This is a beta release of my redone DDC map. It is now Dobido: Deep Crater. Dobido is Sernpidal's smallest moon.
It is finished except for some polish issues; the most glaring is that the AI still run into rocks in
quite a few places, even though there are barriers placed over them.
Also, if anyone has suggestions for decreasing the size of the side file, fire away.
Because the map is on a moon without an atmosphere, I modified the rebel pilot skin to fit the imperial pilot model, so that the rebels could also have functional space suits. Heroes for both sides are also the stock units with no exposed skin; that meant putting the Fetts on the Rep and Reb sides, but I assume that bounty hunters will work for anyone if the pay is high enough. That leaves Grevious for the CIS (his spacewalking abilities were proven in EP3) and Darth Vader (not sure about the spaceworthyness of his suit, but if I understand correctly at least in the initial creation of the character it was assumed that it would in fact be spaceworthy).
All standard units use either the imp pilot model/new rebel skin, the imp pilot model/skin, or the ATAT pilot model/skin. Weapons are stock but are included in the side file but I now understand after talking with the WULFMAN this isn't necessary; however they are what is taking up the most filesize. 1.0 should be much smaller.
Changes to the sides:
-normal units now unlocked after 5 points, but pilots and marines are included; pilots start unlocked, marines
unlock after 8 points. Exception is that engineers also start unlocked, because I am using the stock imp snow
engineer, and so couldn't change this, and I had to make it even for both sides so I left the rebel engineer
unlocked as well. Special class units now unlock after 20 points, and officer class after 12.
Dark trooper no longer has flight abilities, but hp is increased to 600 and agility maintained.
Wookiee warrior replaced by rebel warrior, which retains weaponry but also has 600 hp and sniper agility.
Bothan spy replaced by rebel spy, changes are simply cosmetic.
Game modes are cw/gcw conquest, cw/gcw 2 flag ctf (which is extreme close quarters), hero assault, and also lazer tag if that mod is installed.
I intend to use this map with Extended Galactic Conquest.
![Image](http://4.bp.blogspot.com/-ZecrJZDdNj4/Tcg4GICRunI/AAAAAAAAAF4/dohCAhXaoTo/s1600/swbf2-20110509-121024.jpg)
planning and barriers--the plans are set up to be larger than the barriers, in an attempt to randomize the AI movement between the rocks, as well as through or above the cave, since I have never had any luck with path weighting--no matter what they still take the shortest route possible every time. This approach seems to work well except that in 2 flag ctf when I put the flags on opposite sides of the cave the AI didn't seem capable of finding their way to the opposite side after picking up the flag (they just stood there) and also this approach is probably why the AI are so inclined to ignore the barriers and run straight into the sides of large rocks in various places.
Also, I have added shadows (as suggested by Darth D.U.C.K.) which will cause lag on slower machines, but of course can be disabled by lowering the graphics settings.
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