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Re: Battlefront Chronicles
Posted: Sat Feb 25, 2012 8:48 pm
by Lephenix
Really nice update, i like the new class setup. Can't wait Cato updates. Take your time, this mod will be awesome, it worth the waiting.
Re: Battlefront Chronicles
Posted: Wed Mar 14, 2012 11:33 am
by MawDrallin
Question, Eggman, have you ever thought about doing a Coruscant map of the city, rather than the Jedi Temple?
Re: Battlefront Chronicles
Posted: Wed Mar 14, 2012 2:04 pm
by Eggman
MawDrallin wrote:Question, Eggman, have you ever thought about doing a Coruscant map of the city, rather than the Jedi Temple?
I have, in fact. No idea if that will actually happen, though. I haven't created any assets for such a map or put any thought into it beyond, "I want one."
There are loads of maps I'd love to create for the mod, but the final content will have to come down to what I feel motivated, or have time, to create. That's why I try to avoid showing or writing about anything that isn't already well on its way to being done.
Re: Battlefront Chronicles
Posted: Wed Mar 14, 2012 7:40 pm
by MawDrallin
Eggman wrote:MawDrallin wrote:Question, Eggman, have you ever thought about doing a Coruscant map of the city, rather than the Jedi Temple?
I have, in fact. No idea if that will actually happen, though. I haven't created any assets for such a map or put any thought into it beyond, "I want one."
There are loads of maps I'd love to create for the mod, but the final content will have to come down to what I feel motivated, or have time, to create. That's why I try to avoid showing or writing about anything that isn't already well on its way to being done.
Would be a good map to go with the mod, but I won't get my hopes up. By the way, do you mind telling us how goes the progress with Cato Neimoidia?
Re: Battlefront Chronicles
Posted: Wed Mar 14, 2012 8:02 pm
by Eggman
I'm taking a break from Cato Neimoidia for the moment to work on other things. I have a rough outline going in XSI for another large building model, but not much else. It's really just a ton of difficult modeling and texturing to do, since the architecture is so complex. I know that map is what has a lot of people excited (it certainly has me excited

), but I have to be up-front and say that it will be a while before I have anything substantial to show.
Re: Battlefront Chronicles
Posted: Wed Mar 14, 2012 8:56 pm
by MawDrallin
Eggman wrote:I'm taking a break from Cato Neimoidia for the moment to work on other things. I have a rough outline going in XSI for another large building model, but not much else. It's really just a ton of difficult modeling and texturing to do, since the architecture is so complex. I know that map is what has a lot of people excited (it certainly has me excited

), but I have to be up-front and say that it will be a while before I have anything substantial to show.
Take all the time you need, last thing this awesome-looking mod needs is a rushed map. Still though, I can't wait until the next update. Keep up the good work

Re: Battlefront Chronicles
Posted: Mon Apr 09, 2012 12:08 am
by Eggman
It's been a while since I've posted any news, so here's an update to prove that I'm still alive.
Sides Update #4: Special Units, Round One
I've mentioned before that each faction has several special units available on each map in addition to the four core classes. The stock Battlefront II has a similar setup, but the special units in Battlefront Chronicles should have a bit more variety. These special units can combine attributes of the core classes or fulfill their own unique roles on the battlefield. Current plans call for 4-5 special units for each faction, with 2 available on each map. Read on for details on the first few that I have completed!
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ARC Trooper
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Ability: Stamina (+50% to energy bar)
Primary Weapon: WESTAR-M5 Blaster Rifle
Backup Weapon: DC-17 Hand Blaster
Secondary Weapons: EMP Grenades (x2), Concussion Grenades (x2)
The Republic ARC Trooper is a jack-of-all-trades. The ARC Trooper's signature WESTAR-M5 Blaster Rifle delivers powerful, accurate 3-round bursts of fire against enemy infantry. EMP Grenades are capable of taking down droids while causing minimal damage to living units, and Concussion Grenades allow the ARC Trooper to stand its ground against heavy vehicles.
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MagnaGuard
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Ability: Stamina (+50% to energy bar)
Primary Weapon: Bulldog RLR
Backup Weapon: DT-57 Heavy Blaster Pistol
Secondary Weapons: Neurotoxin (x1), Sticky Grenades (x2)
The MagnaGuard carries a variety of unusual weapons. The Bulldog RLR functions much as it does in the stock game: as a pistol-sized rocket launcher. The same goes for the Neurotoxin. The MagnaGuard's Sticky Grenades allow the unit to terrorize enemy infantry - the grenades stick to anything they touch (including clone troopers!) and release a small, but deadly, explosion. For those of you who want wield an electrostaff: don't worry, electrostaff-wielding MagnaGuard's should show up in the mod somewhere.
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Bothan Spy
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Ability: Reconnaissance
Primary Weapon: DXR-6 Disruptor Rifle
Backup Weapon: Invisibility
Secondary Weapons: Detpacks (x3), Combat Knife
The Bothan Spy is somewhat similar to its stock version, but has some new weapons. The DXR-6 Disruptor Rifle is a powerful sniper rifle that can be charged up to increase its damage. At full charge, the bolt is capable of totally disintegrating its victim. When the Bothan Spy is forced to engage in close-quarters combat, the combat knife can provide a way out; it is particularly deadly when used in conjunction with the unit's invisibility cloak.
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Storm Commando
-----------------------
Ability: Stamina (+50% to energy bar)
Primary Weapon: E-11 Blaster Carbine
Backup Weapon: Scout Trooper Pistol
Secondary Weapons: Time Bombs (x3), Combat Knife
The Storm Commando is a light infantry unit, best off on the perimeter of the battlefield. Its primary weapons, the E-11 Blaster Carbine, is a light burst-fire variant of the standard E-11 Blaster Rifle. Storm Commandos can sneak behind enemy lines and disrupt vehicles and installations with well-placed time bombs. They can also surprise enemies in close-quarters combat with their combat knives.
I'll be posting updates on more special units in the future. In other news, I've begun work on another map for a planet featured in Episode III (hint: it was the setting for one of the large ground battles seen in the movie). Thanks for reading!
Re: Battlefront Chronicles
Posted: Mon Apr 09, 2012 12:16 am
by ARCTroopaNate
Great update Eggman! Kashyyyk?
Re: Battlefront Chronicles
Posted: Mon Apr 09, 2012 9:34 am
by MawDrallin
Awesome update, man! I'm guessing that it's a Kashyyyk map. It's either that or Utapau.
Re: Battlefront Chronicles
Posted: Mon Apr 09, 2012 10:27 am
by willinator
Is it Mygeeto? Because I always thought that map could has so much more potential. However, Kashyyyk would still be awesome. Although, if it is Kashyyyk, don't make the map too big. A lot of the "movie accurate" maps are absolutely huge, and huge maps get a bit annoying after a while.
Re: Battlefront Chronicles
Posted: Thu Apr 12, 2012 12:22 pm
by AirspeedRedux
willinator wrote:Is it Mygeeto? Because I always thought that map could has so much more potential. However, Kashyyyk would still be awesome. Although, if it is Kashyyyk, don't make the map too big. A lot of the "movie accurate" maps are absolutely huge, and huge maps get a bit annoying after a while.
+1 for everything here. Mygeeto would be fantastic (clearly you've already started whatever map it is, so I'm not trying to be a pain!)
Either way, the sides update was great, I am patiently awaiting the arrival of this mod because I know it'll be a good one!
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 12:36 am
by Eggman
I haven't posted anything in almost a month, so here's a very very very early shot of Kashyyyk to keep things moving.
I've got a lot of fun ideas for this map, so I can't wait to complete it!
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 12:40 am
by kinetosimpetus
looks big. and lots of water O.o
will be interesting to see progress.
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 12:41 am
by lucasfart
Looking good! Kinda reminds me of that Kachirho map someone made ages ago....
Are those little tiny things just near the water turrets?
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 11:15 am
by MawDrallin
That is the look on my face after seeing the screenshot of Kashyyyk.
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 7:13 pm
by SAMofBIA
im diggin the stream to the right, it makes it seem more realistic that theres actually a spot where the water keeps going.
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 8:20 pm
by willinator
All I can say is, wow

! Now I am curious, most of the action will take place on the ground, correct?
Re: Battlefront Chronicles
Posted: Fri May 04, 2012 11:52 pm
by Eggman
willinator wrote:All I can say is, wow

! Now I am curious, most of the action will take place on the ground, correct?
On the beach, in the trees, and in the air.
To give a sense of how I'm using the space, most of the grassy area in the back and most of the water-covered area is just maneuvering space for flyers (and it also makes for a grander environment). The area covered by infantry units won't be much more than that of the larger maps from the stock game. Hoth is probably the best comparison for scale.
lucasfart wrote:Are those little tiny things just near the water turrets?
The grey things jutting out of the ground are tank barriers. The prop is available in the ML Kashyyyk assets.
Re: Battlefront Chronicles
Posted: Sat May 05, 2012 10:00 am
by Executer94
I love movie like maps! It is always fun to think you are taking actions in a historical Star Wars battle.
The idea of having just a small battlefield is pretty good too! It gives the player the feeling that there is more going on around him. Somehow a curious feeling comparable to the feeling I had years ago when I had no idea what was in the space ships inside and so on!
Re: Battlefront Chronicles
Posted: Sun May 06, 2012 1:26 am
by yuke5
I'm really happy that you managed to retain the grandeur of Kashyyyk while still keeping it fun and the size manageable. Once things that has always bugged me about flyers on ground maps is that they don't seem to serve a purpose besides fighting other flyers. A.I. hardly ever seem to strafe, and even then, the player can has little time to dodge a potential air strike. Do you have any objectives or mechanics planned for the flyers?
(Map looks really cool by the way.)
