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.
This version is outdated, an updated version can be found here: Moddb.com
Here is the 1.2, hopefully final, update for Lothal.
Changelog:
-ISB Agent Kallus has been added
-A better Sabine model has been added
-4 of the 10 AAC's have been removed and a 2nd T4-B has been added. This was done to reduce lighting overload, as the 4 AACs I removed have many missiles that fire rapidly, compared to one extra T4-B with few missiles that fire sporadically. It helps a lot with lighting. Also, because the T4-B is more powerful, it doesn't hurt balancing much either. Also, I put each T4-B on separate command posts, so now it's more likely that at least one will be in play at any given time
Known bugs:
-due to the 2 new high poly models, I had to make it so that the ai can't choose any of the hero characters. If they could, then all of those high poly models running around overloads the rendering, and making low poly models was more work than just making the ai not choose them. If you want the ai to play as them, feel free to use the old 1.1 version, which is still up
-I had to remove Vader in order to make room for Kallus
-Still some lighting overload, also some flickering objects
-Still no sound on y wing or engine sound for the T4-B
-Still a few floating weapon icons
The better Sabine model, the Kallus model, and Ezra will all be released soon for other modders to use as they wish
Credits:
Map author, lothal tower/highway/platforms, ect.: kiprobin (me)
Kiprobin, Lucasarts/Lucasfilm/Disney Netmarble Force Arena: Sabine Wren and Agent Kallus Conversion
Sporadia: helping me increase the flamethrower's visual range
Fives01stYT: beta testing
Teancum, Force Arena: Hera Syndulla and Kanan Jarrus conversion
Teancum, Lucasarts/Lucasfilm/Disney, Zen Studios: Ghost prop
Teancum, Lucasarts/Lucasfilm/Disney Netmarble Force Arena: Grand Inquisitor Conversion
Teancum, Lucasarts/Lucasfilm/Disney, Petroglyph Games: T4-B tank conversion
Teancum, Fox, LucasArts/LucasFilm/Disney, Netmarble Games: Grand Admiral Thrawn Conversion
Giftheck, Pandemic, LucasArts, Free Radical: A280CFE, DLT-19D, Various Weapon sounds
Conversion Pack Team: Hovernaut,kwing, bwing, light attack speeder, r41 starfighter
Bandu, Conversion Pack Team: Tie Defender
NoctisSpector, Gistech: e22 rifle
NoctisSpector, Ashura, S1thK3nny: DC17S Pistol
Giftheck, Sereja, LucasArts:ee-4 rifle
Giftheck, Free Radical, LucasArts, Sony Online Entertainment: RG4D pistol
Gistech, Pandemic, Anakin: Tie Striker
JabbaLovesLava, Delta_57_Slash: Disruptor Rifle
Sereja: flamethrower
Seraja, Pandemic, tirpider: Rebel Captain models and textures
WhiskeyTangoFoxX, Pandemic: Imperial Officer and Imperial Army Rifleman models and skins
Gogie: Garazeb Model
Giftheck, Pandemic: RK-3 Pistol
Psych0fred: Rebel Combatspeeder proto, various assets
CT108: Sabine's Tie texture
Sereja, Corra_Ashu, Free Radical - Lambda Shuttle Model
Wideboy: box assets
Warb_Null:Gozanti freighter assets, converted by AceMastermind, retextured by me
NoctisSpector, ggctuk & Free Radical, LucasArts/Pandemic, Battlefront Fandom: CJBO Rifle
GGCTUK, Gistech, Pandemic Studios, LucasArts, Krome Studios: Incinerator Trooper Model
Jendo7, ARC_Commander, archer01, monsoontide, Saitek009, ]V[, AQT, Pinguin/Aman, Maveritchell, and Rends: Tatooine Outpost assets (boxes, misc.)
[GT]-Gogie, KeivanMereel, Harrisonfog, Eric Matyas, Triforce919, Mikethebeast, BattlefrontJDGamer, The photographers at burningwell.org, Jared @ SWgameoutpost.com, Youtube, Gametoast community – scarif starter kit assets (shuttle, boxes, misc.). Link to scarif starterkit: Moddb.com
Pandemic – original models/textures
Lord_Bandu: Dantooine grass
Happy Modding!
:D
Very fun map to play and a great update!
Thank you! Glad you like it
Finally found your easter egg.
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
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.
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
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
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
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.
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
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
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
Prob