

Medic class loses his rifle when the Award rifle is given, leaving him only with the fusion cutter. The platform is interesting and fun to fight in. I like that I can land anywhere on the platform, far too many of these space/ground maps have arbitrary criteria on where I can and can't land and no visual distinction requiring trial and error. Easily a map that stands out so fab work! :)įinally having the Hangars in the right spot for the Star Destroyer, been wanting that for years upon years, that the TIE Fighters launch from the correct spot too is even better. There are a couple of changes that might fix this issue: either you could release a ground-only map with the capital ships as sky decoration (btw they look gorgeous when looking up from the ground), or add a command post in a capital ship for each side so that if the platform is conquered the game doesn't just end on the spot. The issues with dogfights have already been mentioned so I'll add no more there. Consequently, even if you have max bots and reinforcements, matches last no more than 5 minutes before the base runs out of bots and one side captures all the command posts, winning the match. However, a small issue that I don't think has really been covered is that the matches tend to end prematurely the space combat tends to drain many of the bots away from the orbital platform to the dogfighting.

It is an especially pretty map, which I find a little difficult to find amongst many more bare maps on ModDB. I really enjoyed the cramped gun-play in the orbital platform, which worked really well with the huge amount of detail you put into the map.

Other than that, it's a very well presented map and a great concept. Dunno if it's because I play on elite AI as well with high player & reinforcement counts but if there's a way to fix that I'd appreciate that.

Ruins the space portion too since it really discourages being a tie fighter to begin with, making it almost worthless. Several small hangers are a cool idea but I think it's best to just stick with one big hanger instead.Īlso as the Empire, when I do get to fly and I stay a while in space then the rebels always win on the ground map. You're just left in your own empty hanger watching the other ships spawn in. As the Empire, if you spawn in space after all the tie fighters are gone then you have to wait for them to spawn in again, which takes way too long and sometimes doesn't happen at all. However I think the space portion is lacking. Very ambitious project and I'm looking forward to future patches. I love the detail you put into it and I appreciated how you made some of the classes unique as well.
Star wars battlefront 2 trial issue skin#
the map needs it's own sides due to the complex flyer spline usage, which means the skin changer is not going to work, however if there's a demand for any custom unit in particular I might add extra sides for this map.the map may crash during online play, which could be due to some LUA scripts, if the problem persists I may release a version without those scripts.I tried to keep it as operable as possible while maintaining as much detail as I could The map is really stretching it in terms of object count, I have exceeded memory pools multiple times. All objects have a lowrez model, also multiple sky setting changes couldn't fix it. some props tend to flicker due to the high polygon count.Space combat has been adapted(more flyers now airborne).City scale has been increased and more CPs have been added.This is the latest version of the map and I have taken all suggestions into account that I regarded sensible.
