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Death Star Extra CP's(CTF&Con)


Death Star Extra CP's(CTF&Con)

Добавил: The DSystem
2011-05-10 22:05:00
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the scripts for the Death Star missions (not even the stock ones, to say nothing of any potential modded Death Star missions). What this means for you, the player, is that you'll have AI running around to capture command posts that mean nothing for the reinforcement drain - it's great that the author added some extra planning, but it means that if you capture the wrong CPs, you could hold the majority of the CPs on the field and still be experiencing a pretty strong reinforcement drain. Which of course brings me to a second point - some of the CPs are placed in straight-up odd places. Some are reasonable, if a little too isolated (like the hangar control room), but some are just plain silly, like the one at the end of the superlaser firing chamber. It's a long slog through an area not designed to be walked through (which means it breaks immersion) and it's way, way far away from the action. Another foul ball is the CP in the trash compactor. Because all the death regions were removed, you'll experience a buggy-feeling "crush" of the compactor that immobilizes you. It's not very conducive to trying to play through the map well. It is, in sum, a decent idea, but some of the ways its done are a little silly. The real problem is that lack of adding the CPs as having conquest value. If it sounds interesting, though, give it a try. -Mav
This mod, by DrakusFett, is simply a modification to the stock dea1.lvl (Death Star). It adds, as you could infer from the title, some extra command posts. Problematically, it doesn't even modify
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