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Messages - Kit Fisto

#76
I can try it out and see if it plays through a complete match on both eras on my computer if that will help. I might not be able to do it right away but when I get some free time I can test it. The map looks really cool!
#77
Quote from: Led on March 13, 2016, 06:07:35 PM
Sereja > DICE

DICE has access to all the models, 3-D scans, and previous games.  Sereja just watches the movies and creates!
And this is why Sereja's maps are so much better than the Dice ones. DIRECTLY inspired by the movie not a recreation by some guy who watched the movie once and has a model tie fighter on his desk.

This looks absolutely amazing and I can't wait to play it!
#78
Requests / Re: Imperial Shock Troopers
December 12, 2015, 09:44:43 PM
The Main Play Mod version 6.0 makes the Heavy Trooper have shock trooper markings and a flamethrower. It's a great mod but not online compatible.
#79
I tried it out and played it on Geonosis and these sides are pretty unique and fun. My favorite part by far was the inclusion of the pilots remote shield! Very cool and it makes his unit fun to play as.
I only did one play through but here's what I think about each unit.

Soldier: Well rounded except the lasers for his blaster seemed rather large relative to the size of the blaster. Just a visual thing. As far as the weapon values go it was pretty good! How it will fare against your CIS side I'll have to wait and see.

Heavy Trooper: This unit was pretty cool, I was a bit confused as to the function of the blaster that fires multiple EMP rounds as it did very little damage to infantry. It took me a while to figure out that was his vehicle weapon...whoops.
His time bombs seemed powerful but I didn't get many chances to use them.

Pilot: Great unit who's portable shield makes him a valuable asset on the battlefield. I thought the cool down time for it though was a bit too long, if it was shorter or maybe ammo based then players could set up defensive positions using the shields! Then that would balance out his relatively small arsenal. If theres a way you can get the AI to use the shields that would be absolutely amazing!

Sharpshooter(?): I'm not sure if this class is supposed to be a sniper class or a support soldier. His blaster that loads up felt like it would be useful at long range, except the range wasn't too long. His recon droid cool down time also felt a little long to me.

Jet Trooper: This jet trooper felt similar to Sleepkillers jet trooper in his mod with the carbine. His fast speed made him pretty maneuverable on the battlefront but his blaster kept overheating for me so I had to find cover. If this is part of the characters dynamic then good job cause that's exactly what I had to do! :)


Overall this mod is very promising! I can't wait to see your CIS sides and how they match up with your Republic sides. Some suggestions is to use the DN Bolt Caster or a weapon similar to that for one of your troopers. It's a unique weapon to the Republic in SWBFI and adds a different type of weapon in their arsenal besides blaster based weapons. I'd also like to see what changes you'd do to the various vehicles changes! I

A good mod doesn't neccesarliy need new models and I think this mod could stand well on it's own without them. If you do intend to add new models I'd do that at the end.
#80
Is it possible to edit the .exe or something to that extent to join gamespy servers instead of gamemaster? I can't the download gamespy app for Mac because it's not supported and Wine refuses to run the installer for windows version of gamespy.
#81
Just out of curiosity is this the main solution that the majority of the SWBFII online community used? Because whenever I go online I don't see very many people at all. Is the traffic for SWBFII online really that dead or is there an alternate solution that many more people are using?
#82
SWBF1 Modding / Re: [WIP] Endor: Bright Tree Village.
October 21, 2015, 11:43:57 AM
Good thing I've got tonight off! Can't way to play another amazing Sereja map!!
#83
On my channel I have a how to play SWBFII on Mac and it works on Mavericks too.
#84
Other Games / Republic Commando Online?
October 09, 2015, 03:29:06 PM
Hey guys, question for all ya'll.

Since RC multiplayer was powered by the same guys that powered SWBF multiplayer how might I play RC online?
Is there an .exe that I replace like with my SWBF games? Or am I stuck roaming the maps all on my lonesome?
All I've found online is by using IP addresses...
#85
Released Maps and Mods / Re: Naboo: Province
August 19, 2015, 01:09:20 PM
Sounds interesting, could we get some pictures? :)
#86
I played through this map twice, once on each side and here's what I think.
This map is very very cool. It has that SWBFI feel to it and the bases are just amazing! I did find a number of things that could be fixed/improved and here they are.

These awesome weather vane models don't have any collision.
[spoiler]
[/spoiler]

The turbo laser doesn't make any sound and has no first person view. I also found that zooming in on a target moved my screen down so I'd have to move the turbo laser back up to see my target (if that doesn't make sense just target someone and zoom in you'll see what I mean)
[spoiler][/spoiler]

The turbo laser can also be entered in from the outside of it as well as inside of the CP. If the point of the CP is to hold the turbo laser then the only entrance should be inside. I think some sort of control panel or seat would show that that is the entrance to the gun. Also when you exit out you end up on the outside behind the gun.
[spoiler]
[/spoiler]

One thing I really liked about this map were the bridge type things above the main battlefield until I realized me and the AI had no way to get up there and use that strategic position! I think it would really add some flare to that section of the battefront and make advancing on the rebel and empire positions a lot more of a challenge.
[spoiler][/spoiler]

There are various rocks around the map that either float or don't have collision.
[spoiler]
[/spoiler]


Additional comments/suggestions
1) A minimap
2) CP names
3) The mission objectives are still default Jabba's Palace objectives
4) This is more personal but I think the Rebel Alliance would look better on this map if their skins were the ones we see on the Tantive IV level in SWBFII. The aesthetic of the map doesn't really call for desert skins which is what they have now
5) The AI never got stuck anywhere and that's really nice for us single players. I felt that the troop count on both sides could be increased by about 10 at most.
6) Add Clone Wars era cause Clone Troopers are amazing and think of the bottlenecks the Droideka's could create!


This map is amazing and truly unique. I can't wait to see it in it's finished form!
#87
SWBF1 Modding / Re: [WIP] Umbara: Shadow Forest
July 11, 2015, 03:16:44 PM
Quote from: Snake on July 11, 2015, 02:27:25 PM
Kit Fisto lives!
Sereja's maps bring me out of my coffin!
#88
SWBF1 Modding / Re: [WIP] Umbara: Shadow Forest
July 08, 2015, 04:17:21 PM
Oh my goodness this is amazing!!!! The moment I saw those episodes of TCW I thought it would make an excellent SWBF map and now you've done it!

I absolutely can not wait to play this!!!
#89
I pretty much love all of Rends maps, Sereja's maps and most conversions (Sleepkiller's Geonosis).
And Rhen Var: Bridge and Ord Mantell are also up there on my list.
#90
Public Square / Re: Happy Birthday to me!
March 30, 2015, 03:19:52 PM
Happy Birthday to the best map maker on the planet!!!!