The battles are indeed hectic, and I enjoy that. I actually like the small size of the map. Isn't really a city, so to say, but it's large enough.
The classes feel Especially the Heavy and Assault, who have the same weapon. It was odd having to spam click to do any real damage, and where in the world did the Heavy's rocket go? The sky space? Literately, the moment I left the Venator, I was shot down.
You might wanna redo the turrets. Played a few matches, the map is great. I love the detail you put into it and I appreciated how you made some of the classes unique as well. Very ambitious project and I'm looking forward to future patches.
However I think the space portion is lacking. 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. You're just left in your own empty hanger watching the other ships spawn in. Several small hangers are a cool idea but I think it's best to just stick with one big hanger instead.
Also 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. Ruins the space portion too since it really discourages being a tie fighter to begin with, making it almost worthless. Other than that, it's a very well presented map and a great concept. Looking forward to seeing where it goes. I love it! It needs some improvements though as stated by others above but I love it.
It's a good concept. A city floating above a planet! In space! It's like Bespin in space! And the space hangars thing just had me love this map so much! On a different topic, how does one actually edit the ships without hangars to have hangars?
And how did you add that shield? I'm new to modding and I'm working on space maps with this kind of a thing, so help? Played this map recently, and loved it.
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. It is an especially pretty map, which I find a little difficult to find amongst many more bare maps on ModDB. 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. 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.
The issues with dogfights have already been mentioned so I'll add no more there. 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.
Maybe you could add civilians as a team 3 like natives in the vanilla map. Also I think you should just make falling off the walkways kill you. Because it's obvious from the level design your not supposed to be down there so why even allow it. Finally 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.
Medic class loses his rifle when the Award rifle is given, leaving him only with the fusion cutter. Haven't tried out the other custom classes. Each TIE Fighter launch bay is separated, so if there are few fighters left you can see one or more on the other side of the hangar area, but have no way of getting to it other than suicide and try again.
TIE Fighters lose health and explode in their launch bays. However, the problem with the Medic class prevents this from being effective as the Empire. The total lack of fighter spawns on the platform itself makes it a one-use-per-spawn ability as well unless someone in multiplayer brings a Y-Wing to pick up the other player.
Destroying the bridge, Engines and heavy turrets on the capital ships gives no benefit. Capital ships don't have their sensors or communications either though the Star Destroyer's globes could serve as such with some scripting. The lift at control point 2 is nice, but goes nowhere interesting The lift at the center of the map doesn't let you go down all the way though it lets you back up if you fall down there somewhere else , the character walks on air and there are invisible barriers blocking blaster fire everywhere.
Sometimes enemies get stuck here, which can drag out the map. The far Mon Cal Cruiser's hangar covering is misplaced, allowing fighters to fly inside of it and target the hangar. Some areas on the platform cause infantry to get stuck an area in the center at the fountain, there's an alcove that I got stuck in.
The landing platforms beside capture point 5 have invisible walls at the door, so I cannot get to the point that way Control Point 6 and 7 cannot be captured, though I understand that this may be because the AI isn't smart enough to land troops from fighters onto the platform. A map with tremendous potential, and the Hangar change to the Star Destroyers is something I would love to see improved upon. It's what first drew me to this map. Connect all the launch bays, prevent the TIEs from damaging themselves in their bay, have an Interceptor and Bomber spawn in a bay on either side, so out of the 4 bays on either side, 2 spawn fighters, 1 spawns interceptors and the other spawns bombers.
That way we have fighter bays, shuttle bays and a landing bay. Play the alpha version and tell me whether you think,that it is better than this version and if it was with space combat. But this review was really elaborate and covered pretty much everything. I'd love to rework it, but my schedule wont allow it for the forseeable future, unless I give up on current projects and I do think, that you'll favour them over this one.
If this is very dear to you and other players and the response is congruent, I will queue this project. Thanks again! Only registered members can share their thoughts. So come on! Join the community today totally free - or sign in with your social account on the right and join in the conversation.
Star Wars. Battlefront II. RAS Prosecutor - Hangars. Republic Commando: Extraction. Zombies On Tantive IV. Completely online-compatible. Battlefront Project adds tons of your favourite weapons and playable units to the battlefront from Star Wars Cannon.
The redone weapons and units make this game much more intense. The new side layout includes 9 basic types of units: 1. The thrust of the mod is that it adds basically two eras to every stock map - one that uses a global clone legion 50X legion and another that uses one of the more recognizable legions th, st, etc.
It also adds a handful of converted maps Bespins and Rhen Vars along with one previously-released map. There is also a hunt mode with Mandalorians versus clones that shows up on a handful of the maps. What the mod does well: I'll touch on this in both categories, but I think the sound that is done right here is done well.
Several weapons have new sounds, and I like seeing sound work done which made it all the more disappointing when I saw it not done. They don't all sound very "Star-Warsy," but it was nice to see new sounds nonetheless.
I don't know that I agreed with the choice to use vehicle weapon sounds for some of the hand weapons, but diff'rent strokes. I also thought it was nice to see the era names clearly delineate what was in each map. It's not a necessity, but in the many different rainbow-of-clones mods that we get, it was nice to be able to pick and choose from the instant action screen rather than guess or simply have to remember.
This was sort've a double-edged sword, but I think the positives of this outweighed the negatives - I liked seeing the balance between the two different sides. Units for both the CIS and REP were very similar from team-to-team, and while this means that there wasn't a substantial difference between one team or the other, it did make for some well-balanced battles.
What I'd like to see different: The units all pretty much felt the same. Each unit had so many different weapons that the uniqueness of each class was diluted.
I think it's best when each of the classes plays differently, but when you start giving six or seven weapons to each unit it is almost an inevitability that you'll have to reuse lots of the same weapons for different classes. Keep it simple and make each class have a distinct feel. The award weapons. Total gamebreakers. If you're playing on an awards profile, most units will have an award shotgun and a couple others an award sniper rifle.
Both of those weapons are absolutely incredibly overpowered. With the sniper rifle, it takes less than ten seconds to destroy a tank, and since the weapons don't overheat or have an ammo clip, you can just mash the button and walk through the maps at your leisure.
Zero challenge. It was also strange to see so many units end up with an award shotgun when they didn't have a shotgun to start off with. Visual inconsistency. I hate to compare mods, but I know when I was reviewing the earlier Ultimate Battlefront mod, one of the things I really liked was the consistent set of visuals between different units and legions. The reason I liked it was because it showed that or at least made it feel like the mod was the work of a single, coherent author or team.
Here, the units all have different visual styles - one unit will be relatively unscratched, some units will be very scratched, others will be dirty, others will have lots of addons, etc. It makes the mod look like an assets dump, which in my mind is a bad thing since pretty much anyone can just cherrypick assets from a bunch of places. That's not to say that this is what this mod is, but it looks unprofessional to be so visually inconsistent.
The heroes didn't fit. The heroes seemed to all be stock heroes. Heroes should be rewards and they should be significantly more powerful than the infantry units. Since the units were mostly powered up as with most side mods , the heroes felt like a waste of time to use.
There were a couple floating HUD tags I saw one unit that was completely missing a weapon mesh, too. There were sound errors - some weapons notably arc caster weapons were missing sounds, and none of the converted maps had fixed sounds. On the subject of the extra maps, while it's always nice to see some maps added to a side mod, here they felt a little extraneous - they felt like they were added just to have "more.
I know I speak with a little bit of bias in that regard, having worked on the Conversion Pack, but it eats at me a little whenever I see half-done conversions of the SWBF1 maps after having spent as much time as I did to polish the SWBF1 maps for the Pack.
All in all, it's a well done mod that has a pretty fair amount of content. While it feels like a lot was added just to have more "stuff," I'm sure it'll still be fun to the lots of people that like playing Clone Wars mods, and if you are one of those people, go ahead and give it a download, because I'm sure you'll enjoy it.
This mod is most renowned for its standout feature of rotating the skins and models for each of the units every time you spawn, for example the sharpshooter unit may change from a Rebel Militia skin to a Rodian Rebel. It's a really neat concept and has been executed superbly well.
The Galaxy is shattered from conflicts since 1,BBY. This mod replaces the stock Galactic Civil War. The modes affected are conquest and campaign gcw only. New classes, new weapons, new turrets, new vehicles and more.
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