i am working on a new siege level and i was wondering about what you would like to see in this map
 note that this is a absolutly huge map (since it has a olmost to scale star destroyer and mon calamari cruiser init)
 my current mission objectives are 
 Imperials vs Rebels
 rebel objectives:
 - take off from the cruiser defiance
 - look for the damadged ISD undertaker in 3 possible area's
 - once the ISD is found destroy its shields and engines
 - dock with the star destroyer and make your way to the bridge 
 - steal the new shield generator plans from the main computer 
 - make your way back to the hanger
 - steal a shuttle and return to the defiance 
 -mission complete-
 
 imperial objectives:
 - keep rebels from finding the undertaker
 - (if 1 fails) defend the shield emiters and engines
 - (if 2 fails) stop the rebels from reaching the bridge
 - (if 3 fails) kill the rebel who is carying the plans and return them to the bridge
 - (if 4 fails) close the hanger with a force field
 
 tell em what you think of these objectives 
 i know some of you wil be worryd about the size but ive played the map a few times and no lag at all
 olso note that the rebel cruiser and the ISD arent in the same part of space you have to hyper space between area's 
 
 open for idea's and discussion
  
 
  
  
    for your viewing plesure here's a screen from my upcomming map
 http://www.ldjmaps.jolt.co.uk/?page=&action=show&id=5885)
  
 
  
  
    looks cool and I like the objectives. finally some1 is making a siege map.
  
 
  
  
    i know its too small but if i make it even bigger you wont have muich room to fly around it
  
 
  
  
    i like this idea =] 
 
 gives me some to HE HE HE
  
 
  
  
    Can't you just make the skybox bigger for that? :confused:
  
 
  
  
    i could but it wil give me the max_visibility error and map wont compile besides its bigger than it looks belive me
  
 
  
  
    Increase the blocksize if you get that error.
  
 
  
  
    Originally posted by Livingdeadjedi 
 i like this idea =] 
 
 gives me some to HE HE HE 
 
 HOLY CRAP, ITS LIVING DEAD JEDI, dude, like the best map maker ever, are u workin on anything right now? Are u gonna make maps for ja?
 
 -:fett: Montross
  
 
  
  
    hes wуrking on the sarlacc map from jk2 and he's porting it to jk3 and enhancing it 
 plus he's helping me where ever he can (if he's not too busy playing starwars galaxies)
  
 
  
  
    just to let you guys know i wil be releasing new screens later tonight 
 
 along with a smaall scenario change
  
 
  
  
    here they are just as promised:
 imperial hanger 
http://www.uploadit.org/files2/101103-shot0027.jpg)  
http://www.uploadit.org/files2/101103-shot0028.jpg) 
 aliance hanger 
http://www.uploadit.org/files2/101103-shot0030.jpg)  
 ISD hull (textures arent final)  
http://www.uploadit.org/files2/101103-shot0032.jpg) 
 aliance base 
http://www.uploadit.org/files2/101103-shot0031.jpg) 
 the scenario change was that i could not make the rebel base a mon cal cruiser 
 cause it has too many meshes so i made it a base
 olso i cant make it so you have to goto hyperspace between the ISD and rebel base so i'm still working on the story ect. 
 tell me what you think of it
 and gimme some suggestions ect. 
 sorry for screens not working the first time
  
 
  
  
    Work on lighting... IMHO it is way too bright and appears that you are doing a nolight when you compile. Add more stuff to the hangars, especialy the imperial one as IMHO they look a bit bare.
 
 Also laser cannons on the big grey ship would be cool. That way the imperial team could try and shoot up the x-wings.
  
 
  
  
    Needs some more details. Barrels in the hangers, supports, pipes, etc. Try not to use over repeating textures also.
  
 
  
  
    yes i'm compiling it without light for now
 cause it takes a ****load of time to compile it with lights
 
 olso if anyone knows how to place automated turrets with would be apriciated that way the ISD wil have both automated defenases and player controller defenses
 
 and yes the hangers werent finished yet i still have to make a long path up to the bridge and stuff 
 
 olso note that all tie's in the main hanger of the star destroyer are flyable
  
 
  
  
    Originally posted by darthVADER 
 yes i'm compiling it without light for now
 cause it takes a ****load of time to compile it with lights
 
 olso if anyone knows how to place automated turrets with would be apriciated that way the ISD wil have both automated defenases and player controller defenses
 
 and yes the hangers werent finished yet i still have to make a long path up to the bridge and stuff 
 
 olso note that all tie's in the main hanger of the star destroyer are flyable 
 
 i know how to put in your laser turrets
 
 i think there are two ways check wich one looks best
 
 one sure fire way is to add a misc_turretG2 and then check the box that says turbo
 
 the other way i havent tried is the misc_turret it says its part of a giant two part turbo laser
 
 try em both and see wich one u like better