which usually means a few things - basic CP placement, Yavin sky, Yavin textures, etc. It's nice to mention that Hapul: Hills doesn't touch on all of them. It does avoid the stock Yavin ground textures, which is nice to see, although it does still use the Yavin sky and, despite the addition of a fifth command posts, is still essentially the original four-CP conquest setup. Which of course means that it plays very much like every other beginner mod map, with one twist - the planning seems pretty absent, so I had a lot of AI just hanging around doing nothing. Of course, AI will, even without planning, seek out other CPs, so I was fortunate enough to see the remainder of the enemy AI frantically trying to reach the fifth (and last) CP... ...but only by running fruitlessly into the side of the building it was in. Planning - it is necessary. As mentioned, it was encouraging to see the author at least try and avoid some of the pitfalls of newbie mapmakers, but for future releases, fixing the 'ol Yavin sky should be up there as a priority, along with touching up the planning. Adding in some well-placed props and smoothing out terrain would be a nice addition, too. -Mav
Despite the fact that the readme screams at me (I'm really just talking to you, "Caps Lock"), I eventually managed to calm myself down and try out Vegati's "Hapul: Hills." It's another "first-timer,"
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