Endor: Death Watch Bunker

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AQT
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Endor: Death Watch Bunker

Post by AQT »

I swear this will be the last time that I'm visiting this map idea/concept. Hey, guys. So this map is loosely (I'd say 20-40%) based on the Death Watch bunker from Star Wars Galaxies, which I haven't played at all. The remaining percentage is based on a few other Star Wars games. The targeted audience is, then, I'm hoping everyone. Here's some more information on it:
Hidden/Spoiler:
[quote="Wookiepeedia"]Image

Death Watch bunker

The Death Watch Bunker was the primary location of the Mandalorian Death Watch during the Galactic Civil War.

The Death Watch established a bunker on the forest moon of Endor where it would be virtually invisible to the rest of the galaxy. Death Watch Wraiths, Ghosts, and Bloodguards continued operating in secrecy, contracting with Black Sun as assassins in exchange for the crime syndicate helping them further their goals.

By 1 ABY, the Death Watch had fallen into obscurity, known mostly as an ancient Mandalorian splinter group whose armor had inspired the uniforms of the Emperor's Royal Guard. However, while working for Jabba the Hutt on Tatooine, famed bounty hunter Boba Fett discovered that the group were not merely the stuff of myth and rumor but were in fact operating out of a hidden location. Still under contract to remain with Jabba, Fett hired a group of spacers to investigate for him.

At the same time, the Death Watch's leader, Teti Viba, came to the attention of Imperial Commander D'krn, stationed in Tatooine's capital city of Bestine. Wishing to use Viba as the prime clone for a new and improved batch of stormtroopers, D'krn also hired a group of spacers loyal to the Galactic Empire to discover the Mandalorian's whereabouts. These spacers killed Viba and his guards and took a sample of his blood to return to D'krn.[/quote]
The premise of the featured campaign mission follows exactly what the bolded sections above say. Mostly everything else is an homage to the greatest Star Wars first-person shooters of the 1990s (mainly Shadows of the Empire and Dark Forces). I'm in the process of touching up the main character model that you get to play as, so I can't reveal him yet, but I did toss in a clue along with the screenshots below.

Other game modes include:
  • Conquest: Imperials versus Death Watch
  • Team Deathmatch: Imperial Scout Troopers versus B1 Security Droids (essentially a "sniper war")
  • Hunt: Death Watch Wraiths versus Ewok Slave Miners (all of these units have melee weapons)
All sides/units are custom, and the only available era for this imminent release is GCW, but I think THEWULFMAN will add support for his TCW mod so that his Death Watch units can have another location to fight at.

Here are some screenshots:
Hidden/Spoiler:
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My beta testers are:
  • DarthD.U.C.K.
  • Lagomorphia
  • Lephenix
  • RevanSithLord
  • THEWULFMAN
My remaining to-do list:
  • Finish the aforementioned player model
  • Get the collision fixed for a few props
  • Fix or change the minor things I've missed or decided differently on
Thanks for viewing. I'll post updates if I have any.
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Re: Endor: Death Watch Bunker

Post by CalvaryCptMike »

OOH!!! Yay! Looks awesome as usual AQT!
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Re: Endor: Death Watch Bunker

Post by Anakin »

WOW this can become an epic map keep on this idea :thumbs:
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Re: Endor: Death Watch Bunker

Post by modmaster13 »

Is there still a chance that I could beta?
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Re: Endor: Death Watch Bunker

Post by kinetosimpetus »

I feel like I've seen this before... What's different this time?
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Re: Endor: Death Watch Bunker

Post by THEWULFMAN »

kinetosimpetus wrote:I feel like I've seen this before... What's different this time?
Its been baked in awesome sauce. :D
And its got stuff I cant talk about. Well, I could talk about it, but then I would have to put a curse on the post so that anyone who read it would die in 7 days, unless they quoted me, then they would live.
Hidden/Spoiler:
Bonus points to whomever figures out what I am spoofing in my above paragraph.
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Re: Endor: Death Watch Bunker

Post by Cerfon Rournes »

The map looks very good AQT. Also, the Imperial Commando premise looks awesome... :shock:
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Re: Endor: Death Watch Bunker

Post by modmaster13 »

THEWULFMAN wrote:
kinetosimpetus wrote:I feel like I've seen this before... What's different this time?
Its been baked in awesome sauce. :D
And its got stuff I cant talk about. Well, I could talk about it, but then I would have to put a curse on the post so that anyone who read it would die in 7 days, unless they quoted me, then they would live.
Hidden/Spoiler:
Bonus points to whomever figures out what I am spoofing in my above paragraph.
:shock:

I give up.
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Re: Endor: Death Watch Bunker

Post by acryptozoo »

looks awesome like usual just like the last one , i love the planet endor in the sky :O looks awesome
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Re: Endor: Death Watch Bunker

Post by Eaol »

Love it.

Looks almost like a stock map. The environment is really well-done.
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Re: Endor: Death Watch Bunker

Post by Lephenix »

It is much better than a stock map, and it is excellent, i am lucky (i tested it) :yes: .
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Re: Endor: Death Watch Bunker

Post by AQT »

Thanks, guys. @modmaster13: Thanks for your offer, but I think I got all the feedback I need.
kinetosimpetus wrote:I feel like I've seen this before... What's different this time?
Nothing really; I just felt like posting another "WIP" thread for what-the-hey fun.
Hidden/Spoiler:
Differences: (link to the previous version for reference)

[list][*]There is a full length campaign with a lot of features
[*]There are other modes aside from Conquest as listed above
[*]There will be support for THEWULFMAN's TCW mod
[*]There are new custom sides for the GCW era
[*]There are two new loadscreens
[*]The minimap looks a bit different
[*]There is a new "wing" to the bunker layout
[*]Ewok Slave Miners as hostile locals
[*]Nearly every MSH has been reskinned to distinguish between brick/concrete, rocks, and dirt
[*]Randomized but appropriate "environments" as shown in some of the screenshots
[*]New ambient sounds for each environment and ambient sounds in general
[*]Shadows no longer cast on any of the objects used for the interior bunker because I enabled emissive colors on all of the MSH's used
[*]Glow has been enabled on some objects
[*]No more support for the obsolete Exile's Voyage
[*]Objects with missing shadow volume before now have it
[*]A bunch of minor object replacement
[*]I might have forgotten some other things, but I think that's all the main differences...[/list]

The reason why I didn't write up a list before because I didn't think anyone would care to know the differences, but there you go.
Cerfon Rournes wrote:Also, the Imperial Commando premise looks awesome... :shock:
Remember, an "Imperial Commando" can be any type of commando of the Empire. ;)
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Re: Endor: Death Watch Bunker

Post by agentsmith38 »

Looks like a lovely map AQT. Definately love the looks of it. I'm looking forward to playing it!
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Re: Endor: Death Watch Bunker

Post by ShadowWing »

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Re: Endor: Death Watch Bunker

Post by THEWULFMAN »

ShadowWing wrote:Are these http://i785.photobucket.com/albums/yy13 ... t_0010.jpg starships pilotable?
No, they are just props.
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Re: Endor: Death Watch Bunker

Post by Marth8880 »

AQT, thank you SOOOOO much for being one of the only people who actually add environmental ambient sound streams!!! Seriously, I don't even recall hearing any environmental ambiance in Mav's Death Star II: Emperor's Throne Room map! It just adds such a tone to a map that cannot be described.
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Re: Endor: Death Watch Bunker

Post by Maveritchell »

Marth8880 wrote:AQT, thank you SOOOOO much for being one of the only people who actually add environmental ambient sound streams!!! Seriously, I don't even recall hearing any environmental ambiance in Mav's Death Star II: Emperor's Throne Room map! It just adds such a tone to a map that cannot be described.
Not to digress, but there wasn't any there on purpose, because the ambiance there was about the music. Outside maps (like this one) or maps with a lot happening in the scenery lend themselves well to ambient streams, but the lack of sound can be used too to create a sparse effect - to paraphrase Debussy, ambiance is the space in between the sounds.
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Re: Endor: Death Watch Bunker

Post by AQT »

@ShadowWing: THEWULFMAN's right.

@Marth8880: Now, now. While I do appreciate your comment, to Mav's defense, almost all of the maps featured in Dark Times II had ambient environment sounds and per the randomized environments.
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Re: Endor: Death Watch Bunker

Post by Marth8880 »

Maveritchell wrote:
Marth8880 wrote:AQT, thank you SOOOOO much for being one of the only people who actually add environmental ambient sound streams!!! Seriously, I don't even recall hearing any environmental ambiance in Mav's Death Star II: Emperor's Throne Room map! It just adds such a tone to a map that cannot be described.
Not to digress, but there wasn't any there on purpose, because the ambiance there was about the music. Outside maps (like this one) or maps with a lot happening in the scenery lend themselves well to ambient streams, but the lack of sound can be used too to create a sparse effect - to paraphrase Debussy, ambiance is the space in between the sounds.
Yeah, you're right. That makes sense. :music: Still though, even with maps that should have it and are meant to have it, they don't have it.
AQT wrote:@ShadowWing: THEWULFMAN's right.

@Marth8880: Now, now. While I do appreciate your comment, to Mav's defense, almost all of the maps featured in Dark Times II had ambient environment sounds and per the randomized environments.
Ugh, I STILL cannot get that to work in my new variation of Pioneer Trails!
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Re: Endor: Death Watch Bunker

Post by AQT »

Here are the custom units and the side layout for Conquest mode, which goes as follow: rifleman, rocketeer, sniper, engineer, officer, assault, melee, big bulky droid with jetpack, and hero. Special thanks to icemember for most of the player models and skins used.

Empire

Imperial Stormtrooper
Hidden/Spoiler:
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Weapons: E-11 Blaster Rifle, SE-14r Side Arm Blaster, Thermal Detonators

Imperial Shock Trooper
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Weapons: PTL Missile Launcher, SE-14r Side Arm Blaster, Thermal Detonators, Proximity Mines

Imperial Scout Trooper
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Weapons: DLT-19 Sniper Rifle, SE-14r Side Arm Blaster, Thermal Detonators, Deployable Auto Turrets

Imperial Engineer
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Weapons: E-11b Blast Cannon, F-187 Fusion Cutter, Detpacks, Dispenser Health & Ammo

Imperial Officer
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Weapons: E-11 Blaster Carbine, V-6d Mortar Launcher, Rage (Damage Increase)

Imperial Katarn Armored Trooper
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Weapons: DC-15A Blaster Rifle, DC-17 Hand Blaster, EC Detonators

Imperial Dark Trooper (Phase 1)
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Weapons: Arm-Mounted Vibroblade

Imperial Dark Trooper (Phase 2)
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Weapons: Assault Cannon, Dumbfire Rocket Attachment

Boba Fett
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Weapons: EE-3 Blaster Carbine, Wrist Rockets, Wrist Flamethrower, Detpacks

Death Watch

B1 Battle Droid
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Weapons: E-5 Blaster Rifle, DT-57 Blaster Pistol, Thermal Detonators

Death Watch Bloodguard
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Weapons: E-60R Missile Launcher, DT-57 Blaster Pistol, Thermal Detonators, Proximity Mines

B1 Security Droid
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Weapons: E-5s Sniper Rifle, DT-57 Blaster Pistol, Thermal Detonators, Deployable Auto Turrets

OOM Battle Droid
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Weapons: E-5b Blast Cannon, F-187 Fusion Cutter, Detpacks, Dispenser Health & Ammo

Death Watch Ghost
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Weapons: Imperial Heavy Repeater, DT-57 Blaster Pistol, Rally (Defense Increase)

B2 Super Battle Droid
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Weapons: Wrist Blaster, Tri-Shot, Wrist Rockets

Death Watch Wraith
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Weapons: Mandalorian Assault Carbine, Energized Stun Baton

B2-RP Super Battle Droid
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Weapons: Wrist Cannon, Tri-Shot, Wrist Rockets, Shield Emitter

Teti Viba
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Weapons: Mandalorian Precision Pistol, Stouker Concussion Rifle, EC Detonators

Local

Ewok Slave Miner
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Efficiently armed with only pickaxes, these once friendly and loveable creatures have now become hostile to everyone due to the Death Watch's brutal and abusive treatment of them.

And here's a screenshot of the first popup message from the Campaign mode (special thanks to RevanSithLord for writing a good portion of the dialogue used):
Hidden/Spoiler:
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So Captain Archer, the noncanonical character you play as, is a Storm Commando. agentsmith38 had kindly fixed the collision for the few props I needed (special thanks to him), so all that is left to do is to finish the Storm Commando player model, which THEWULFMAN is helping me with. Then it is off to the release.
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