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Clone Remnant: Rise
Posted: Sun Jan 13, 2008 11:34 pm
by Grev
Story: The clone remnant was a squad of the clone wars. After failing miserably in battle against the CIS, they were put out of action. When the empire was born, the emperor found out about CIS outposts around the galaxy which were planning a strike to get revenge on the traitorous emperor. With no Troopers to spare, The emperor sends out the Clone Remnant to protect the planets dear to the Empire.
Republic:
Trooper:
Weapons:
Default
Heavy:
Rocket Launcher (More Ammo)
Pistol
Thermal Detonator
Detpack
Support:
Shotgun
Pistol
Health/ Ammo Dispenser
Fusion Cutter
Paratrooper:
Sniper Rifle
Pistol
Grenade
Clone Commander:
Rocket Chaingun
Pistol
Auto Turret
Droid
Dark Trooper:
Mortar Launcher
Commando Pistol
Thermal Detonator
CIS:
SuperBattleDroid:
Weapons:
Wrist Launcher
Tri-Shot
Wrist Rocket
Assault:
Rocket Launcher (More Ammo)
Grenade Launcher
Detpack
Thermal Detonator
Medic:
Shotgun
Bulldog RLR
Health Ammo Dispenser
Fusion Cutter
MagnaGuard:
Rocket Chaingun
Grenade Launcher
Neuro Poison
Droid
Droideka:
Default
Tatooine:
Vehicles:
None
Naboo:
Vehicles:
Tanks (TBA)
Screens:
Page 6 and previous for Tatooine.
New screens:
BETA COMING SOON.

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 3:54 am
by Death_Commando
WTF?Do you have any ingame screens to proof that you're 70% ready with it?
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 6:40 am
by =AOX=Durge
@Death_Commando:Don't be so judging- maybe its an old picture, or he meant 70% done with side,or layout.
@Grev:This looks really good. My advice is to use more textures, it looks all the same. Also, brighten the terrain a little bit.
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 5:05 pm
by Grev
I want it dark, but It depends how it will look ingame, because I set that lighting before the pic.
You actually cant see much, but if you look carefully, the screen provides a lot of info.
Plus, I cant show this yet, but my skins, weapon editing, etc, is all set up. For my map beta to be ready I need to add cps and locals.
But I will add more screens, I guess that first one isnt enough.
EDIT
More info: The beta is just about 80% ready.
The map on its own is just about 60% ready.
I am remaking the sides, so I will have new skins, and weapons.
NO CIS skins.
This is part one of my mod pack that I will announce if I get this done...
@ Durge:
This screen is new, and I am actually making the lighting much darker, like a night time tatooine, and the empire sends a secret group to retrieve it under the cover of darkness.
The map may look unready, but if you look carefully, I have a HUGE city at the top left (HUGE) and you cnat quite see it too well, but I have a spaceport at the bottom of the map, which was cut out of the pic. Whats in the pic is about half of the port.
To do: My mining area needs work, its kind of bland.
Skins
I need my crashed ship put in (Working on it)
Release Beta
All bugs after beta...
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 5:11 pm
by SilvaDalek
Any help I can give I'm here.
It looks perfectly 80% done -sides. He has layout and objects, everything from ZE you can do.
I could use your crashed ship

. . .
So, you up to making the sides for Silverblade: American Football or not :atatpilot:. You know you can't say no to me buddy

. jk, but really are you or do I need someone else?
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 5:34 pm
by Grev
I am and please keep it on your topic.
more live news streaming in from me!
My ship may work with the help of death commando, who showed me where to get a good one, so ship warfare I fights on the ship) will be available!
More to do:
Add tuskens and jawas. I decided not to add the reskinned civilians.
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 5:49 pm
by =AOX=Durge
If you need any help with this- just ask me.

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 5:56 pm
by Delta 47
I think it looks good

but yeah post some in game screenies

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:09 pm
by Grev
I will. I have loads of ze screens I will upload when I get back from swimming, then if I beg enough I may get my disk back for a while and I will test it.
I am fixing all I can to make my map run smoothly
EDIT
TA-DA!!!!
Here is the frigate that works well for my map. It looks cool, threatening, and its wings server as bridges to 2 sides of the battle and to top it off, runing over it as a bridge pays off. An uncaptured cp awaits on the ship!
Thats it in the middle folks
And, not only does it serve as a bridge, but its a smaller size= smaller size map download

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:12 pm
by Delta 47
Looks cool!

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:13 pm
by Grev
I think a competition should be set up. There are at least 3 tatooine maps in the making now, the kotor one, pocmins one, and mine.
But back on topic, I will add more buildings, and the canyon will be more interesting soon. Im still thinking what to do to make it more fun.
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:16 pm
by Xavious
Interesting. I like the idea of the crashed frigate there.
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:20 pm
by Delta 47
Is it going to be a KotoR map? or is it going to be CW or GCW map?what era?
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:36 pm
by Grev
This is only clone wars, with some help of a tutorial, I got rid of GCW.
This isnt a KoTOR Map. I never played KoTOR.
Expect vehicles. But no space vehicles.
I will probably have like 2 speeders for each team, landspeeders scattered around the map if I can get a landspeeder (with no guns, like lukes land speeder) a CIS floaty tank (Not the tread one) and an imperial walker (Not the atat, the small one from endor)
I apologize for my not being able to remember the names.
To add more detail, at the back of the crashed frigate, I will sink the land, sort of so you can see an impact.
TO DO:
Locals
Skins
Map work
Localizing
Stuff I cant remember
EDIT
I tested it in game, and I was dissapointed. (This was w/o the ship though)
Bugs: LOTS of floating buildings.
Floating cp
floating objects
My Terrain lighting didnt work. My terrain was so light my eyes started to hurt
Canyon is WAY too low. I need to raise it a bit.
Units need lower land, keep bumping into hills.
Lots of other fixes.
Well this is a WIP, and now its officially 50%

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:38 pm
by Delta 47
Aww too bad

it looks great on Zero Editor

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:41 pm
by Grev
Ya, it will be fine with some tweakings.
I just need to figure out my lighting. It didnt work ingame the first time I tried either.
Well, at least it stopped crashing.
Oh, and final bug. Map vision is problematic. It blurs out several miles away, which bothers me. So, IM gonna make it possilbe to see the whole map.
oh and, I have to add new cps.
AND THIS WAS FROM ABOUT 4 MINUTES OF GAMEPLAY!

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:42 pm
by SilvaDalek
Every time I add more than one cp the map asplodes.
Anything I can do since ure all

Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:43 pm
by Grev
About your cp problem. Wanna try adding the cp to the .lua?
That may be your problem.
And anyone here know how to get the lighting to work right?
Finally. Anyone wanna edit the BF1 Tatooine 2 sky to make it dark reddish sunset sky?
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:46 pm
by SilvaDalek
Are the skys just like obvious to what is what? If so I'll do it.
And adding the cp to the lua is a good idea

, but it says "You have exceeded 16 cps"

. . .
Re: Clone Remnant I: Tatooine 70%
Posted: Mon Jan 14, 2008 9:49 pm
by Grev
? You have that many? Then get rid of some.
Also, in the BF1 tatooine world 2 sky, I need the sky edited so its a sunsetish red. So it looks like the sun is setting on the hometown of the Republic Footballers Tatooine.
