ShadowWing wrote:Also, I found the map strangely (this is a good thing) balanced. At the end there was one person per side.
This is something Marth and I have observed as well.
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ShadowWing wrote:Also, I found the map strangely (this is a good thing) balanced. At the end there was one person per side.
I know, right?! And I didn't even try, I'm boggled.ShadowWing wrote:Also, I found the map strangely (this is a good thing) balanced. At the end there was one person per side.
Thank you very much!ShadowWing wrote:The map was very well done;
ShadowWing wrote:How about adding a speeder bike inside the tunnel so that it doesn't take over 9000 minutes to get to the other side.
Yes, I meant that. A helmet with breathing tubes and a visor, very similar to the already existing clone pilot helmet.Marth8880 wrote:Hmm, I can kind of visualize what you are saying. You mean kind of similar to what the Imperial Pilot has with the oxygen tubes and such?Capitanloco6 wrote:I would prefer if the clones had helmets (like the ones that Clone Pilots have), so it would be more realisitic.
This sounds good.Marth8880 wrote:When I chose this map's vehicles I figured it would feel a little too much like Geonosis if I had the exact same vehicles but I could actually change up the Hailfire droid a bit, give it a new, more Luna-like skin, probably change out the rotary gun for something else, etc.Capitanloco6 wrote:The Spider Walkers fit the map nicely, as they give an alien feeling, but I would suggest replacing the snail tanks for halfire droids (this is just personal preference, and the map is ok with the snail tanks).
Well, it's not a big issue, and again, just personal preference. The earth you have on the currents sky is already good.Marth8880 wrote:The problem with that is the one in the picture is kind of small and more difficult to edit in and it just probably wouldn't look very good, but I'll still try it.Capitanloco6 wrote:The earth in the sky is better than the one in the other beta version, but I prefer the one suggested by The Nasal Abyss.
Well, I guess that I'm just used to play with the Tie Crawler in the convopack Tatooine Dune Sea. However, I have to say that the Hovernaut that you've used in the 0.8b version is very nice and a good substitute to the AT-TE.Marth8880 wrote:But TIE Maulers are used by the Imperials.Capitanloco6 wrote:I would suggest replacing the AT-TE of the rebels (which is a bit anacronic) for TIE Maulers.
ShadowWing wrote:One more thing:
I don't know if this has been mentioned yet, but when you can't spawn as the rebels unless you have 5 points.
I thought so, yeah.Capitanloco6 wrote:Yes, I meant that. A helmet with breathing tubes and a visor, very similar to the already existing clone pilot helmet.
This is not a bug; the vehicles that explode at the beginning of the match are for XL mode - they have a higher spawn count - and are 'killed', and vice versa.Capitanloco6 wrote:Also, I noticed a bug when you play with CIS. When you start the battle, you find that all your snail tanks are destroyed. http://www.brickshelf.com/gallery/abc89 ... snails.bmp
Why not just not load them in any LUA but XL? Then you won't have people playing other modes wondering where all the explosions are coming from.Marth8880 wrote:This is not a bug; the vehicles that explode at the beginning of the match are for XL mode - they have a higher spawn count - and are 'killed', and vice versa.
What? And they only explode at the beginning of the match.Fiodis wrote:Why not just not load them in any LUA but XL? Then you won't have people playing other modes wondering where all the explosions are coming from.
They still explode; I'd imagine it's a bit confusing for someone playing the map their first time. In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.Marth8880 wrote:And they only explode at the beginning of the match.
Yes, but I want the vehicles to be loaded, that is how it has always been...Fiodis wrote:In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.
That was the first thing I tried but it didn't work so I decided I didn't want to deal with that, but I will try it again.Fiodis wrote:Alternatively you could put the vehicle spawns in an XL-specific ZE layer.
Why do you want them loaded if they're not going to be used in that mode?Marth8880 wrote:Yes, but I want the vehicles to be loaded, that is how it has always been...Fiodis wrote:In mode LUAs besides XL, you could just not include the vehicles in the initial ReadDataFile lists - that should stop them from spawning in those modes.
Ah, I hadn't quite understood your intentions.Marth8880 wrote:The same vehicles are used in both modes; however, the vehicle spawns' spawn counts in XL mode are higher than the ones in Conquest.
Glad to hear that.Marth8880 wrote:I tried the layer thing again and it works.
Hmm, maybe I should reskin the Spider Walker to the same general theme?Twilight_Warrior wrote:IMO, it's almost too vibrant, TOO blue. I think it should be duller and more faded, personally. It just doesn't go well with the other stock textures...
And the ATTE and the ATAT and any other vehicles (note: same theme does not necessarily mean same color scheme). But as it stands, the hailfire's skin just doesn't fit. It stands out compared to Pandemic's work.Marth8880 wrote:Hmm, maybe I should reskin the Spider Walker to the same general theme?Twilight_Warrior wrote:IMO, it's almost too vibrant, TOO blue. I think it should be duller and more faded, personally. It just doesn't go well with the other stock textures...