the readme. The biggest change is that the map is now theta-shaped instead of \"O\"-shaped (ɵ vs. o), thanks to the addition of a bridge running through the center. This is nice, because it means a little bit less running and a little bit less dead space in the center of the map. Unfortunately, the models used for the bridge are missing low-rez versions, and consequently the bridge becomes a vanishing bridge at either end of the map. I would either increase the view distance or add a lowrez model to the bridge. Additionally, the AI seem to have a problem getting up onto the bridge, thanks to collision with the \"ends\" of the bridge (sync this up with the terrain better). Most of the issues with the first still remain here, though. The map is still very large and very open, and there is a lot of running through a sniper\'s buffet to get from CP to CP. Some props were added (oddly, floating AT-TEs), but there really need to be more - make there be rocks from the mountainside, extensions of the mountain, etc. The CPs that were buried in the first are still buried - these should be at least somewhat visible outside of their holograms. I like the addition of a minimap, and it\'s a decent minimap. The ravine itself needs work, since thanks to the grade of the cliff face, it\'s easy to clip through the ground instead of hitting it. This can be solved by a simple deathregion, but it would be best to make sure the terrain collision will not be lost too. You can see most of the map in the screenshots below. Give it a try if it looks interesting. -Mav
This is an updated version of modmaster13\'s earlier [url=http://starwarsbattlefront.filefront.com/file/Rhen_Var_Ravine;117547]Rhen Var Ravine[/url]. It has a handful of changes, as listed below in
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