QUOTE (FireDog @ Nov 26 2008, 19:11)

I do wish you could make some mission map versions for Sunder.... An underground base has lots of great possibilities. You could use a mission scenario like the EndorAssaultWNR map. It could have a series of objectives to attack the deeper you have to penetrate the base (the Rebel attack on an Imperial base with a shield generator). Or just the opposite, a prison breaks where you have to fight your way out with commandeered mechs disabling a tractor beam/comm/hq along the way (ala escape the Death Star).
If you want to go with other themes, you may call it Zion from the Matrix. A single player mission could be to defend the core base from a hoard of attacking light mechs.
Yeah, alot of my maps would be great for missionplay,
Solar Orbit forr one, would be an amazing mission. Trying to take over the kearny-fuchida drive, or the bridge, would make a great capture-hold mission. And, there's a map I made for UK, that had a pretty impregnible fortress on it, that too would make for really interesting capture-hold. The only problem with making missions for me, is that I don't know how to write scripts, much-less incorporate them. I'd love to add some of these things to my maps, but, I just can't quite get my head arround the programming.
I actually thought about calling it Zion for a little while, but, I figured the matrix kind of faded from pop-culture by now, and most people wouldn't get the reference

QUOTE (FireDog @ Nov 26 2008, 19:11)

Ideas for rooms.
Large hanger bays of drop ships and overlords.
Hanger bays of tanks/assault vehicles
Engine rooms with lots of heat
Green houses with trees/plants under a transparent (glass/shield) overhead
Central Core generators/AI computer… Do a certain amount of damage and everything blows
Hanger bays of space fighters blow one and get a firecracker effect.
Weapons bays with turrets that can be raised though hull portholes.
Refinery rooms with lots of volatile fuel tanks
Magazine with lots of exploding arms storage.
Mech bays with stored mechs
Garrison berthing bays with lots of infantry/battle armor
(Star trek style Jeffery tubes) tunnels that only Small BA/infantry can use.
Weapon control rooms where if you take them you take control of the turrets in the room or other rooms.
Thought about it, putting a big door above it would be a must, otherwise a dropship would just be stupid below ground. I'm still tinkering with that idea, but probably not.
Hangar-bays full of vehicles really screw with the map-editor... for some reason, it just makes thigns REALLY unstable. I've done it before.
Can't localize heat-sink efficiencies, it's all or none unfortunately.
An Arboretum is a good idea, I hadn't thought of that. I'll see about that one.
Well, I have Geo-thermal generators in the central room, as well as a room dedicated to massive capacitors. But, the latter is impossible.
Again, hangars full of vehicles = unstable. And, if you're unfortunate enough to include a Shilone on the map and it gets destroyed, it crashes the game for all players... odd...
Apparently, it's possible to make moving objects, but only as far as the host is concerned, everyone else won't see it.
Fuel? Interesting, but doubtfull to be included.
Lots of mechs have the same effect as vehicles. Basically though, you are the mechs in this particular mission.
I thought about the Jeffries tubes for BA! But, it would be somewhat impractical for wiring the whole area together with them... maybe just a few BA-only accessable mech-bays or something, to give them a leg-up.
Possible, but, really, how many turrets would an underground facility poses?