Eddie's Tynna Map

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eddie
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Eddie's Tynna Map

Post by eddie »

EDIT: Download link:

http://www.gametoast.com/files/eddies/e ... a_v099.exe

___________________________________________

Even I did not finish my previous maps (Death Star, Dantooine; just some small stuff to do), I started creating a brand new map on the world on Tynna.

Announcing Eddie's Tynna Map:

This is a large scale map with reb village, imp base and battlefield in the middle, river going through it, cliffs, flat area, vehicles,....

Here are some first screenshots:

Image
Last edited by eddie on Wed Jan 05, 2005 1:08 am, edited 2 times in total.
vervecroft99

Post by vervecroft99 »

looks the best one yet cant wait to have a game on it, keep up good work and i really like your maps. this one looks another totally unique map and will add something different to the selection of maps available.

keep up the good work.
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PR-0927
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Post by PR-0927 »

Hmm, how do you change the mini-map in the left-hand-bottom corner? It looks professional!!

Keep it up!!

- Majin Revan
eddie
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Post by eddie »

it is just regular area map (eg tat1_map.tga). Make one for for level and that is it.
eddie
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Post by eddie »

Version 0.99 is out. Download link at the top.
TyrannicalFascist

Post by TyrannicalFascist »

As my old band teacher would say, "it just keeps getting gooder and gooder!" :D
hooteni

Post by hooteni »

whats new in .99?
eddie
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Post by eddie »

Good point. Imp base redesign, additional tie, better AI control, CW era
Drawde

Post by Drawde »

This is a great map, good work!
It's definitely one of my favourite SWBF maps overall, even if it isn't based on one of the
film locations. It really shows up how restrictively small most of the original maps are; it's the
first map I've played (other than the Death Star one) where air units are really effective.

One possible suggestion for improvement would be to add one or two anti-air laser turrets (from the Bespin map)
to each side's main base. The large, open map makes it very easy for fighters to strafe ground forces, and there
aren't many infantry or vehicle weapons that can even hit air units.

Also, congrats to the SWBF developers for making an AI that doesn't require vast quantities of scripting
and pathfinding to work - as with the Battlefield series, where, because of this, most mappers never bothered
to add AI support and therefore 95% of user maps have no offline/co-op support.
eddie
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Post by eddie »

thanx for suggestions, will do, most likely....
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