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Carida: Hostile Territory

Posted: Fri Nov 13, 2009 5:49 pm
by Xavious
Alright, I think I'm at a point in my latest project where I can announce it here.

So, without further ado, let me introduce Carida: Hostile Territory.

This map is a bit different in that it isn't based around a standard conquest mode (though it will include conquest mode, of course). Rather it is a campaign of sorts that essentially involves getting from point A to point B. You play as a group of Rebel commandos who were shot down while spying on an Imperial base. The Imperials have sent a legion of Stormtroopers to the crash site to investigate and finish the job. With all forms of communication destroyed, your only choice is to infiltrate the Imperial base and call for evac from there. A small band of Rebels versus hundreds of Stormtroopers... against all odds, you must survive. The only other option is to die.

There are three main areas. You start off in the canyon area, where your ship has crash landed. In the single player variant, your four teammates spawn alongside you here and follow you the rest of the mission. However, once they die, they don't come back, so you need to be careful and keep them high on health. Anyways, you've got only one way to go here: forward. The canyon area is littered with rocks and covered in grass and trees. Stormtroopers can attack from nearly anywhere, so you need to be careful and look around every corner.

Eventually, at the end of the canyon, you reach an Imperial outpost. It will be heavily guarded by snipers and turrets, as well as Stormtroopers. Once clearing the area (or just rushing through) you enter a tunnel system. There's two seperate paths within the tunnels, one of which leads to a large cave and the other which takes a winding path then drops you off outside. Both paths meet up at the end in the next area.

The final section is the Imperial base itself. You enter through a hangar and have to make your way through to the communications room, where you call for rescue. Calling for rescue will trigger Stormtroopers to spawn, and a timer will start. Once the timer finishes counting down, help arrives and you can make your way to the landing platform and escape. But it isn't as easy as it sounds. I'll probably spawn some tougher enemies in here, and maybe a boss fight of sorts. Anyways, if even one Rebel escapes, victory is achieved.

I might do a co-op multiplayer version of this as well, though it would most likely be different (and more challenging) to account for the fact that there is more than one human player. No teammates AI would follow you in this variant, if I do make it.

I think I've said enough though, so I'll post a few screenies here and call it a day.
Hidden/Spoiler:
The crash site.
Image

The Rebels navigate the canyon.
Image

The canyon outpost.
Image

No pictures of the tunnels yet, as they aren't completely finished. However, you can see the exit to the caves in the back of this picture, and there's also another crashed ship here... more comrades, but they're all dead.
Image

I also don't have the Imperial base section all the way finished yet, but it'll end up looking like this:
Image
Enjoy, and leave some comments and criticism if need be.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 5:51 pm
by biohazard
Sounds very good, definitely looking forward to this :thumbs:

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 5:55 pm
by kinetosimpetus
Xavious wrote:
Hidden/Spoiler:
Image
Everything looks and sounds good. What weapon is that though?

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 5:57 pm
by Xavious
Oh, that's nothing that I'm using for anything right now. It was just one of the weapons in my test map that I was testing the hallways on.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 6:01 pm
by Nova Hawk
Wow, quite impressive I will be looking forward to the release. Will your UB:CW be part of this or is this an entirely separate project??

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 6:03 pm
by Xavious
They're seperate projects, but I'll probably add UB:TCW conquest to the map for those who have it installed.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 6:05 pm
by Nova Hawk
Cool, thanks! :thumbs: And will there be any custom skins for the commandos and other units??

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 7:17 pm
by Recon Trooper
Nice Work :thumbs:

I like that satelite in the 3rd picture :D

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 7:26 pm
by Sky_216
Impressive work Xavious

one suggestion though:
For those imp base tunnels, maybe use a plain metal texture for the floor and ceiling. The currnet ones clash with the walls a bit.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 8:44 pm
by Labj
You never stop modding, and its great, your mods are of the best

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 9:16 pm
by biohazard
I agree with SkyHammer. I had similar thoughts when looking at the screenies myself.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 9:28 pm
by Ping
Sounds alot like Black Hawk Down. Cool map and concept, and great effort.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 9:56 pm
by CodaRez
Hmmm, Carida was a planet with an important Imperial Academy right?

Maybe there can be locals with a majority of reskinned-imperial-officer cadets.

But nice map so far! :thumbs:

P.S. Wookieepedia from EAW, said there was a rancor there :wink:

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 10:11 pm
by Admiral Jake
Is there going to be Kyp Durron? Anyways, I like the map.

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 10:17 pm
by RED51
Nicely made map, Xavious! I was just wondering, could you give a more detailed explanation on the cave's interior?

Re: Carida: Hostile Territory

Posted: Fri Nov 13, 2009 11:46 pm
by kooster
I think everyone has said enough good comments.
Its awesome Xavious! I'm glad your working on another project now. UB:CW was great.

I think at the crash site, there should be more crashed starfighters, but not LAAT/t s.
Not that many ppl can fit in an LAAT/t.
The rebels didnt even use them a lot.
And i also agree on the corridor skin issue.

Re: Carida: Hostile Territory

Posted: Sat Nov 14, 2009 1:37 am
by Lord Bardar
Great idea for a map, Xav. There was a very important Imperial Academy there
Hidden/Spoiler:
but then it was destroyed by Kyp Durron by using the Sun Crusher :D awesome weapon.
Admiral Jake wrote:Is there going to be Kyp Durron? Anyways, I like the map.
Well, as much as I would love to see Mr. Durron, I don't think he'll be existing on this map.

Re: Carida: Hostile Territory

Posted: Sat Nov 14, 2009 6:58 am
by Broken_box
Looking good!

I'll be watching this one.

Re: Carida: Hostile Territory

Posted: Sat Nov 14, 2009 10:29 am
by Master of Stickmen
Screenies= :eek: Awesome work! :bowdown:

Re: Carida: Hostile Territory

Posted: Sat Nov 14, 2009 12:58 pm
by Xavious
Skyhammer_216 wrote:one suggestion though:
For those imp base tunnels, maybe use a plain metal texture for the floor and ceiling. The currnet ones clash with the walls a bit.
I'll see what I can do, but I don't want a completely plain floor texture. That would be boring.
Admiral Jake wrote:Is there going to be Kyp Durron? Anyways, I like the map.
No idea who that is, so no.
kooster wrote:I think at the crash site, there should be more crashed starfighters, but not LAAT/t s.
Not that many ppl can fit in an LAAT/t.
Plenty of people can fit in an LAAT. Go watch Episode II and pay attention to how many clone troopers (and Jedi) fit in the gunships.
kooster wrote:The rebels didnt even use them a lot.
They use them in shipped Battlefront II. Plus, the gunship has a destroyed prop already and I didn't feel like looking up some other type of Rebel ship and making that instead.