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Posted: Mon Feb 05, 2007 11:16 am
by SymbolS
Yeah, I read that post over and over and :?:

Posted: Mon Feb 05, 2007 12:29 pm
by TheRocket
ok ill explain it it words ull understand
MAP IS GOOD!
the picture on the 1st post wouldnt load so
i couldnot see hod cool it was
do u understand?

Posted: Mon Feb 05, 2007 3:58 pm
by Ateas
Your'e right, it does look good. But how do you know it is good? It hasn't been released yet.

I understand, but theres no excuse for typing/ grammar that bad. (Unless your first language is not English)

Posted: Mon Feb 05, 2007 4:06 pm
by Fusion
It looks very Halo-ish, which means that I'll be downloading it.

Posted: Mon Feb 05, 2007 5:19 pm
by FOOLIS
I think there are too many objects of different maps!!! :?

Posted: Mon Feb 05, 2007 5:34 pm
by Ateas
I think there are too many objects of different maps!!!
Is variety bad?

Personally, I think maps with only one maps assets are boring.

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Posted: Mon Feb 05, 2007 6:15 pm
by Rekubot
I love the detail that's been put into this map. The idea of E-11 blaster rifles stacked up against the wall like that reminds me of Jedi Outcast. It's also why Schizo's Saleucami: Valley was so great, because of all the little details. I hope you have lots of them!

Nice terrain blending/placement by the way.

Posted: Tue Feb 06, 2007 12:58 am
by Protector_Pulch
FOOLIS wrote:I think there are too many objects of different maps!!! :?
Don't worry, I had objections to this as well, but Penguin promised she'd concentrate the different themes, so you will hardly see the two themes of kashyyyk and Deathstar together.

@Rekubot: the stacked rifles ain't Penguin's idea: They're included in the Deathstar control room she's using.

@ Even if English isn't your first language, you should always strive for an acceptable level of comprehensibility. Nobody will request perfect English here in the forums, but that's no reason not to show some ambition.

Posted: Tue Feb 06, 2007 1:34 am
by Penguin
Yup, Deathstar Hanger Control room.

Don't know why your complaing about the "difference in map objects" It all blends in nicely :P

Posted: Tue Feb 06, 2007 1:35 am
by Protector_Pulch
It's a matter of taste, and there's no accounting for taste...

Posted: Tue Feb 06, 2007 1:57 am
by Kane13
wow, penguin, you're awesome. your last map was one of my favorite mod maps ever, good ol' verena:Immortal Defence, good stuff

Posted: Wed Feb 07, 2007 1:03 am
by Protector_Pulch
Kane13 wrote:wow, penguin, you're awesome. your last map was one of my favorite mod maps ever, good ol' verena:Immortal Defence, good stuff
If you loved Verena: Immortal Defence, what will you do when you get your hands on Tatooine Valley, which was even better IMHO. But that's a matter of taste, and there's no accounting for taste...

I guess that the concept of having multiple Verena map (Immortal Defense, Skyline, Narcissus) would perfectly fit a campaign...the story for the campaign could go like that:

Republic Recon Commandoes have discovered a CIS plot to invade the vital world of Verena. On Tattooine, a large republic strikeforce tries to intercept the CIS troops decamping form their temporary base. This operation includes a minor force, led by Nina Keij)trying to take the Spaceport and the city in a Valleywhere the CIS commanders have settled down. (this is played on Tatooine: Valley.

After being not able to intercept the CIS forces taking off, the republic fiercely defends the orbit of Verena itself. During the battle, the "Immortal" is heavily damaged and crashes down. (this would require a new space map will all your cool figher reskins or a remake of your Coruscant space map (without Coruscantian elements, for sure!))

The crashed "Immortal" must be defended against the victorious CIS forces trying to finish up the last survivors of the vicious space battle (this is played on Verena: Immortal Defence)

having completed their landing operations, CIS forces invade both the narcissus valley and the city of Verena (this means playing Narcissus Valley and Verena Skyline)

I think it would be foolish to waste the homogenity given in your maps.

Posted: Wed Feb 07, 2007 1:44 am
by Penguin
Mmm, 50/50.

PS: Theres no skyline, This is it. Skyline was being made but The Design was changed into this, Reread the first post :P

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Posted: Wed Feb 07, 2007 1:49 am
by car_gussy!
Penguin this map looks awesome! Keep it up!

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Posted: Wed Feb 07, 2007 7:55 pm
by CamandoMichael
This thing mentions "citizens". What are they and what weapons do you plan for them to have? BTW, what is the smallest amount of time for the release?

RE: Re: :: WIP :: Verena: Narcisuss Valley |56k Warning|

Posted: Thu Feb 08, 2007 12:57 am
by Protector_Pulch
@Penguin: I didn't mean that that litterally. I used "Verena: Skyline" as an abstract term for anything related to Verena that might come in the future, since the "Skyline" map has had many different appearances in the past that might contain one which could make it to a real map project.

Posted: Sat Feb 10, 2007 12:35 am
by Aon
Awsome><

Now, here's Hopin my rig can handle it^^

Posted: Sat Feb 10, 2007 12:39 am
by Penguin
*Hugs Aon* At last! lol.

PS: Adding grass and more trees and enviromental type things to the map, Then I'm going to do some research into Portal Sectors

Posted: Sat Feb 10, 2007 10:17 am
by CamandoMichael
Good, Penguin, but what are the "citizens"?

Posted: Sat Feb 10, 2007 5:27 pm
by Penguin
Citizens xD