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The Corellian Resistance v1.0

Posted: Fri Aug 12, 2011 12:10 am
by wishihadaname
The Empire is only thirteen years old and already discontent is spreading through every system. The iron fist of the emperor tightens its grip in an attempt to crush all dissent. The Senate is in turmoil, many worlds are losing their seats for "treasonous behavior" the lastest of these loses was the Corellia system. Fed up with the tyrannical rule of the Empire, a small band of local rebels supported by a splinter faction of Kota's Militia wage a war of subversion against Imperial interests in the Corellia sector. Following a rash of attacks and the hacking of the databanks of the ISD Daybreak, an Imperial navy division has been dispatched to the remote Corellian outback to crush this insurgency at its source. Imperial commanders were expecting a quick firefight followed by either a retreat or surrender. What they got was a bloodbath. When the smoke clears, it is uncertain who won, only that many died. On the ruins of the insurgent HQ is written in blood "Those who do not have something they are willing to die for, have nothing to live for."

This is a map i've been working on for a very long time now. I tried to include everything that I had wished was in the orginal game. Here is a short list of key features
-Re-designed combat system from the ground up. More visicous, deadly, dependent upon squad tactics, cover, and support classes
-Re-designed character classes. Each side has a different approach to winning and no two classes are alike.
-Air support mechanic. Empire has access to devestating bombing runs but they will only go through if both of the rebel AA guns are neutralized.
-Dynamic battlefield. There are many ways to win, if stubourn defence isn't working use a speeder to get behind enemy lines to cut their supplies. If your vehicular assault just isn't cutting it, try deploying from a different front.
-Irregular rebel uniforms- Correlian insurgents are not cohesive units, each class has several different outfits that rotate through every so often meaning that any class could spawn as any apperance
-Custom character models, weapons and effects for every class
-Fully functional and balanced conquest mode on a map 2.5 times larger than stock maps. (Campaign mode is in the works and will be added with a later patch)

And since a picture is worth a thousand words, here is a large tome of all the information you could possibly want on the mod.
Hidden/Spoiler:
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Credit list
Hidden/Spoiler:
icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- alliance tank from BF1 conversion pack
HAv0c and Deviss- Mandelorian Sniper rifle
CodaRez- CDEF pistol (Civillian sidearm)
KentosImpetus- Randomized unit script
RougeKnight, Deviss, Jebus (cas you asked me to :P)- dp23 trenchgun
Taivix, Fragme!- Concussion Rifle
Caleb1117, syth- Chaingun and anims for it
Mike Z, Majin Revan, FragMe!- floating weapon icon fix
CodaRez, DarthD.U.C.K- TFU Imperial Navy Commandoes
Deviss, BIGCookie- TFU swordsman
RougeKnight- Imp Officer's Magnum
Jabaloverlava- disruptor rifle
KinetosImpetos- Rebel weapon pack
Download link
http://www.gamefront.com/files/20664451/TCR.7z

Instructions: Download TCR.7z, extract the folder TCR into Lucasarts/StarWarsBattlefrontII/GameData/addon if you don't have an addon folder make one. You will need an unzip program such as 7zip in order to extract the folder.

Note: if you have a mod that removes vet effects, the custom effects from this mod will not be visible.

Re: The Corellian Resistance v1.0

Posted: Fri Aug 12, 2011 12:14 am
by THEWULFMAN
Looks great. Downloading. :thumbs:

Re: The Corellian Resistance v1.0

Posted: Fri Aug 12, 2011 5:22 am
by naru1305
looks awesome, dling now, great work :thumbs:

Re: The Corellian Resistance v1.0

Posted: Fri Aug 12, 2011 6:48 pm
by wishihadaname
So how are you guys likeing the map? Comments? Flames? Jawas?

Re: The Corellian Resistance v1.0

Posted: Fri Aug 12, 2011 9:41 pm
by RED51
The weapons could be more accurate. The E11 rifle and concussion rifle are way too spready. Other then that, the map plays well.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 1:06 am
by Raptor_101
I had the liberty to play the map last night and was impressed with the amount of work that was put into it. I really like the environment. It seems believable and realistic. However the only thing I noticed was as stated above the rifles, snipers, and the Stouker were very inaccurate and I noticed trees and items were floating in a lot of places, however this did not detract from the map at all to me. Overall great work.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 1:16 am
by wishihadaname
The accuracy of weapons decreases as you move and if your standing. This is to encourage cover from combat. I tried making the reticle change sizes like in Mass Effect but couldn't figure out how to do it. Floating object locations would be nice too, I scoured the maps looking for floaters because I find them really annoying. Let me know specifics so that I can fix them in a later patch.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 1:34 am
by RED51
Even when standing still, the e11 and concussion rifle are quite messy. I had no problems with the rifle really my self, since I got in very close in any fire fight I got into. The concussion rifle is very inaccurate, even when crouching. Other then that, like I said, the map is nice. Oh, you have first-person bugs (most weapons still use stock fpms) on nearly all weapons. Remember to update your HighResGeometry (What model is used in first-person)when you've changed the regular geometry.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 9:45 am
by Fiodis
wishihadaname wrote:The accuracy of weapons decreases as you move and if your standing. This is to encourage cover from combat. I tried making the reticle change sizes like in Mass Effect but couldn't figure out how to do it.
That's known as reticule "breathing" and is in a fair number of games, ME being one of them. Unfortunately it's not possible in BF2; there've been threads on this before.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 9:57 am
by THEWULFMAN
Fiodis wrote:Unfortunately it's not possible in BF2; there've been threads on this before.

Not actually true. I know a way, and it will probably be going in secret mod #3. Which will get a WIP thread, very soon.


On that note, I will play this map after I make the WIP thread, as then I will have a little time for non-modding SWBF2 gaming, so I promise to play this map then. :wink: I am looking forward to it.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 10:23 am
by Fiodis
THEWULFMAN wrote:
Fiodis wrote:Unfortunately it's not possible in BF2; there've been threads on this before.

Not actually true. I know a way, and it will probably be going in secret mod #3.
:roll:

What's the point of secrets if you flout them?

@ OP - Forgot to mention it is possible to have a different reticule for each weapon by working it into that weapon's HUD icon and getting rid of the default reticule. However, it still won't breathe.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 10:34 am
by THEWULFMAN
Fiodis wrote:@ OP - Forgot to mention it is possible to have a different reticule for each weapon by working it into that weapon's HUD icon and getting rid of the default reticule.

Seems I have been outwitted! Again. Yes, that's the idea.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 10:37 am
by Fiodis
THEWULFMAN wrote:Seriously though, I don't like being called on for small things like that.
My apologies. It's nothing against you personally; it's just one of my pet peeves. I see no point in building hype before you have a WIP up.

Again, I'm sorry about that.

And even with a custom reticule per weapon, it still won't breathe. :( The most you might do is indicate the outer and inner boundaries of accuracy, which may end up looking a bit...odd. I'm not fond of overly-huge reticules, myself.

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 3:04 pm
by ShadowWing
How deep is the water on your map? (Kashyyyk deep? Yavin IV deep?)

Re: The Corellian Resistance v1.0

Posted: Sat Aug 13, 2011 5:34 pm
by RED51
You may want to check your boundary regions. The TIE Bombers seem to be affected by them and get destroyed even when the AA guns have been destroyed.

Re: The Corellian Resistance v1.0

Posted: Sun Aug 14, 2011 2:15 am
by yukisuna
Wow, that was an Amazing Storyline, and the pictures look very good! I wish i could try this now, but my PC is getting repairs and i am Using my Mac. it seems really nice! :)

Re: The Corellian Resistance v1.0

Posted: Tue Aug 16, 2011 2:01 am
by yuke5
I just finished playing it and there is so much that impresses me. I really like the alternating skins, that was a nice touch to the map. Not only that, but the size of the map was done very well, and as a player you did in fact have to make strategic decisions effectively closing off flanking routes, blocking AT-AT's, etc. This map was a lot of fun, and avoided ALL of the pitfalls of huge maps. EXCELLENT WORK. :thumbs:

EDIT:

One thing I was wondering was how did you make the random skins for the corellians? Could you make a tutorial sometime? It'd be super awesome if you did!

Re: The Corellian Resistance v1.0

Posted: Fri Aug 19, 2011 4:00 pm
by Executer94
This looks really interesting! I am downloading it right now. First map in a while that attracts my interest :thumbs:

Re: The Corellian Resistance v1.0

Posted: Tue Jun 11, 2013 3:08 pm
by SWBF2
Um the download link doesn't work.. Could you add another one?

Re: The Corellian Resistance v1.0

Posted: Tue Jun 11, 2013 7:50 pm
by AQT
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Please don't bump topics over 30 days old. It is against The Rules.

If you're looking for this file, please search for it in The "Help me find a SWBF2 Map/Mod" topic. If you can't find the file in one of the many links there (most links are in the first post) please ask for it in that topic.

Thanks, Staff

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