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Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 4:50 pm
by maxloef
dude, the last gallery are all thumbnails...cant see sh*BLEEP*t

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 5:05 pm
by ColonelKlink
Hey, I just wanted to make sure.

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 5:07 pm
by Darth_Spiderpig
ColonelKlink wrote:Hey, I just wanted to make sure.
And there's nothing wrong with that. :wink:

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 10:51 pm
by wishihadaname
So what do you guys think? Comments? Flames? Jawas?

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 11:30 pm
by ColonelKlink
I tested it.
My first review (so excited). Well here it goes.
The map.....
I liked how the map is set up. The terrain is very creative. I found a couple parts where it is a great place to snipe. I liked how you built the paths from one end, to the other, and how you made just enough curves, and dips in the hills. I saw a empirial bomber flying around, and that was pretty cool to see. I thought it was good how you set up the cps, in little villages, or bunkers. I don't like cps when they are directly in the middle of nowhere, no offense meant to anyone.
The sides.....
I found the sides to be very creative. I noticed that the Correlian side, (or the TFU side?), had character randomization, (is that what we call it?). I liked that they changed every other spawn, so that you could get a sense that these are volunteers/millitia, and not that every soldier was in uniform army. For the empire side, I liked the new models, the TFU clones (I think that is what they were called?), were very unique, even though clones in general, well let's face it, mostly look alike (again, no offence meant to clone makers. I think it is great you can make changes to the clones, I envy you). I like that Stouker weapon the rocketeer-like class had, it had a cool effect, and fit with the solider, if that makes sense.
Overall, I liked that you had two sides, that in each side, each unit seemed to fit with the others. The terrain layout was good, and the paths the AI followed seemed to be planned out carefully, especially the big tank things (AT-AT's? AT-RT's? I never could remember tank names), and how they walked up the hills.
A little improvement.....
Okay, just a few things. One thing I noticed, was some objects floated a little bit? One of the bridges was one. I walked into the water, and fell down in the trench, and noticed it floated a little off the ground. But, hey, it was one bridge, and it isn't a major thing. I couldn't get out of the water trench, and died, so I named it the Marianas Trench. Anyway, two of the Correllian units, (the rebel rifleman, and some masked assassin like unit, I think it was,) was a little, what's the word? A little oddly shaped. It might just be me, and it probably is, but they look a little stretched? Not the texture, it was the model. I don't know, just disregard it, until someone else comments on it.
Rating....
Terrain 9
Prop placement 7
Sides 8
Technology 8
Balance 8
I think for a beta this is really good. A little polishing, here and there, and I think you have a good mod/map. Good job! :thumbs:
----Colonel Klink

Re: The Corellian Resistance *OPEN BETA*

Posted: Tue Feb 01, 2011 12:39 am
by wishihadaname
The discussion on the Beta has been moved to the appropriate forum, this thread will remain as my WIP thread but any futher discussion about the beta should move over to the released mod and map forum. Sorry about the inconveniance

New thread
Hidden/Spoiler:

Re: The Corellian Resistance *beta thread moved*

Posted: Sun Mar 27, 2011 12:40 pm
by wishihadaname
Sorry for the bump but i'de like to inform you guys that conquest mode is 100% done. I've started work on the campaign. I've been up to my ears in schoolwork since I released the beta which is why my threads have gone dead. But now that its spring break i'm going back up to full steam. I can't gaurantee that i'll finish the entire campaign script this week, although i'll certainly try. If I don't release a campaign beta by next Sunday then don't expect it until after senior finals (end of may-ish). Also, thank you all for the 100+ downloads of my beta although i'm still rather irked that I only have 3 reviews to work off of...

Re: The Corellian Resistance *beta thread moved*

Posted: Sun Mar 27, 2011 2:00 pm
by [Padawan]Helkaan
Great! I really liked your map in conquest, so it will be awesome with a campaign!

off-topic: I hosted TCR.7z on my FileFront account in the case that the original link brokes. Tell me if you don't want it on my account.

Re: The Corellian Resistance (IT LIVES!)

Posted: Wed Aug 10, 2011 11:16 pm
by wishihadaname
I decided to bring this thread back from the grave rather than starting a new one. I hope the admins will forgive me for breaking a rule here about thread bumping, i've done alot on the mod it just taken a long time since i've been busy and I haven't been doing updates which is why the thread went dead. Front page has been updated with all new information, and a final, conquest mode only release will be made before Friday. Campaign mode is still in the works but seeing that i'm moving back into the chaos of the dorms I have no idea when or if it will be ready. When I (hopefully) get it done, it will be included in an update to the mod. Until then, enjoy the new screenies and info.

Re: The Corellian Resistance (IT LIVES!)

Posted: Thu Aug 11, 2011 2:17 am
by AQT
wishihadaname wrote:...for breaking a rule here about thread bumping.
You should try reading the rest of that rule. :wink:

Nice updates. Is it intentional for the blood on the dead Stormtroopers to be so saturated?

Re: The Corellian Resistance (IT LIVES!)

Posted: Thu Aug 11, 2011 8:34 pm
by Fiodis
I had fun with the beta. Glad to see it's revived. :)

Re: The Corellian Resistance (V 1.1 in the works)

Posted: Fri Aug 19, 2011 12:33 pm
by wishihadaname
Update: Thanks to all of you guys that downloaded the map, its always nice to see that people like your work. I'm about 1/2 done with V1.1 at the moment so I thought i'de share some of what i've done thus far and what else I plan to add.
List of changes since 1.0
-Imperial stouker concussion rifle and SMG are now less "spready" but have significantly increased kick. They will still spread like crazy if fires while running but the circle of spread is more realistic.
-Imperial Engineer now only carries 1 drop shield but it can now be refilled from all ammo drops. This makes deploying the shield a more tactical decision and compensates for the fact that it now stays until the shield is distroyed or the engineer deploys a new one.
-Imperial walkers gatling gun will now swivel and its primary guns have been epically nerfed vs infantry. If you want to kill infantry get on the gatling. For vehicles, turrets, and crowd control via knockdowns use the main cannons.
-Imperial Officer no longer has an uber long cooldown on his buffs whick made it impossible to zoom. Yes this means you can spam all three buffs within 2 seconds of one another but since they can't be refilled from ammo drops its a rather poor strategy.
-Alliance assault rifles have segnificantly increased kick but no spread while moving.
-Campaign mode is done up to objective 6/9. It will be included in v1.1 when it releases (haven't decided on release date yet).
-Custom buffs rehauled and fully functional in campaign and conquest mode (only if you have vet effects enabled)
-Fixed first person weapons
-fixed some floating trees (may still be other out there, let me know if you see em)


List of upcoming changes
-Players are immune to headshots (no more getting 1 shot by corellian insurgent AI)
-ATST's can crush infantry by walking on them.
-TIE bomber engine drone to let you known when they are coming
-COD style zoom in first person
-Rebel Combat speeders (2 man speederbikes from the conversion pack, modified to be more TCR-ish)
-3 more objectives of campaign

Hope you guys like the upcoming changes, any and all feedback would be appreciated. Also a full review of the current build would be really nice if someone would be so kind.

Re: The Corellian Resistance (V 1.1 in the works)

Posted: Fri Aug 19, 2011 3:37 pm
by RED51
Nice to hear this! Did you check the TIE Bombers bombing run scripts though? In my play throughs, they still went boom even with out the AAs.

Re: The Corellian Resistance (V 1.1 in the works)

Posted: Sat Aug 20, 2011 11:12 am
by wishihadaname
I expanded the boundries to accomodate the bombers, now they will only be shot down by the turrets or by ramming into the terrain