Page 9 of 31
Posted: Tue Sep 12, 2006 9:20 pm
by Dohnutt
[SBF]ATATFIGHTR wrote:That would be cool to have maybe 2-3 AT-STs depending on the final size of the map.
Hm, I'd say 2 max. Like I said before, ATSTs are too easy to kill people in. But, then again, it IS harder because the AI use the ATSTs... Ok, I'd rather still not have ATST's, but if they're voted in, then have 2 max... (depending on the map size)
Posted: Tue Sep 12, 2006 10:30 pm
by Tuskenjedi
Maybe they could be self pilotting... :atat:
Posted: Wed Sep 13, 2006 2:52 am
by Penguin
if your doing the AT-ST thing then just add this
addhealth -5
and the health will go down by 5 every second, or you could make slower, like -0.3
Posted: Wed Sep 13, 2006 5:28 am
by Rockwind
hmmm AT-ST would go well in map, as there was an imp base in mos eisley if anybody didn't know. Are u adding the impbase in mos eisley by the way? Because in the book complete star wars locations it says the empire built a small base in mos eisley
Posted: Wed Sep 13, 2006 6:09 am
by Penguin
will you have the Jango Fett areana/landing bay ((not sure what one)) in it?
Posted: Wed Sep 13, 2006 8:12 am
by ~*~Glitch_Master~*~
Syth wrote: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.
Dude bad idea with the rocket launcher! Have you ever played conquest and you aways get hit by those rare people that are heavy troopers and are extremly accurate? Well Im one of those people and tuning up that rocket launcher is a really bad idea for the people with terrible dodgeing skills.
Posted: Wed Sep 13, 2006 8:34 am
by Rends
Penguin wrote:will you have the Jango Fett areana/landing bay ((not sure what one)) in it?
at the moment the arena is outside the playable field and would only be something like an background object.
Rends
Posted: Wed Sep 13, 2006 8:38 am
by Penguin
okay
Posted: Wed Sep 13, 2006 9:49 am
by Rockwind
would the map not be able to hold jango fett arena as it would make it too big?
Posted: Wed Sep 13, 2006 10:17 am
by Protector_Pulch
I think the AT-ST should be some kind of stationary turrets: They either should be standing outside the city, attacking unit on buildings with their blasters, and attacking turrets with the remote rocket, or they could be immobilized , so they're nothing but a big bad turret.
Posted: Wed Sep 13, 2006 10:37 am
by Maveritchell
Protector_Pulch wrote:I think the AT-ST should be some kind of stationary turrets: They either should be standing outside the city, attacking unit on buildings with their blasters, and attacking turrets with the remote rocket, or they could be immobilized , so they're nothing but a big bad turret.
Or even better, station them outside the city and just make all the city entrances impassable for something of that size.
Posted: Wed Sep 13, 2006 11:34 am
by RC-1290
I don't think the Imperials would really let an AT-ST stand still, where everyone has a clear shot, since it an All Terrain- Scout Transport(correct me if I'm wrong) and it's made for scouting. That would give you an agile vehicle, lightly armored so it won't really compromise the speed.
The AT-ST is said to be made to function on planets that didn't allow vehicles with repulsor lift.
Furthermore, the Sandtroopers used Dewbacks becouse other vehicles would be damaged by the Sand, and the Dewbacks were used to the conditions on Tatooine.
Ofcourse the other story would be that you don't see the AT-ST simply becouse it probably wasn't designed when they were making A new hope.
My final Note is: Once the Imperials took control of Mos Eisley, they didn't really need to go anywhere exept for back to the Star Destroyer. They were guarding the city.
Probably I forgot something but, I'll post this for now
Greetings, RC-1290'Dreadnought'
Posted: Wed Sep 13, 2006 12:21 pm
by Rends
Well i think i will decide about using the ATST or not later when it comes to gameplay.
There are reasons to use and there are reasons not to use them.
Have a look at the first 2 finished Objects
(For those who don´t know it. Each model needs to be uvmapped, a texture, a shadowobject, a collision and lowres model)
first one is the ironscrap from an old spaceship (seen in the movie right from the transporter)
Next one is the sideentry of the underground spaceportlevel. It doesn´t have any interior yet so it looks somewhat basic. Hope you like the door texture
Comments?
Rends
Posted: Wed Sep 13, 2006 12:35 pm
by Rockwind
Wow i like the iron scraps. I think u should do quite a lot of bits of metal and stuff hanging around as for after all its a spaceport town. The spaceport interior looks good. All it really needs is some boxes and maybe a astromech droid rolling around inside it and then that will be great
Posted: Wed Sep 13, 2006 2:44 pm
by Epena
You really ought to make the wall to celing transition less abrupt. Not rounded, but less abrupt.
Posted: Thu Sep 14, 2006 12:27 am
by Protector_Pulch
The door textures is good.But like Rockwind says, you need props - you need lots of them. I'd also say that you should have a fighter on a high building, that can hardly be reached,so people are busy figuring out how to get there.
Posted: Thu Sep 14, 2006 4:56 am
by Rockwind
Yeah thats quite an alright i idea proptector_pulch.
So can we go inside a lot of the buildings and explore?
Just one more question, is it possible to make a building that could explode? I know it would take a while to do but i'm just asking

Posted: Thu Sep 14, 2006 7:24 am
by Rends
don´t worry guys. the interior will be done later and i will change the ceiling texture too.
Posted: Thu Sep 14, 2006 5:47 pm
by [SBF]ATATFIGHTR
those models look great in game.
Posted: Thu Sep 14, 2006 7:47 pm
by Customapshelp
This map is the best that i have seen. Its going to be awsome in the game. I cant wait to play it. Keep up the good work!
PS: I sent you a PM