• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Battle for Tatooine

Presenting

Battle for Tatooine
Created by Darwin

Map Info:

Battle for Tatooine is an AOS-style Star Wars map using a custom flight system. Rebels resist an Imperial invasion of their research base in Tatooine. Players pilot starfighters, ground vehicles, cannons, and capital ships (ATATs and a recovered Republic Command Ship). Computer AI adjusts for player number, so you can play solo, cooperatively or competitively with your friends as a Rebel or Imperial. The game will detect how many players are on each side and adjust difficulty accordingly.

Features:

As a pilot for the Rebel or Imperial most of the time you will be flying a starfighter, strafing ground troops, dodging enemy fire, bombing enemy buildings and capital ships and shooting down enemy bombers. Features of starfighter combat include:

  • Linked and single fire
  • Rolls and lateral slips
  • Turret fire
  • Three types of missiles: concussion missiles, bombs, and proton torpedoes
  • Missiles home in on targets
  • Ion cannons that ionize ships for capture
  • Aerial Mines and other countermeasures
  • X-foil technology on Xwings and Bwings
  • Ion boosters
  • Sensors and jamming computers
  • adjustable camera with zoom in, zoom out, and rotate features (use arrow keys)
  • in-game help menu


Finally, the map has real Star Wars sound effects including lightsaber attacks, TIE screams, explosions, laser blasts, and more.

Additional Features:

In addition to extensive starship combat, the Battle for Tatooine includes:

  • Functioning ground vehicles: ATAT, ATST, T4-B Hover Tank
  • Custom hero abilities including laser reflection, force pull, and aimbot
  • An old crashed Republic Command Ship that has one last flight in it
  • Sandpeople raiders who can be influenced to take part in the battle
  • Cannon turrets you can use to shoot down enemy ships
  • Remote-controlled missiles

Images and Video:


Map of Battlefield:
This map shows the major locations of the map.

113609-albums5010-picture50558.jpg


Hotkeys for Flight:
Flight uses right-clicks to turn and WASD for movement.

113609-albums5010-picture50557.jpg



Star Warriors:
This video shows heroes, ground vehicles, and starship combat. Watch on HD for best visual.




Change Log:




Added:
  • increased Flare shuttle speed
  • minimap pings to announce bulk freighters and the loss of the droid factory
  • unlock all ships on both sides by typing "may the force be with you" (must be entered before the first ship is piloted to keep it fair)
  • shortened tutorial introduction slightly
Fixed:
  • bug that teleported Player 5 when someone else used Shuttle Flare
  • bug where Imperial Heroes did not have their shuttle flare cooldown reset after taking a ride on the shuttle



Fixed:
  • deleted a debugging trigger that allowed you to teleport your hero





Fixed:
  • fixed a bug which left heroes immobile after Force Stab



Fixed:
  • put in safeguards against Force Stab bugs



Fixed:
  • Fixed another Force Stab bug that left Rebel heroes paralyzed


Credits:

Special Thanks:
  • Olaf Moleman
  • Illidan(Evil)X
  • Ikillforyou

Models:
  • Qassamzed
  • Morbid & Amigurumi
  • Tim
  • Dan van Ohllus
  • Iron Warrior
  • Coxxon and Syc
  • The_Silent
  • Teaspoon
  • Cavman
  • Max666
  • ChirusHighWind
  • Tranquil
  • Domokun
  • Pyramidhe@d
  • Armel
  • Naro
  • Satax
  • Game_slave
  • Frankster
Tutorials/Systems:
  • Kobas
  • Mechanical Man
  • Aesthetics
Loading Screen/Map Preview Image:
  • AL Meerow
  • Nick Kurochkin
Other:
  • Star Warriors board game by West End Games
  • Paulo Gabriel (icon)
  • MediaCollege.com for sound effects
  • Vexorian's Optimizer was used


Author's notes:

This is my first and possibly only map released for WC3. I hope you enjoy it, and please feel free to leave feedback. The map is BNet compatible (under 8MB) but only after Vexorian's optimizer shrunk it. For that reason you cannot open the map and see what I did. I'm happy to share all my work with the fine people here at the Workshop, so let me know if you'd like the larger version and I'll put it up on a pastebin for you. I don't know JASS, so there might be better ways to do the things I've done in the map, but you're all welcome to my work.

This map was made with just the World Editor and some custom scripts given to me here on the Workshop (thanks to all the people who helped!) This map is complex with many repeating triggers. I've removed all leaks (as far as I know) but slower computers may still experience lag. You can zoom in or out using your up and down arrow keys while flying. Zooming in will reduce lag. I also ask your computer quality at the start of the game; this will adjust cameras when in cannons to reduce lag.

[Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Star Wars, Jedi, Tatooine, Starfighter, Missile, Flight
Contents

Battle for Tatooine (Map)

Reviews
10:46, 24th Aug 2011 -Kobas-: Status: Approved Update: Vengeancekael: Private Message Date: 2011/Nov/12 18:08:19 Reasons: Other: Comment: Changing rating from 4/5 to 5/5 due to updates. I recommend this map to everyone! Flying a ship...
Oh I am so going to play this.

edit: X_X God it was fun

Review:

Gameplay:

This may be one of the best maps I have ever played, it has very complicated systems, but they are also very user-friendly. Entering a ship is as easy as just clicking it, no commands needed or anything and the ship controls are pretty neat and simple. There massive amount of controls available for the ship is just astounding, you can drift to the right/left, speed up/down, target someone and fire missiles at him, or just press Q to fire your normal weapon. Steering a ship is just a lot of fun and it gets really hectic and intense when another ship is behind you.
Gameplay on the ground is also good, there are multiple characters, each of them are better at different things and they have custom skills, a Jedi can throw a rock at a target using the force, he can also go into defensive mode, deflecting enemy fire.
The Shuttle flare skill is also a cool idea, lets you get back to base really fast, except maybe increase the shuttle's speed to make it reach the player faster. The custom soundtrack and sound effects really make the map more star wars themed.
The AI for the ships is also impressive, they get behind you and really aim at you well.
There are also a lot of different objectives, some players can go man a turret to defend a factory, others can go and take control of a technology center by going indoors and facing a boss.
However it would've been better if the intro wasn't so long, try to shorten the dialogue a little and reduce its duration.


Terrain:

You've managed to make a very realistic desert terrain, the terrain isn't too plain, you almost haven't used any custom models for the terrain to make it look good, the default ones have done the job. Although the weirdly shaped blizzard cliffs were a bit, well weird, but I guess using the heighten/lowering tools would make the ship collision system really complicated to make.

Other:

*An attack sound for Troopers would be nice, doesn't have to be custom
*Bind skill hotkeys to QWER
*Maybe make the ships go a bit higher
*Add camera commands
*Add a way to leave your ship without having to destroy it
*Ping the location of a new objective
*Would be awesome if you could hijack ATATs
*Add a way to cancel a shuttle transport

Overall:

An amazing experience, close to being perfect. I'm sure you've spent a lot of time on this and it is really well done, it just needs some polishing and it'll be great.
Oh and a lovely performance check ;)

Rating: 4/5
 
Last edited:
Level 14
Joined
Aug 30, 2004
Messages
909
Other:

*An attack sound for Troopers would be nice, doesn't have to be custom
*Bind skill hotkeys to QWER
*Maybe make the ships go a bit higher
*Add camera commands
*Add a way to leave your ship without having to destroy it
*Ping the location of a new objective
*Would be awesome if you could hijack ATATs
*Add a way to cancel a shuttle transport

Thank you so much for the review!

I had a hard time with the tradeoff between giving the players too much information and not giving them enough. There are some features there you asked for.

There is a camera system. You can use the Up, Down arrow keys to zoom in and out while flying. The left and right arrow keys rotate the camera by 90 degrees as well. This is in the TIPS but not prominently mentioned because the original camera gives you the best side to side vision which is usually where your target is.

Also, you can land your ship! I have this horrible feeling that you were ramming your ship into everything to stop! Poor rebel... Your V key is your land ability. It should be on your controls with the rest of your abilities. It's faded out unless you go to zero speed. Once you are at zero speed the ability is enabled and you can press it and your ship will slowly descend and you'll hop out. Just reselect it to hop back in (a hint should pop up to tell you how to reboard).

I think your other suggestions are very doable and I'll put them on the list. Except for the ATAT hijacking...that would be very difficult. The Rebels do have the Republic Command Ship though, which unlocks as your hero levels up (faster for Mechanic heroes). The quest should unlock and ping the location for you, though the game gets hectic and it's easy to miss the announcement.

Anyway, thanks again, and I'm very happy you enjoyed it!

EDIT: I forgot to mention that the intro can be skipped by pressing ESC. If it's multi-player it does require everyone to skip though. I do take your point about the intro being too long though. I can cut some of that.
 
Level 3
Joined
Dec 5, 2010
Messages
18
Great map! It was a lot of fun. I have a suggestion; You should add the ability to fly a powerful corvette.

The corvette would be awarded to the player with the highest score.
It could have about 1000 HP, and should have 2 or 3 auto turrets, and maybe 1 strong main gun. The corvette can only be used for a limited amount of time before it drops you onto the ground below and goes back to the base

:thumbs_up:.
 
Level 14
Joined
Aug 30, 2004
Messages
909
Great map! It was a lot of fun. I have a suggestion; You should add the ability to fly a powerful corvette.

The corvette would be awarded to the player with the highest score.
It could have about 1000 HP, and should have 2 or 3 auto turrets, and maybe 1 strong main gun. The corvette can only be used for a limited amount of time before it drops you onto the ground below and goes back to the base

:thumbs_up:.

I'd love to add more ships, but I'm afraid the map is 7.8MB (optimized) and I just don't have the room to fit any more. I had to leave out the Stock Freighter for that reason. Still, if you're looking for a temporary capital ship you can rig the Republic Command Ship to take off. This quest is unlocked when your mechanic skill gets to 5. Once unlocked, you'll get a hint telling you to fly to the southeast (it should ping) and enter the Republic Command Ship. You have to hold off waves of stormtroopers while the ship powers up, then it takes off and you can operate its weapons while it's on autopilot.
 
Level 11
Joined
Jul 5, 2010
Messages
779
Im star wars fan too im glad someone made AOS map for star wars i was making one but it was too big so i stopped making it because i wanted to make the feeling like star wars but... the limit is small so lets hope blizzard will make it bigger so we can make better and bigger maps :)
 
Level 1
Joined
Jul 12, 2011
Messages
7
deflects blaster attacks and uses force moves in a awesome way! WHERE HAVE YOU BEEN ALL MY LIFE!
 
Level 14
Joined
Aug 30, 2004
Messages
909
God I love Star Wars! Hey darwin, do you think you could convert this "legacy map" into Starcraft 2? Even if it's just the terrain for now, hopefully the rest can be figured out eventually. :)

Thanks to everyone who played it, I hope you had fun. It was a blast making the map.

I am just now turning to Starcraft 2. I haven't even finished playing the first player missions of the game, and then I'll turn to the galaxy editor and see what I can do. I'm not particularly proud of the terrain of the map; but with only 8MB of size and a lot of imported star wars sounds and models I didn't have room for custom doodads or anything like that. And as Kael mentioned (he was absolutely right), I needed to use the awkward Blizzard cliffs in order to get the collision system to work. Also, the map has about 450 triggers, so getting it to work in SC2 would take a lot of rewriting. Also, and correct me if I'm wrong, but I'd have to wait for people to make models of all the star wars ships for SC2, right? SC2 doesn't use the same models I wouldn't think... So I'm afraid there's not much chance of a SC2 version of this any time soon.

My plan for SC2 is to make a car-based game with real physics of some kind. I want cars to skid and lose traction, crash into each other, drive off cliffs and land with a bang, etc. Then I'll put guns and missile launchers on the cars and have a fun time of it. It should have a similar feel to this map, but won't depend so much on modelers I don't know making Star Wars models.

Oh, I should mention again that if anyone wants to play with the code I do have a version that isn't protected. I intended to release it unprotected at the start but as you can see I had to optimize it to get it below the 8MB for BNet. When I get home I'll upload the larger version in the pastebin and post a link here so if you want to import it to SC2 you're welcome to.
 
Level 7
Joined
Jan 9, 2010
Messages
339
What this map lacks in terrain ( IMO ), it makes up tenfold with vehicular combat. Great idea which makes this map a notch above the standard AoS/Hero Arena. The implementation of starfighters is the best I have seen in a wc3 map so far, and is where the map really shines. And there's AI as well, which is great.

Overall: Not perfect, but close enough to it by my standards for wc3 maps. 4/5

EDIT: After playing with some friends they all said this is the best map they have ever played, so rating changed to 5/5
 
Last edited:
Level 1
Joined
Jul 12, 2011
Messages
7
Hey Darwin, Can you make more techniques if you ever plan on updating such as maybe a temporary mind control with mind trick and force lightning or grip? I would like that alot, it has been less then a day and i am already into it. TY for making i also have one last request and that is, If you get to level 10 you can upgrade from apprentice to jedi then 20 is jedi knight and 30 is max with jedi master. it would be pretty cool. Just some idea's that come to mind. and skill level can increase to 30 with the other characters. anyway thanks for ya time:p
 
Level 14
Joined
Aug 30, 2004
Messages
909
Hey Darwin, Can you make more techniques if you ever plan on updating such as maybe a temporary mind control with mind trick and force lightning or grip? I would like that alot, it has been less then a day and i am already into it. TY for making i also have one last request and that is, If you get to level 10 you can upgrade from apprentice to jedi then 20 is jedi knight and 30 is max with jedi master. it would be pretty cool. Just some idea's that come to mind. and skill level can increase to 30 with the other characters. anyway thanks for ya time:p

Thanks for playing, I'm glad you like it. Don't forget the Bounty Hunter's flamethrower ability, I particularly like that one. I had to make the lightning effect myself out of shrunken pictures of the sun...

I'm afraid this map is teetering on the edge of being too big for Battlenet, so I really can't add much to it. I wanted to make sure that each hero had some kind of 1v1 hero killer ability (like the flamethrower, force pull, frost grenade) and some kind of AOE like ability so they can fight stormtroopers or rebel marines if they're shot down (like laser reflect, or gas grenade, bury mine...) I also wanted a speed ability so people could navigate back to their base or run back to meet their shuttle when shot down. So I'm afraid I don't have much room left unless I give each hero an ultimate. That was one idea I had before I realized I would run out of space. I suppose Force Lightning would make a good ultimate for the Sith Novice, and a mind control might work for the Jedi (he had Force Blind for a while but I replaced it with the rock throwing ability after I saw it in SWTOR).

Anyway, I'll keep it in mind but I'm afraid the 8MB limit really holds me back.
 
Level 3
Joined
Aug 8, 2009
Messages
43
Played it trough a few times on both sides and I only have one thing to say:

This map is a great map!

Sincerely,

Nognix
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
This is very much liked by me, approved and I'll help you by attracting more people to play it and know about it.
Nice map.
 
Level 7
Joined
Jan 9, 2010
Messages
339
Can you add a command or dialog that allows the player to skip the tutorial at the start?

Maybe game modes that allow you to "cheat" ( increased/infinite money/tech points for both teams ) could be added as well? As a secondary mode OFC, enabled by the host at game start.
 
Level 14
Joined
Aug 30, 2004
Messages
909
Can you add a command or dialog that allows the player to skip the tutorial at the start?

Maybe game modes that allow you to "cheat" ( increased/infinite money/tech points for both teams ) could be added as well? As a secondary mode OFC, enabled by the host at game start.

You should be able to skip the tutorial just by pressing ESC. If there is more than one human player, they all have to hit ESC to skip it though. Or by "tutorial" did you mean the part with your hero at the beginning? There is currently no way to skip that I'm afraid.

Infinite tech on both sides might be a nice idea. I'll give you a few hints though, if you want to unlock some ships. There are technounion data fragments on the cliffs in the north. To get them, go into the maze of canyons and fly all the way to the west; you'll see a camp of Sandpeople. Land. To the southwest is a narrow passageway. If you go there you can get a fragment. You can also get one on the eastern side of the canyon maze, but there are Imperial cannons there, so you should blow them up first.

Remember that controlling the droid factory in the middle will start a timer that delivers technology points to your hanger. you'll be notified every time one arrives, and whoever gets to your hanger first and grabs them can spend them accordingly.


Thanks to everyone for giving me feedback. I'm thrilled people are enjoying the map. It took me about a year to make.

Has anyone done the ATAT death march or Republic Command Ship suicide run yet?
 
Level 7
Joined
Jan 9, 2010
Messages
339
Yes, I mean the part with the hero as well...and can you remove the cooldown for Thrusters/Brakes on the starfighters? I keep crashing into cliffs by accident when flying at full speed X_X.

Thanks for telling me about the data fragments. And I have no idea what is an ATAT death march, or a Republic Command Ship suicide run. In fact, I haven't even got out of my TIE for the whole game because it was so fun, unless I was killed and had to flare back to base ^^.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
You officially have two more fans added to the Battle For Tatooine (BfT) Fan Club

Vengeancekael - Founder #1
Miss_Foxy - Founder #2

Hope to see you working on the map for a long time!
 
Level 14
Joined
Aug 30, 2004
Messages
909
Yes, I mean the part with the hero as well...and can you remove the cooldown for Thrusters/Brakes on the starfighters? I keep crashing into cliffs by accident when flying at full speed X_X.

Thanks for telling me about the data fragments. And I have no idea what is an ATAT death march, or a Republic Command Ship suicide run. In fact, I haven't even got out of my TIE for the whole game because it was so fun, unless I was killed and had to flare back to base ^^.

I want people to be scared while flying! It makes it more intense. There are some things you can do to avoid crashing though:
- remember to use (R) Overturn, it increases your turn speed temporarily.
- buy a probe droid or satellite uplink. It improves sight radius. If your going someplace new, click on it and it will temporarily greatly increase sight radius so no walls sneak up on you.
- don't fly full speed all the time!

The ATAT and Republic Command Ship are special quests that unlock after your hero levels up. It starts around level 8 (earlier if you have the mechanic hero). The map in the map description here on the Hive Workshop shows their locations on the map. You'll get a ping and a "QUEST UNLOCKED" message in game as well. You'll see the ATAT in game with a red circle by him, meaning Imperials can enter. And the Republic Command Ship will have a green circle for Rebels.
 
Level 7
Joined
Jan 9, 2010
Messages
339
Bug found

Match details:
Rebels: frostloh ( yellow )
Imperials: 01XIANG ( gray ) sazerarrow12 ( pink )

Bug:
When I got on a Y-Wing after finishing the tutorial section, I got teleported to a random point in the map after a few seconds with my Y-wing staying in the air without moving. I had to flare to get back to base. When I got on a Z-95, the same thing happened. I noticed that the Y-wing started moving along with my Z-95 when I launched. I got killed by stormtroopers this time and when my hero respawned, I had no skills and couldn't get into a plane. At this point I decided to remake the match.

Misc notes: I think that it is related to me using the Y-wing turret.
 
Level 14
Joined
Aug 30, 2004
Messages
909
BUG FIXED

Bug found

Match details:
Rebels: frostloh ( yellow )
Imperials: 01XIANG ( gray ) sazerarrow12 ( pink )

Bug:
When I got on a Y-Wing after finishing the tutorial section, I got teleported to a random point in the map after a few seconds with my Y-wing staying in the air without moving. I had to flare to get back to base. When I got on a Z-95, the same thing happened. I noticed that the Y-wing started moving along with my Z-95 when I launched. I got killed by stormtroopers this time and when my hero respawned, I had no skills and couldn't get into a plane. At this point I decided to remake the match.

Misc notes: I think that it is related to me using the Y-wing turret.

Oh wow, that does sound bad! I haven't had that happen before. Could you answer a few questions if possible?

1) When did you suddenly get teleported? Did you see your Ywing take off and then get teleported? Or were you teleported right from the base before taking off?

2) Had you researched the turret ability with your first 2 technology points?

3) Did you own the Ywing and the Z95? Were they both white on your minimap, for example?

4) Was the Ywing just moving with the Z95, or did it turn with it as well?

5) Do you remember where you were teleported? Were you in the middle of the canyon in the middle of the map, where the droid factory is?
 
Last edited:
Level 14
Joined
Aug 30, 2004
Messages
909
Also, I've had a few requests for the unoptimized version of the map. I put it on a pastebin here:

<link expired>

I'm afraid my triggers are very complicated and not well documented. Most of the work is done by triggers in the Basic Triggers folder.

To keep in mind how it works, I have a unitgroup called FliersUG with all the units that go flying (lasers, missiles, ai ships, player ships). They are also stored in an array called Fliers[1-100 or so]. Each of these ships has their custom value set to their number in the array. For players, it is always their player number. So Player 1 will always be flying Flier[1].

The ship's custom value allows me to reference all their attributes. So, for example, Player 1's ship has speed: FlierSpeed[1], and turn rate FlierTurn[1], and has suffered HazardLaser[1] damage to their laser systems.

The movement system works by making every unit in FliersUG turn their maximum turn rate toward their current destination (set by right-click). If the ship is facing that point then it stops turning and goes forward.
 
Last edited:
Level 7
Joined
Jan 9, 2010
Messages
339
1. I got teleported while I was strafing an ATST and some stormtroopers near the droid factory, was about 30 seconds - 1 minute after I launched.

2. Yes, I did research the turret and use it.

3. Yes, and they both moved together even when I was piloting another plane.

4. Yes, but they turned in different directions sometimes.

5. Yes, I got teleported there once. I also remember that I got teleported once to the Imperial base, and once to the canyons near the bottom of the map.
 
Level 14
Joined
Aug 30, 2004
Messages
909
1. I got teleported while I was strafing an ATST and some stormtroopers near the droid factory, was about 30 seconds - 1 minute after I launched.

2. Yes, I did research the turret and use it.

3. Yes, and they both moved together even when I was piloting another plane.

4. Yes, but they turned in different directions sometimes.

5. Yes, I got teleported there once. I also remember that I got teleported once to the Imperial base, and once to the canyons near the bottom of the map.

Bug fixed and map updated. Thanks so much for the help!

By the way, I can't host on Battle.Net so I've never played with more than 2 players. If you're up for a game and need one more send me an IM at: darwinbeatgod at AIM. I'm in Australia, so our times may not line up, but it's worth a shot.
 
Level 1
Joined
Jul 12, 2011
Messages
7
Well hey again Darwin I know how i asked for possibly more abilities but try making this into a hero arena instead of an AoS. I am against the fact that sometimes there might not be much time to have a good fight, so you might just be able to make both, and maybe add the abilities i asked with it, if you really can. Anywayz ty for the map bro!
 
Level 14
Joined
Aug 30, 2004
Messages
909
Nice update, will be looking forward for more!
I can help you out after November, btw:)

I appreciate your enthusiasm, but I'm afraid I don't plan on doing much more with this map. The size is already highly restrictive, and I did more or less everything I wanted to with it. I had to cut a few things, like the stock freighter ship (Millenium Falcon model), the bantha riders for the Sandpeople, and ultimates for the heroes (I had a crazy idea about Jedi and Sith pulling ships down with the force and crashing them). But in the end it's a game about ships and I don't want people to have ultimates and then have to land and fight on foot to use them.

Anyway, I will definitely seek out your help for my car map if I use the WC3 editor later. It'll take me a while to get ready for it anyway.

Thanks again for all the help.
 
Level 2
Joined
Mar 6, 2011
Messages
11
Hey Darwin I suggest you add a skill to the ships that when it reaches the highest speed it could go to the galaxy and fight there and also add a repair droid at both bases :)
 
Level 4
Joined
Jan 3, 2011
Messages
103
You should really turn this into a Modern realism or ww2 (or ww1) map, awesomeness.
I mean keep the general idea, but change the setting.
 
Level 14
Joined
Aug 30, 2004
Messages
909
Hey Darwin I suggest you add a skill to the ships that when it reaches the highest speed it could go to the galaxy and fight there and also add a repair droid at both bases :)

I'm afraid the map is too large for that sort of thing. I'd need to upload a galaxy sky terrain for that.

I considered making the whole map in space for a while and then have separate missions. E.g. Mission 1: Rebels protect a caravan of ships while Imperials launch over and over again from a nearby Star Destroyer. Mission 2: the rebels have to evacuate their base while the Imperials attack...they have a set amount of time to defend their base. The base's health is determined by how many ships survived mission 1. In other words, the missions are linear but effect each other.

They wouldn't even have to be linear... their could be choices made about which mission to go on and each side would take turns picking targets... It would be a nightmare to test that sort of thing, but it could be fun.

The big problem is that space combat is kind of boring...no turrets, no ground units to strafe, no ground vehicles, no terrain to manuever around or use to kill pursuing missiles... etc. I could put in asteroid fields I suppose, but that's not much.
 
Level 4
Joined
Jan 3, 2011
Messages
103
If you ever do consider doing a space variant of this map, Make it like metastasis did their map, put space stations that you can enter and stuff, that would give the awesome ability to bust in.
Woah woah woah, that idea reminds me of the clone wars where Obiwan and anakin go to save Palpatine, the skiving Scumbag.
 
Level 14
Joined
Aug 30, 2004
Messages
909
Looking forward to even more updates, the current version is so good I just can't stop playing it ><

You are very welcome! I'm glad you enjoy it.

I'm afraid there's not too much I can do at this point. The map is just small enough to fit on BNet, so I can't add any more ships or complicated abilities or anything. I'm afraid I'm really just fixing any bugs that come up for now.

If anyone knows of a good snowspeeder model I'd consider doing a Hoth version... but I haven't found one.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Okay, this is like thirty-five different kinds of awesome (twenty of which belong to the AT-AT mission). Minus a few bugs (Moff Reilly declaring that the Imperials have destroyed their own shipyard), this is near perfect.

Just one thing that annoys me: not being able to select enemy units.
 
Level 14
Joined
Aug 30, 2004
Messages
909
Okay, this is like thirty-five different kinds of awesome (twenty of which belong to the AT-AT mission). Minus a few bugs (Moff Reilly declaring that the Imperials have destroyed their own shipyard), this is near perfect.

Just one thing that annoys me: not being able to select enemy units.

Thanks for catching that bug! There was a problem earlier with the Shipyard announcement; I wonder if when I fixed that i just put in the wrong text. I'll see if I can fix that and upload another version soon.

The selecting enemy units issue was a tough one for me. I wanted to have an easy way to set your targeting computer on an enemy fighter. I tried having an ability that you would cast on them, but it's hard to target a TIE fighter who is zooming around. That's when I settled on just selecting any enemy to enter them into the targeting computer. Once I did that I had to make it so you reselected your ship right afterwards.

The thing I found most annoying about it was being unable to see the life of the person you are targeting, so I added the color coding on the targeting field of your dashboard.
 
Top