different enough to feel original. The best thing about the map is easily the AI planning and barrier work. One of the toughest things about creating a map with a lot of small spaces is that the AI needs to be held by the hand and directed through those spaces. Mswf has done a nice job of setting this up - and of making sure to use a few effective AI hint nodes (snipers on buildings, much like stock Mos Eisley). It's also refreshing to see a new mapper use some skydome changes and add some lighting, which has been done notably here. It's a twilight setting and works pretty well with the light (although it would be neat to see some actual lights on in the city to complete the effect). The only complaint I had with design is in using the stock Tatooine assets, the edge of some buildings (which is intentionally scored with dark dirt) is too dark to fit with the other buildings or the terrain. This could do with a retexture, or just sinking the buildings further down. I also noticed that there was at least one place where too many textures overlapped and caused hard (and not blended) edges to the ground texture. This should be fixed. Finally, the (at least GCW) conquest lua wasn't set up properly - I saw a victory countdown start without all the CPs captured, which means that at least one was left out of the conquest setup. Make sure to fix this! All in all, it's a pretty decent map. Give it a try! -Mav
"Tatooine: Suburb Fight," by mswf, is a rarity in that it is both a "first map" and a decent map to boot. The map is an urban Tatooine setting, which, while displaying shades of stock Mos Eisley, is
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