Republic Commando: Extraction *See Released Forum*

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Locked
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Republic Commando: Extraction *See Released Forum*

Post by AQT »

Hey guys. So RSL and I were discussing the concept of this map a few days ago, and I shared the idea with a few GTers over Xfire. It seemed everyone liked what they were hearing. I've been working on this map for the last three days, so progress is coming together very quickly. Anyway, the tagline is: If you like holding off what seems to be endless waves of AI, mindless shooting, and making last stands, all while with overwhelming odds, then this is the map for you. :wink:

As the name suggest, this map is based on the game Star Wars: Republic Commando, as many you may have figured. The premise is: At the Battle of Geonosis, three nameless Clone Commando squads (so 12 commandos total) meet up at the intersection of two canyons for extraction, after having completed their individual missions. The problem is, the gunship is having trouble landing due to the sheer number of Separatist forces moving in onto the extraction point.

So the goal of the mission is to prevent the CIS from taking the Extraction Point CP. They'll win if they take the CP, but the Republic will win if they eliminate all of the CIS's reinforcement points. The Republic will have infinite reinforcement points, so there's nothing to worry about there. There will always be 40 CIS units on the field at once fighting against the 12 Clone Commandos (the Republic is the only playable side, by the way). However, I'm planning to add three difficulty levels, each its own mission:
  • Easy: 24 normal Clone Troopers (locals) will be assisting the commandos.
  • Medium: 12 Clone Troopers
  • Hard: No Clone Troopers
The sides are very similar to those used in The Exile's Voyage and the Birth of the Rebellion "Test" Map. There are four playable commando variants each with a different weapons setup:

Variant #1
Weapons: DC-17m Blaster Attachment, DC-17m Sniper Attachment, DC-17m Anti-armor Attachment, DC-15s Sidearm Blaster, Thermal Detonators, EMP Grenades, Concussion Grenades

Variant #2
Weapons: DC-17m Blaster Attachment, DC-17m Sniper Attachment, PLX-1 Missile Launcher, DC-15s Sidearm Blaster, Thermal Detonators, Proximity Mines, Detpacks

Variant #3
Weapons: DC-17m Blaster Attachment, DC-17m Anti-armor Attachment, DC-15s Sidearm Blaster, F-187 Fusion Cutter, EMP Grenades, Dispenser Health & Ammo, E-Web Blaster Turret

Variant #4
Weapons: Z-6 Rotary Blaster Cannon, DC-17m Sniper Attachment, DC-17m Anti-armor Attachment, DC-15s Sidearm Blaster, Thermal Detonators, Concussion Grenades, Auto Turrets

The CIS is comprised of:

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

B1 Security Droids
Weapons: E-5s Sniper Rifle, DT-57 Blaster Pistol, Thermal Detonators

Geonosian Warriors
Weapons: Geonosian Sonic Blaster

B2 Battle Droids
Weapons: Wrist Blaster, Tri-shot, Wrist Rockets

Droidekas
Weapons: Repeating Blasters, Shield Emitter

There are two variants of the local team Clone Troopers:

Variant #1
Weapons: DC-15s Blaster Carbine, DC-15s Blaster Pistol, EMP Grenades

Variant #2
Weapons: DC-15A Blaster Rifle, DC-15s Blaster Pistol, Thermal Detonators

And here of course are some screenshots:
Hidden/Spoiler:
Image
Two Clone Commandos defend the extraction point. There are strategically-placed crates that be used as cover.
Image
The CIS forces move in onto the extraction point; they'll be coming from four directions.
Image
A Clone Trooper tosses an EMP grenade at a Droideka. Droidekas are the strongest units on the CIS side. Expect to see up to eight of them rolling towards you.
Image
A B1 Security Droid takes up snipe positions near an explosive barrel. There will be highly explosive barrels strategically-placed on the map that you can blow up from a distance (or simply set traps by), if the Seps get too overwhelming.
Image
A lone Clone Trooper charges into battle as he prepares to serve as cannon fodder
As many of you may have already guessed (I think), this map is intended for multiplayer online play, or at least just hard mode is. Easy and medium modes are meant for those who want to play single player offline. But you can play any of the modes on or offline as you wish. I'm hoping to do a multiplayer online test soon. So far I have the following volunteers I had talked with eariler on Xfire:
  • Lagomorphia
  • RevanSithLord
  • Delta-1035
  • Fasty
  • Lephenix_dor
  • AQT (of course)
I'm not sure if Delta and Fasty still want to test though. Can you guys confirm this? Anyway, so that leaves six spots left for additional "commandos". Any takers? :)

Questions, comments, or concerns?

P.S. This will be my first mod that is explicitly based on the Clone Wars era. :D
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Republic Commando: Extraction

Post by Deviss »

look promising proyect :D
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: Republic Commando: Extraction

Post by fasty »

This is news to me. I don't remember ever saying I would test, maybe a little better communication? I don't have any reason why not though. Drop me an Xfire message when you want.
User avatar
darthtyren
Chief Warrant Officer
Chief Warrant Officer
Posts: 345
Joined: Mon Dec 29, 2008 3:41 pm
Projects :: RotS [Media section for details]
Games I'm Playing :: Lego Harry Potter
Location: C:\BF2_ModTools\data_DEN
Contact:

Re: Republic Commando: Extraction

Post by darthtyren »

spots left for six commandos? If that means testing, then I'm in.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Republic Commando: Extraction

Post by AQT »

Thanks, Deviss!

@fasty: I must have been mistaken then. I could have sworn you were in the chat room when I was discussing the mod with everyone else. Regardless, both you and darthtyren are in for testing*. :)

* = online madness!
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Republic Commando: Extraction

Post by Fiodis »

I'll gladly test* for/with you. I do love maps involving taking up a defensive position behind a pile of crates and shooting large numbers of oncoming things.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Republic Commando: Extraction

Post by kinetosimpetus »

Depending on scheduling of course... this looks interesting and I would help test if I was available at testing time.
Twilight_Warrior
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2002
Joined: Sat Nov 15, 2008 1:57 pm
xbox live or psn: ScorchRaserik

Re: Republic Commando: Extraction

Post by Twilight_Warrior »

Dagnabbit, I'm always just barely too late to the party...
Anyway, looks sick, I've always had this sort of idea for a mod where it was just commandos vs hoards of droids. Looking forward to it :thumbs: .
(PS you have me added on xfire already under the username {Delta}88_Scorch, so on the off chance that there IS a spot left, and I'm on, feel free to hit me up :D )
RevanSithLord
Sith Master
Sith Master
Posts: 2636
Joined: Mon Nov 07, 2005 12:40 am
Projects :: Designated Days + LFC + GT vs SWBFC
Games I'm Playing :: FO3 + FO New Vegas
xbox live or psn: Master Revan
Location: GDSS Philadelphia

Re: Republic Commando: Extraction

Post by RevanSithLord »

Wow, I had images in my head for awhile of what it'd look like....

They changed a bit, but for the better, because this looks amazing! Oh and people....expect a trailer for this eventually. :) Along with BTR (safe bet that a trailer for BTR will come after this because I'm in an RC mood. xD).

AQT, you already know I'm in for some testing. ;) Hit me up when you wanna test online compatibility. We can also search for some bugs (not just Geonosians) along the way. I also think 'in-game suggestions and bug finding' would benefit a lot and might be fun. Lemme know when you're free to do this.

Slightly Offtopic: I took a sleep pill, so I don't know how long I'll last until I plunge face first into the floor tonight. Dunno if that effects anyone's plans here.
Nova Hawk
Banned
Posts: 4089
Joined: Mon Sep 22, 2008 3:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: MW3 BF3

Re: Republic Commando: Extraction

Post by Nova Hawk »

Sounds/looks like a cool map, AQT. I've always loved your work. Let me know when you need a beta tester and I'll be happy to help!
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Republic Commando: Extraction

Post by AQT »

Thanks for all the responses, everyone. So the roster for testing thus far:
  • Lagomorphia
  • RevanSithLord
  • Delta-1035 (still need to confirm)
  • Fasty
  • Lephenix_dor
  • darthtyren
  • Fiodis
  • kinetosimpetus
  • Twilight_Warrior
  • Nova Hawk
Yep, that seems like a very good list to me. I might just cut it off there. I don't want to spoil the fun (I'll let you guys be the judge of that :wink: ) if I send out too many betas. Unless someone really, really wants to join in on the madness...

Well, I'm going to estimate that the beta will be out at the earliest some time this Friday. I just need to tweak a few things here and there and do a bit of polishing, and then it'll be good hopefully. :)
User avatar
Lozza
Lieutenant Colonel
Lieutenant Colonel
Posts: 543
Joined: Tue Jan 05, 2010 5:11 am
Games I'm Playing :: STALKER - TDU2
Location: Australia. Melbourne
Contact:

Re: Republic Commando: Extraction

Post by Lozza »

Those commandos look sick :yes:
Hidden/Spoiler:
:thumbs:
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Republic Commando: Extraction

Post by DarthD.U.C.K. »

argh, that makes me want to export my clonecommandos
Last edited by DarthD.U.C.K. on Tue Oct 05, 2010 8:42 am, edited 1 time in total.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Republic Commando: Extraction

Post by Jendo7 »

This looks like fun... I like a bit of CIS bashing. Anyway, I really like maps that are are influenced by Republic Commando, that sort of corridor fighting can be really intense. Looking forward to the release.
User avatar
commander501stappo
Jedi
Jedi
Posts: 1016
Joined: Tue Sep 28, 2010 8:13 am
Games I'm Playing :: Skyrim BF4 KSP CIV V
xbox live or psn: DarthAppo
Location: In a galaxy very, very close by...

Re: Republic Commando: Extraction

Post by commander501stappo »

Nice cant wait for it :bowdown:
User avatar
Delta-1035
Sith Master
Sith Master
Posts: 2651
Joined: Mon Aug 04, 2008 10:32 am
Projects :: TOR GCWII GCW1035 BF1035
xbox live or psn: Johnny_Sciroppo
Location: Pizza Land

Re: Republic Commando: Extraction

Post by Delta-1035 »

AQT wrote:I'm not sure if Delta and Fasty still want to test though. Can you guys confirm this? Anyway, so that leaves six spots left for additional "commandos". Any takers? :)
Yeah, I do want to test it, looks very good. :thumbs:
Lephenix

Re: Republic Commando: Extraction

Post by Lephenix »

:o Cool , very cool , i am happy to beta test ^^
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Republic Commando: Extraction

Post by Teancum »

Back in the day someone did a prototype Republic Commando HUD. It never made it past early tests, but that would totally make me go first person with this mod.
User avatar
Lagomorphia
Major
Major
Posts: 502
Joined: Sun Dec 13, 2009 10:02 am

Re: Republic Commando: Extraction

Post by Lagomorphia »

Looks great. Personally I wonder how a missile launcher is going to be much more effective than an anti-armour attachment when you're fighting just droids. Are there going to be vehicles (STAPS, Dwarf Spiders, Hailfires?) in latter waves? Also, if the CIS aren't playable, why do they have sidearms? You could jsut give them infinite ammo.

Did you get the Geonosian Elite ODFs I sent you?
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Republic Commando: Extraction

Post by DarthD.U.C.K. »

Teancum wrote:Back in the day someone did a prototype Republic Commando HUD. It never made it past early tests, but that would totally make me go first person with this mod.
it wouldnt be toohard to make i suppose since you pretty much only need to cut out of a screenshot from rc and put it on a rounded plane. well 3d it would be cooler ofcrouse....
anyway ill have holidays in a week, i could probably make a 3d-hud
Locked