can't even mod or model, you sure are overly critical.Razgriz wrote:sorry but still some things
1. engines to far out
2.engines need to be flattened more.
3. Model to tubular.
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Razgriz
I was giving Constructive Critisizim guys i mean im just trying to help him along with the things he needs. Redline i appoligze if i was harsh. Sorry if i seem a little flamed but ive been having a bad day and gogie your just out of line. You think maybe im a little busy to do those things? That i have school and extra charicular activities? Im not in highschool so i dont have a class with computer design where i can do that. I dont even have my games installed! So that was just really rude what you just said.
Last edited by Razgriz on Sun Jan 28, 2007 9:47 pm, edited 1 time in total.
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SymbolS
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Razgriz
- Gogie
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Raz, you can't say your too busy to mdoel, I do all my modeling at home ,4 hours a day, i also spend 5 days a week at work, plus another 5 days at school (high), I spend 2 days with my gf, and my weekend with my best freind, I still find time to model.
and im sorry if I am being a little rude lately, but everyone is critisising evryone else, and it is really starting to get to me, expecailly with all the other stress I am under. (Exams, and I've had to study an extra 5 hours a day, and fit in my mapping)
I'll prolly be good ol' happy krazy Gogie, in a few days.
and im sorry if I am being a little rude lately, but everyone is critisising evryone else, and it is really starting to get to me, expecailly with all the other stress I am under. (Exams, and I've had to study an extra 5 hours a day, and fit in my mapping)
I'll prolly be good ol' happy krazy Gogie, in a few days.
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crazytieguy
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Protector_Pulch
Destroy # Crazy TIE guys...hehe.
I don't think this campaign-concept would fit the map...the Battle of the Death Star is just about one thing: firing a torpedo right into the exhaust, everything else doesn't matter. So it should be left to the players whether they want to gain space superiority first, destroy some turrets or just run for the exhaust.
I don't think this campaign-concept would fit the map...the Battle of the Death Star is just about one thing: firing a torpedo right into the exhaust, everything else doesn't matter. So it should be left to the players whether they want to gain space superiority first, destroy some turrets or just run for the exhaust.
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Blueline
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Redline
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Protector_Pulch
Don't worry, Redline's English is even worse. One just has to be carful not to mistake you two.Blueline wrote:Its Redlines first Model! I like it! And the map is great to, its cool when you fly over the deathstar! But its hard, there are to many turrets^^
Sry for my bad english^^
But when seeing Redline's syntax, and how he uses the german word "Idee" instead of "idea" makes me suspect that german is his mother tongue...so, where do you come from? Germany, Austria, Switzerland, Belgium? And are you related to Blueline, since you two share a very similar name?
