Angels Fall First: Planetstorm is an objective-based assault game fought both in space and on the ground. Featuring totally original art and completely new game types, we take you from flying gigantic capital ships, piloting fighters, and manning turrets to the traditional vehicular and infantry combat, both planet-side and inside the starships themselves. At your command are more than two dozen ships and vehicles, including all original weaponry, 3 maps with full bot support, two custom characters, with more on the way. This is a <b>total</b> conversion mod in the fullest sense of the word. Welcome to Planetstorm.

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Aquila 9
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JoffL
JoffL Sep 23 2008, 6:22pm says:

Will you be able to fly those ships or will all the gameplay take place on the station?

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ikarusFallsLast
ikarusFallsLast Sep 24 2008, 6:16am replied:

station + ships

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AStepIntoOblivion Author
AStepIntoOblivion Sep 24 2008, 8:21pm replied:

To clarify, map-sets (there are six maps planned in total) are paired. A space side and a 'ground' side. You can fly those ships in the space side (the ice asteroids map), but Aquila 9 Station itself constitutes as a 'ground' side of the Meudeverre map-pair. Thus from the station, you can't fly it out to space because there is no space. Heh. It is a totally separate map from the Meudeverre Space map, and given the limitations of the engine, there is no seamless space-ground transition at the moment.

Rest assured it is only one of the number of capital ships and smaller fighters/bombers/scouts that you can control in the space side of the maps. So yes, you can fly it, just not from this particular map.

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Dremth
Dremth Oct 12 2008, 10:13pm replied:

ha! limitations of the engine? what are these limitations you speak of? ive done seamless space-ground transition in ue3 before.

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Jetfire_
Jetfire_ Oct 13 2008, 1:18pm replied:

Um, well, considering the spaceships are something like 1/20 scale to give them a large relative play area, and the ship interiors are 'full size', and the fact that the engine starts throwing rounding errors about 1/4 of the way out from the grid... there is no way we can do it on a 1:1 scale and have space maps that 'big'. If it were 'seamless' a fighter would cross the playable area in about 5 seconds. If you do have any rigorous solution I'd love to know.

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Dremth
Dremth Oct 14 2008, 5:23pm replied:

that makes perfect sense. thank you for clearing that up for me.

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Description

First shots of the interior of the Aquila 9 Station

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Entertainment
Date
Sep 22nd, 2008
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