Commando Archive
Thread: Revised City Map
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Raanan
Fri Jul 01, 2005 6:27 pm
#16
OsloisAwomaow wrote:
More security, and an unfair advantage in defense!
We will have lots of turrets.
JoKen_Jash
Fri Jul 01, 2005 6:28 pm
#17
There are small "passageways" in some of the wall, it's impossible to get the corners so both sides are locked. So I'll probably just turret all the sides. Happy now?
And I may expand the bottom there to encompass two bases. Let me see what I can do.
JoKen_Jash
Sat Jul 02, 2005 12:03 am
#18
Ok, I've come up with a revised city map that uses a mere 53 medium generics. Basically, it's been shrunk to support only one base, with living areas when we run out of generic houses in the wall area being placed outside the base in roads and such. This overcomes the problems with the old one which was simply too massive and too complex to set up realistically.
Here it is: Clicky
Reydon
Sat Jul 02, 2005 12:29 am
#19
hey, where do you make those? I want to make one that looks like a Mandalorian Helmet 
RoastyToasty
Sat Jul 02, 2005 8:57 am
#21
Just one thing. Aren't the devs trying ot do away with walled houses? I thought I read somewhere in the Core Systems forums that they wanted player cities to be open and thus player created walls were frowned upon. I perconally like the idea of a walled city just letting people know what's up here.
JoKen_Jash
Sat Jul 02, 2005 10:03 am
#22
Yeah, but it's still not considered an exploit, and medium naboos that were placed before they fixed the footprint to avoid that weren't moved and therefore still existed in walled state. Medium generics aren't used as often so they aren't well known as walls.
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