Re: Tatooine: Outpost
Posted: Tue Feb 08, 2011 10:07 pm
For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
Thanks martin! I really appreciate thatmartin105038 wrote:I won´t get tired of saying this: your map is awesome
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimesNihillo wrote:The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day.Jendo7 wrote:Any suggestions for the CIS?
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
How could you have certain locals in a certain area?Jendo7 wrote:Thanks martin! I really appreciate thatmartin105038 wrote:I won´t get tired of saying this: your map is awesome![]()
Thanks Nihillo! I'm glad someone said that, as I'm not too fused about the CIS. Anyway, I've already given the sniper a new skin, so I may just do what you suggest. Or maybe throw the droid commando model in as well, and leave it at that. I can get carried away sometimesNihillo wrote:The B-1's beige color scheme is surprisingly functional as camouflage in the desert, so I don't think you'll have to do anything fancy. I'd say just throw some sand at the SBDs and you can call it a day.Jendo7 wrote:Any suggestions for the CIS?
Ok, the set up for the locals is actually not too bad, as they are unable to capture command posts, and are only in specific areas of the map. There will not be any close to command post areas, so you could engage in fighting them, or ignore them as you wish, therefore it has no effect on balance. The Weequay pirates will only be in the DTII era, so in the normal GCW/CW era it will only be Jawas near the sandcrawler, and a handfull of Tuskens, maybe six near the Jundland Wastes. I think the gameplay works out pretty well.modmaster13 wrote:For locals, you added tusken raiders, jawas, and wequay pirates. Don't you think thats alot of locals for a desert? I would just stick with jawas.
Thanks, that would be great. I like it!Anakin wrote:here my referent
==EDIT==Hidden/Spoiler:
here my pic i will upload it to my assets pack thread if it run in BFII
Hidden/Spoiler:
I've had the sand textures for a while, so I can't actually remember, and the base color I made in gimp. I wouldn't release an assets pack for the simple reason the majority of assets are not mine, and are either from Sky216 assets or Rends, which are already available. I just skinned a few things, put together the sides (CodaRez/Deviss assets) and changed some colors. The world assets wont be released either, as it hasn't reached beta stage yet, and I probably wont anyway. Thanks for your interest, thoughmodmaster13 wrote:I didn't give a full description to you earlier, but how did you get those cool sand textures for the ground?
Also, an assets pack wouldn't be a bad idea!
I've got another one of your gunship's but it's from the same pack, so please do, that would be great.Sky_216 wrote:It all looks very impressive, just one thing - want a new crashed gunship or three? The one in the pic there is one of the first models I "made" in XSI and it's pretty bleh.