WIP: Star Wars: The Old Republic
Moderator: Moderators
- Snork
- Lieutenant General

- Posts: 669
- Joined: Thu Jun 07, 2007 3:34 pm
- xbox live or psn: No gamertag set
- Contact:
Re: WIP: Star Wars: The Old Republic
Thanks, and as a general rule, post credits in WIPs too.
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: WIP: Star Wars: The Old Republic
This isn't the staff's opinion, but I don't see why that's important. The Conversion Pack sides change all of the time, and I've posted screenshots of stuff that I ended up pulling, I credited someone, and then they got upset that they didn't see their stuff. We don't require credits in WiPs for that reason - you don't know what's gonna stay in the end. So don't get bent out of shape about it.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
made some updates. I changed the sky and terrain to make it more gloomy and stormy looking as shown in the picture. I may change it again though. Have not decided yet. Let me know what you think of these screens and which asset I should use for tall grass/Telos foliage.










-
Lord Bardar
- Under watchful eyes.
- Posts: 566
- Joined: Sat Dec 08, 2007 2:32 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Zoo York
Re: WIP: Star Wars: The Old Republic
cool that u got the Hawk in. um i do believe one of your units has a sword floating off his hand, shown here
Hidden/Spoiler:
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: WIP: Star Wars: The Old Republic
From what Ive seen, the map layout looks oddly bland and empty. I see several houses, a giant ship (they didnt have those at the time), and the terrain look odd in places.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
The odd terrain is a view distance issue. I kept one terrain for the entire map and it did look fine in ZE.
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: WIP: Star Wars: The Old Republic
No, I mean the terrain in the last pic as well.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
what about it? that blue thing was an effect nothing in the terrain. It was part of the buff defense.No, I mean the terrain in the last pic as well.
-
JPI Dictator4life
- 2nd Lieutenant

- Posts: 409
- Joined: Wed Feb 06, 2008 8:07 pm
Re: WIP: Star Wars: The Old Republic
Very nice! But why not use the underhand chaingun instead of the overhand one? It'd be much more realistic.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
really? Did they have those in the KOTOR series because I don't remember seeing those. Also I have added new force powers with new effects that make it look soooo sick!! I will have an Alpha out by possibley the end of this month around may 25th or so followed by the Beta. It should be fully released for June.It'd be much more realistic.
here is a pic of the force wave/surge. It sends your opponent flying litterally like 50meters away from you.

- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: WIP: Star Wars: The Old Republic
If you like it, use it. I wouldn't get too caught up on the realism aspect if your map already has an Acclamator from the wrong era, houses from a long time in the future in a galaxy far, far away, and force powers of a completely different scale than the game. No sense in measuring with a micrometer and cutting with an axe.elfie wrote:really? Did they have those in the KOTOR series because I don't remember seeing those...It'd be much more realistic.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
Yeah you're right. It is not really "to scale" with the Kotor series. I just used that as an idea and then change it so it looked cool. The assets from this map will eventually be released which includes the custom grenades and force powers.If you like it, use it. I wouldn't get too caught up on the realism aspect if your map already has an Acclamator from the wrong era, houses from a long time in the future in a galaxy far, far away, and force powers of a completely different scale than the game. No sense in measuring with a micrometer and cutting with an axe.
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: WIP: Star Wars: The Old Republic
I think force surge is a bad idea. Check this scenario out and see if this is what you would want to see in a map.
Theres a n00b running around. He's the typical push/ pull n00b that you can find at every Assault server. Hes running around, and you run up to kill him. Boom! You go flying "50 meters" away. He runs you and doesnt kill you. Does the attack again. Runs you and kills you. You never had a chance. I would either make the push much smaller, or not have a knockback effect, so that it pushes you, but you dont fallover. The knockback never should have been in the game. Sabers arent baseball bats, and knockback totally unbalanced the map in favor of who has it. And make the radius much smaller. So you cant run around pressing it, and expect to hit someone who you can't see.
Theres a n00b running around. He's the typical push/ pull n00b that you can find at every Assault server. Hes running around, and you run up to kill him. Boom! You go flying "50 meters" away. He runs you and doesnt kill you. Does the attack again. Runs you and kills you. You never had a chance. I would either make the push much smaller, or not have a knockback effect, so that it pushes you, but you dont fallover. The knockback never should have been in the game. Sabers arent baseball bats, and knockback totally unbalanced the map in favor of who has it. And make the radius much smaller. So you cant run around pressing it, and expect to hit someone who you can't see.
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
I might change it. But I kind of like it how it is.I think force surge is a bad idea. Check this scenario out and see if this is what you would want to see in a map.
Theres a n00b running around. He's the typical push/ pull n00b that you can find at every Assault server. Hes running around, and you run up to kill him. Boom! You go flying "50 meters" away. He runs you and doesnt kill you. Does the attack again. Runs you and kills you. You never had a chance. I would either make the push much smaller, or not have a knockback effect, so that it pushes you, but you dont fallover. The knockback never should have been in the game. Sabers arent baseball bats, and knockback totally unbalanced the map in favor of who has it. And make the radius much smaller. So you cant run around pressing it, and expect to hit someone who you can't see.
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: WIP: Star Wars: The Old Republic
Well, I understand you like it. All overpowered weapons are likable and fun. I really loved my rocket chaingun. But it demolished gameplay to a really low scale.
-
obiboba3po
- 2008 Most Technically Challenging Avatar
- Posts: 2376
- Joined: Tue Feb 12, 2008 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: NJ, USA
Re: WIP: Star Wars: The Old Republic
woah elfie! i havent seen your maps yet but this looks great! nice job!

- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
Thanks obiboba. I checked out your maze map and It looks great to. Nice job. It is great to see how muc h you improved! Back to the topic I added a new sith unit who is the most powerful sith and he has force powers that include force kill where you can kill up to 10 people with in a 7 meter radius and force lightning buffed up a bit which pushes the opponent back 4 meters or so and kills him. I will get the skin up in a bit. Stay tuned.woah elfie! i havent seen your maps yet but this looks great! nice job!
Edit: here is the skin

-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: WIP: Star Wars: The Old Republic
You pasted a piece of cloth over the default jed_inf_sith's face?
- elfie
- Field Commander

- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: WIP: Star Wars: The Old Republic
Looks cool in game. I thought why not?You pasted a piece of cloth over the default jed_inf_sith's face?
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: WIP: Star Wars: The Old Republic
Well, I dont get where a blind guy is gonna be in the battle, especially in a battle where he's got opponents who can push him 3 miles across. I guess that why you super over powered him.

