Description

After seizing the communications tower in the grassy plains outside of Lothal's Capital City, the Rebel Alliance comes under heavy fire from the Imperial war machine. Desperate to spread their message of hope throughout the galaxy, they must hold the tower at all costs.

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lothal: Communications Tower 1.2 (Outdated)
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Fives01st
Fives01st

:D

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Delta1337
Delta1337

Very fun map to play and a great update!

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kiprobin Author
kiprobin

Thank you! Glad you like it

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Sinisterkiller83
Sinisterkiller83

Finally found your easter egg.

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kiprobin Author
kiprobin

Glad you did! I gave it double the health, so that if you do go to the trouble of going all the way out there you gain an advantage. Also,someone just sent me a better ezra model and a season 1 kanan model, so I will be putting those in a 1.3. I release a 1.1, then Kallus and Sabine models surface, then I release a 1.2 as a result, then more models surface so now have to do yet another update. Hopefully it'll be the last one haha

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Fives01st
Fives01st

I have spent so long trying to find it, I am about to go try to find it again XD

I noticed that the imperials don't really stand a chance. When I was flying around looking for the easter egg the imperials reinforcement count was going down so fast...I usually play as the rebels so I don't mind that much but other people might play as the imperials. Otherwise the map is awesome! I especially like playing as Kallus now. He is a pretty fun unit and so is Kanan.

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kiprobin Author
kiprobin

Other ppl also reported that it was tough for the empire, and so for this update I played 2 complete run throughs as them, once starting by attacking from the highway, the other time starting from their cp out in the plains. I won both times - in fact I have yet to lose as either side in all the testing I've done. I will say that I won by a much larger margin when attacking from the highway, and that seems to be consistent with all the run throughs I've done. I also only ever play as infantry, so if you like to fly or go in tanks, I have no idea how that plays out balancing wise. But if you play as standard infantry or heroes, it's almost perfectly balanced at least when using my attack strategies. Idk why others are struggling with this, as I'm only an average player at best. Feel free to lmk what specifically you're struggling with, but if you go out and attack a bunch of cp's as the empire, and stay in the trenches (which I deliberately made withing the cps' capture region specifically for ease of capture/defense), then winning shouldn't be too tough as either side

As to the easter egg, a hint I have is to look for the foliage. I only put foliage around the map where people are actually running around, like around the trenches and the highway. I did not put foliage everywhere out in the plains - except for where the easter egg is. If foliage isn't loading as you're flying around looking for it, then that's not where it is.
My other hint is to look at the picture. For that picture, I went out to it, got in it, then flew back to the battle. Infer from that directionality what you will

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Sinisterkiller83
Sinisterkiller83

one thing I feel like would help out the empire is giving them AT-TE's or the TX-130 considering they both had them in service for quite a while. Otherwise it's a challenge that's very fun

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kiprobin Author
kiprobin

I tried adding the TX-130, but the engine sound made it crash; I have so many vehicle types and sounds loaded that the game can't handle more, at least that's what I think it is. That's the same reason why the t4-b doesn't have engine sounds, which is tolerable for a tread vehicle, but maybe just seem a bit off for a hover vehicle. If you guys think it's worth it I could through a tx 130 without engine sounds, and just reassign the weapon sounds like I did, just lmk soon before I release the 1.3
As to the atte, it already has 16 cp's plus command vehicles, so I can't add even one more command vehicle without causing a guaranteed crash

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Sinisterkiller83
Sinisterkiller83

You could prob remove some of the turrets if it helps.
I noticed due to the sheer amount of turrets it causes the ai's to be a little derpy.

Otherwise it's a really fun map.

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kiprobin Author
kiprobin

Removing turrets would do nothing for the sound; so long as a type of turret is there, it needs to have its sound loaded, regardless of how many of them there are. There are really only 3 turret sounds, the standard one used by the main bf turret and the tower turret, the dish turret sound, and the hoth turret sound (which I would need if I would add the tx 130, as it's the same sound used by its blasters)
EDIT: I did remove a couple of the excess turrets anyway, figured it couldn't hurt too much

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Sinisterkiller83
Sinisterkiller83

Wasn't really meaning by sound mainly. Cause the map for the most part is pretty stable. Tho it has a chance to crash and from when I played it only around 3 out of the 10 times it's crashed for me. No clue otherwise great *** map and wonder what will come next. 07

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kiprobin Author
kiprobin

I recommend lowring your LOD distance, lighting and shadoe quality, etc. That's what other ppl say works. I have never experienced a single crash since 3 versions ago so it's fine for the game, just not necessarily for your machine

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Sinisterkiller83
Sinisterkiller83

Prob

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