Eddie's Tynna Map
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Eddie's Tynna Map
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:
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:
Last edited by eddie on Wed Jan 05, 2005 1:08 am, edited 2 times in total.
- PR-0927
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- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Gametoast Supporter
- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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.
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.