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*WIP* Utapau: Descent
Posted: Sat Apr 07, 2007 11:23 am
by Xavious
I figured it was about time I got back on track for the GameToast Map Pack competition. I also need to get to work on Telos: Restoration Zone for the KOTOR Map Pack, and finish up Dantooine Lakeside for the public release. So, for the time being, I'm putting the 607th Saga on hold untill after the Map Pack competition.
Okay, now that's out of the way, on to this map.
Before we continue, let me clear something up. This is NOT Pau City, as seen in Episode 3. This is a landing port in a different sinkhole on a different part of the planet. As such, this map will feature a different set of sides then the 212th. (More information on those sides will be up later)
The map, as you might see, is bowl shaped. The Republic starts at a landing pad at the top of the sinkhole, and fights its way around the sinkhole in a downward motion. (Thus, Utapau:
Descent.) I have placed Command Posts at several locations along the way, which the Republic captures as they fight their way down.
Vehicles include:
Republic: AT-RT, BARC Speeder, AT-TE, Gunships and ARC-170s.
CIS: AAT, Haifire, Dwarf Spider Droid, STAP, Vulture Droids and Tri-Fighters.
The CIS sides layout will probably be similar to the sides seen in the 607th Saga.
The Republic sides layout is undecided as of now.
Gamemodes are Conquest and a possible Campaign mode.
There are currently
0 beta testing spots left.
Current Beta Testers:
trainmaster611
Thire
wierd165
commander_fusion
EGG_GUTS
[-108-]Gen.2Biosquad
Ateas
Enigmas
AlexSecura
Feel free to post suggestions, comments, and concerns.
RE: *WIP* Utapau: Descent
Posted: Sat Apr 07, 2007 11:50 am
by wierd165
wait so can we beta test? if so can i beta test? *raises hand*
RE: *WIP* Utapau: Descent
Posted: Sat Apr 07, 2007 11:59 am
by Fusion
GT-4 Mappack eh? Sign me up.
Posted: Sat Apr 07, 2007 12:54 pm
by EGG_GUTS
Count me in
Posted: Sat Apr 07, 2007 2:31 pm
by Ateas
Is there still room?
If there is, what the heck. Sign me up.

Posted: Sat Apr 07, 2007 2:38 pm
by [-108-]Gen.2Biosquad
Nice map.

I'll beta-test if you want.
Posted: Sat Apr 07, 2007 3:00 pm
by king
If there is anymore room to betatest. I'll sign up.
Posted: Sat Apr 07, 2007 3:11 pm
by Rekubot
Nice! Make sure that you blend the hills a bit more, because at the moment the texture is really stretched out. You also might want to reskin some objects so they appear a bit sandierererer. Also, since the Republic wouldn't technically have a reason for
not going straight down the hill, I would add some fog so that the Republic wouldn't have a clue how steep it is, and so wouldn't want to risk it. Unless of course, you have a better explanation?

Posted: Sat Apr 07, 2007 3:17 pm
by [-108-]Gen.2Biosquad
Also, since the Republic wouldn't technically have a reason for not going straight down the hill, I would add some fog so that the Republic wouldn't have a clue how steep it is, and so wouldn't want to risk it.
I don't follow your logic...
Posted: Sat Apr 07, 2007 3:36 pm
by Rekubot
That's okay, I confuse myself sometimes, LoL.
Say you were out exploring on a really foggy day, and suddenly came across a cliff. Because it's so foggy, you can't even see the bottom, whereas on a clear day, you would know if it was safe to jump down or not.
Suddenly I don't like my idea, because if you couldn't see a thing it wouldn't make for very good gameplay. And by foggy, I'm-a-thinkin' of a sandstormy kind of fog. Well, maybe you could include at least a little of that stuff. At any rate, Mister Maul might have other ideas.
Here's another idea; make the area around the pool have a much darker texture. Sand absorbs water you know.
Edit: @Yankfan: Ah yes, I considered the first one, but didn't think of the second. That would make a lot more sense.
Posted: Sat Apr 07, 2007 3:38 pm
by YankFan1950
an army wouldn't go straight down a hill for 2 reasons one if it was steep their vehicles would fall and 2 it would be a lot easier for the enemy to hit them so they would circle the hill going in slowly pelting the bottem with fire
I love the screen shot maybe add some grayish color to the hills like in the movie (I know it is not supposed to be) and also maybe a Venator in the sky where the ships take off from. That would be really cool
YaNkFaN
Posted: Sat Apr 07, 2007 3:49 pm
by Xavious
YankFan1950 wrote:an army wouldn't go straight down a hill for 2 reasons one if it was steep their vehicles would fall and 2 it would be a lot easier for the enemy to hit them so they would circle the hill going in slowly pelting the bottem with fire
I like that idea better. Fog or dust just doesn't seem Utapauish.
Posted: Sat Apr 07, 2007 3:52 pm
by Enigmas
I'll beta. If any spots are open, that is.
I've been around for a long while and have beta'd quite a bit in my day. Not a novice, anyway.
(join date)
Looks like a spectacular map.
Posted: Sat Apr 07, 2007 3:56 pm
by t551
Circling the hill exposes them to more fire than getting to the bottom of the hill as soon as possible. The most sensible way to take a base like this would be to line heavy vehicles at the edge of the depression for suppressing fire, while light vehicles and infantry move straight down the slope to neutralize the defenders.
Going in a spiral exposes an army to the most casualties with the least advantages.
Posted: Sat Apr 07, 2007 6:15 pm
by Enigmas
If we're talking about casualties, then wouldn't it be most sensible to just 'orbitally assault' the base? Use your giant warships and bomb the place into submission... Infact, it might be a good idea to add some ocasional orbital strikes that hit the base as the republic comes down the hill. Maybe you could make it a scripted event that only happens while the CIS holds one particular command post.
Otherwise, just make some big blast holes at the sinkholes basin, that way we can assume that the republic did some preemptive orbital strikes before this strike team arrived or moved into position. These craters would also provide cover for the troops as they moved towards the centere.
Perhaps some AI controlled gunships could also provide relative covering fire for the surge. Again, this would require scripting, or the AI would literally fly the ships into the ground.
IMO the CIS should probably have more reinforcements...
Posted: Sat Apr 07, 2007 6:30 pm
by trainmaster611
Enigmas wrote:If we're talking about casualties, then wouldn't it be most sensible to just 'orbitally assault' the base?
Yeah! Forget this map! Let's just make a map of people shooting the ground
Seriously though, why would you want to head to the bottom first? Don't you know that if you are at the bottom of the hill, you get more casualties?
You don't want to get the base at the bottom of the hill only to find CIS forces shooting at you from 3 of 4 directions. Besides, theoretically, the CIS leaders would have time to escape. The idea is to surround the enemy and gain the advantage on all sides and then poor in.
Did you see my PM about the ARC-170 and the paratrooper?

Posted: Sat Apr 07, 2007 6:59 pm
by Caleb1117
Why are people discusing military stratgy from the point of this map? Its a map, it looks cool the end.
After all, if the republic just bombed the crap out of the droids in every battle, SWBF2 would only have space maps

Posted: Sat Apr 07, 2007 7:48 pm
by Enigmas
Yes, yes. I was trying to be a bit ironic, demonstrating the folly in thinking from only a militaristic/strategic perspective.
I guess it fell on deaf ears
However, my point remains. It would be interesting to see a map integrating some actual military strategy.
Posted: Sat Apr 07, 2007 7:51 pm
by Hebes24
Military strategy is fun! (Wait....

)
Technically, if the republic is at the top of the sinkhole, and the CIS was on all of the lower levels, then you would want to clear them out level by level.
Which brings up my question. Are the Separatists at just the bottom, or all throughout the sinkhole?
Posted: Sat Apr 07, 2007 7:58 pm
by Xavious
Throughout the sinkhole.