Coruscant: Skyline[Release]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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yuke5
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Re: Coruscant: Skyline [Update][11/24/12][CIS Skins + Scopes

Post by yuke5 »

Dark Times Wave Mode


I have fully implemented Mav's wave mode script for the Dark Times era on Coruscant: Skyline.

As of now, you play as Boba Fett, and fend off waves of Rebels to collect your bounty on Chewbacca and Han Solo. Although this works, I'm not completely satisfied. Any suggestions on who the player should be, what side they should be on, and what bosses they should fight are completely welcome.
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by Maveritchell »

Be careful that you don't make it too easy - one of the reasons I stuck with melee characters for wave mode (with the exceptions of the MP wave modes) was so that it forced the player to go to the enemies to progress (that was also why I used a lot of "kill X" objectives that, if ignored, made the player lose). It's always a tricky proposition to balance a wave mode if the enemies never get near you (I had to scrap one of my planned wave modes for this very reason), and on a map like this with a ranged character, it could be really easy to find a sniper spot and just snipe to win.
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by Dreadnot9 »

I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by LEO »

Yuke5 did you already know the release date?
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by yuke5 »

Dreadnot9 wrote:I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
Maveritchell wrote:Be careful that you don't make it too easy - one of the reasons I stuck with melee characters for wave mode (with the exceptions of the MP wave modes) was so that it forced the player to go to the enemies to progress (that was also why I used a lot of "kill X" objectives that, if ignored, made the player lose). It's always a tricky proposition to balance a wave mode if the enemies never get near you (I had to scrap one of my planned wave modes for this very reason), and on a map like this with a ranged character, it could be really easy to find a sniper spot and just snipe to win.
Good advice. I'll be sure to follow it. Thanks. :D
LEO wrote:Yuke5 did you already know the release date?
As much as I would love to have a release date, I really don't know exactly when the map will be done. There are a couple of gamemodes left to account and code for and there are bugs to squash. I also am still not even done with the sides. I'm working on two more special units, and two new heroes.
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by LEO »

Is there a way to help you?
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by yuke5 »

I appreciate your willingness to help, but, right now, all the work is done from mostly my end. Thank you though.
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by AirspeedRedux »

Dreadnot9 wrote:I'm in agreement with Mav, possibly you could use a royal guard, or the shadow guard, in place of Boba Fett?
Now there's an idea...

:D
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Re: Coruscant: Skyline [Update][11/24/12][CIS Skins + Scopes

Post by Anakin »

Marth8880 wrote:Whoo! Depth perception! :P Anakin, are you Leela? :lol:
don't know what you mean with leela.


@yuke5: i will work on my RC mod over christmas. I asked you a while ago if i can add your map to SWBF RC mod and i think you told me you will think about it. So i want to ask if you decided about it. btw nice wave mod :wink:
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by kinetosimpetus »

Anakin wrote: don't know what you mean with leela.
:google:
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by LEO »

here is a suggestion for the wave mod. maybe you can model the vize king and all the other seperatists and anakin have to kill them. and the last one anakin have to kill is obiwan kenobi. i know thats a mustafar idea but i think it would be fun on coruscant too
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by CressAlbane »

Finished several new models for a completely new area of the map. I won't post pics yet, as yuke5 has the actual version of the map, but you can expect to see some exciting attack/defend action in the future!

EDIT: Although if you really, really want to see a picture, you can check out my Steam screenshots.
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Re: Coruscant: Skyline [Update][12/10/12][DT Wave Mode]

Post by yuke5 »

Update



Okay, a few things have been added in this update. First off, Cress Albane has completed a new library building.
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The interior is not completely refurbished yet.

Also, AQT has kindly made and donated a new sky.
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And, AQT made has a SBD with an applied environment map.
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Furthermore, Loctus's HQ mode has been added for the Clone Wars era, and will be for all others.

An attack/defend gamemode is also currently in the works, but is too early in development for photos to be posted at this time.
Last edited by yuke5 on Wed Jan 09, 2013 8:45 am, edited 1 time in total.
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Re: Coruscant: Skyline [Update][1/8/13]

Post by DarthSolous »

Very nice! :mrgreen:
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Re: Coruscant: Skyline [Update][1/8/13]

Post by Locutus »

This mod gets more and more impressive everyday! :D
yuke5 wrote:Furthermore, Loctus's HQ mode has been added for the Clone Wars era, and will be for all others.
Cool to hear that! :mrgreen:
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Re: Coruscant: Skyline [Update][1/8/13]

Post by AQT »

Looks and sounds good, yuke and Cress! :D
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I could be mistaken, but I don't believe the SBD shows any sign of an environment map applied. Are you sure the new model got munged? :o
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Re: Coruscant: Skyline [Update][1/8/13]

Post by EliteJay »

Beast :yes:
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Re: Coruscant: Skyline [Update][1/8/13]

Post by yuke5 »

@AQT

You're right, I was super tired when I made the update. I used the wrong photo. This is the correct one.
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You can compare the old and the new
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Re: Coruscant: Skyline [Update][1/8/13]

Post by Noobasaurus »

yuke5 wrote:has completed a new library building.
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The library seems quite open. I would recommend more props inside of it(I see only four right now). That is, only if you want. Just what I noticed.
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Re: Coruscant: Skyline [Update][1/8/13]

Post by DarthSolous »

yuke5 wrote:@AQT

You're right, I was super tired when I made the update. I used the wrong photo. This is the correct one.
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Image
You can compare the old and the new
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To be honest, I like the older pic better; the other one looks a little too glossy and you can't see the detail as much. At least that's how it looks in the pic IMO
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