Page 14 of 16
Re: Coruscant: Skyline [Update][11/24/12][CIS Skins + Scopes
Posted: Mon Dec 10, 2012 4:57 pm
by yuke5
Dark Times Wave Mode
I have fully implemented Mav's wave mode script for the Dark Times era on Coruscant: Skyline.
As of now, you play as Boba Fett, and fend off waves of Rebels to collect your bounty on Chewbacca and Han Solo. Although this works, I'm not completely satisfied. Any suggestions on who the player should be, what side they should be on, and what bosses they should fight are completely welcome.
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Mon Dec 10, 2012 6:26 pm
by Maveritchell
Be careful that you don't make it too easy - one of the reasons I stuck with melee characters for wave mode (with the exceptions of the MP wave modes) was so that it forced the player to go to the enemies to progress (that was also why I used a lot of "kill X" objectives that, if ignored, made the player lose). It's always a tricky proposition to balance a wave mode if the enemies never get near you (I had to scrap one of my planned wave modes for this very reason), and on a map like this with a ranged character, it could be really easy to find a sniper spot and just snipe to win.
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Mon Dec 10, 2012 6:51 pm
by Dreadnot9
I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Mon Dec 10, 2012 6:56 pm
by LEO
Yuke5 did you already know the release date?
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Mon Dec 10, 2012 7:22 pm
by yuke5
Dreadnot9 wrote:I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
Maveritchell wrote:Be careful that you don't make it too easy - one of the reasons I stuck with melee characters for wave mode (with the exceptions of the MP wave modes) was so that it forced the player to go to the enemies to progress (that was also why I used a lot of "kill X" objectives that, if ignored, made the player lose). It's always a tricky proposition to balance a wave mode if the enemies never get near you (I had to scrap one of my planned wave modes for this very reason), and on a map like this with a ranged character, it could be really easy to find a sniper spot and just snipe to win.
Good advice. I'll be sure to follow it. Thanks.
LEO wrote:Yuke5 did you already know the release date?
As much as I would love to have a release date, I really don't know exactly when the map will be done. There are a couple of gamemodes left to account and code for and there are bugs to squash. I also am still not even done with the sides. I'm working on two more special units, and two new heroes.
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Tue Dec 11, 2012 1:05 pm
by LEO
Is there a way to help you?
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Tue Dec 11, 2012 3:55 pm
by yuke5
I appreciate your willingness to help, but, right now, all the work is done from mostly my end. Thank you though.
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Wed Dec 12, 2012 3:53 pm
by AirspeedRedux
Dreadnot9 wrote:I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
Now there's an idea...

Re: Coruscant: Skyline [Update][11/24/12][CIS Skins + Scopes
Posted: Sun Dec 16, 2012 7:33 am
by Anakin
Marth8880 wrote:Whoo! Depth perception!

Anakin, are you Leela?

don't know what you mean with leela.
@yuke5: i will work on my RC mod over christmas. I asked you a while ago if i can add your map to SWBF RC mod and i think you told me you will think about it. So i want to ask if you decided about it. btw nice wave mod

Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Sun Dec 16, 2012 12:07 pm
by kinetosimpetus
Anakin wrote:
don't know what you mean with leela.

Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Fri Dec 28, 2012 9:41 am
by LEO
here is a suggestion for the wave mod. maybe you can model the vize king and all the other seperatists and anakin have to kill them. and the last one anakin have to kill is obiwan kenobi. i know thats a mustafar idea but i think it would be fun on coruscant too
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Mon Jan 07, 2013 7:43 am
by CressAlbane
Finished several new models for a completely new area of the map. I won't post pics yet, as yuke5 has the actual version of the map, but you can expect to see some exciting attack/defend action in the future!
EDIT: Although if you really, really want to see a picture, you can check out my Steam screenshots.
Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]
Posted: Tue Jan 08, 2013 3:42 am
by yuke5
Update
Okay, a few things have been added in this update. First off, Cress Albane has completed a new library building.
The interior is not completely refurbished yet.
Also, AQT has kindly made and donated a new sky.
And, AQT made has a SBD with an applied environment map.
Furthermore, Loctus's HQ mode has been added for the Clone Wars era, and will be for all others.
An attack/defend gamemode is also currently in the works, but is too early in development for photos to be posted at this time.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Tue Jan 08, 2013 4:25 am
by DarthSolous
Very nice!

Re: Coruscant: Skyline [Update][1/8/13]
Posted: Tue Jan 08, 2013 8:08 am
by Locutus
This mod gets more and more impressive everyday!
yuke5 wrote:Furthermore, Loctus's HQ mode has been added for the Clone Wars era, and will be for all others.
Cool to hear that!

Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 09, 2013 1:40 am
by AQT
Looks and sounds good, yuke and Cress!
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Wed Jan 09, 2013 1:53 pm
by EliteJay
Beast

Re: Coruscant: Skyline [Update][1/8/13]
Posted: Thu Jan 10, 2013 12:45 am
by yuke5
@AQT
You're right, I was super tired when I made the update. I used the wrong photo. This is the correct one.
You can compare the old and the new
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Thu Jan 10, 2013 1:22 am
by Noobasaurus
yuke5 wrote:has completed a new library building.
The library seems quite open. I would recommend more props inside of it(I see only four right now). That is, only if you want. Just what I noticed.
Re: Coruscant: Skyline [Update][1/8/13]
Posted: Thu Jan 10, 2013 2:32 am
by DarthSolous
yuke5 wrote:@AQT
You're right, I was super tired when I made the update. I used the wrong photo. This is the correct one.
You can compare the old and the new
To be honest, I like the older pic better; the other one looks a little too glossy and you can't see the detail as much. At least that's how it looks in the pic IMO