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Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Sun Sep 02, 2012 5:35 pm
by yuke5
I actually was just working on a rocketeer unit. I like your idea for the person wielding the rocket launcher, but I have a different of weapon. It's a heavy laser. If I can get it working, I'll post some pics in a bit.

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Sun Sep 02, 2012 5:46 pm
by ARCTroopaNate
Sounds interesting, makes more sense than a rocket launcher for a gangster side, although now he's no longer a rocketeer. :lol:

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Mon Sep 03, 2012 12:57 pm
by JAWSFreelao
yuke5 wrote:Hmmm. Perhaps the SBD could be a special unit.
I like that idea. Are you going to create a Completely new model? Or use the stock?

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Mon Sep 03, 2012 4:28 pm
by Cleb
yuke5 wrote:Hmmm. Perhaps the SBD could be a special unit.
If you did do that, you should make the gun extremely weak but super rapid fire like in the movies :)

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Mon Sep 03, 2012 5:29 pm
by yuke5
I think if I made a gangster SBD unit, it would be very similar to the one found in AQT's Deathwatch Bunker map. However, I already have a special SBD unit. I'm not sure if having another one would be a good idea. With this gangster side, I really need to take advantage of my ability to be unorthodox.

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Mon Sep 03, 2012 5:51 pm
by kinetosimpetus
What about Gamorreans or Geonosians?

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Tue Sep 04, 2012 3:41 am
by DarthD.U.C.K.
geonosian seems a little exotic for coruscant in my humble opinion.
trandoshan? ithorian? aqualish?

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Tue Sep 04, 2012 11:08 am
by AcaelusThorne
DarthD.U.C.K. wrote:geonosian seems a little exotic for coruscant in my humble opinion.
Yes I aggree with Duck Geonosians mostly stay on their planet. You could also use a weequay and for the trandoshan you could use Andes neat models ;).

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Wed Sep 05, 2012 1:23 am
by Dreadnot9
I feel like I've been looking at this thread a lot, without saying how excited I am to see this map released.
Great job so far yuke :thumbs:
As for the gangster side I believe the trandoshan would work very well, though another human wouldn't be that bad.

Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Wed Sep 05, 2012 3:32 pm
by yuke5
I think a trandoshan could certainly be implemented. I agree with the statements the geonosians are a bit (edited) exotic and the species as a whole aren't independent enough to join a gang. You know, hive mentality and all that. I also think the Gammorean guards are a little typecast into their roles as Jabba's Palace guards.

In other news, I've added a couple of a new unlockable units to the Republic and CIS side.


For the CIS, there is the BX-Droid Commando, which uses the version by Kino which was improved by Deviss. The unit features a rifle with a high rate of fire, moderate damage, and slight kick and spread. The unit also has a commando pistol, some grenades, and a disguise kit. For online play the unit will have stealth. Furthermore, BX-Droid Commandos have standard health and improved stamina.
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The Republic has a heavy weapons specialist which wields the Z-6 Rotary Blaster Cannon. The version has slightly more damage than the stock variant, and has no heat. However, to balance it, the gun has a 100 shot belt, a 4 second reload, and some kick. The gunner also has improved health but impaired speed.
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And in other news, I've improved upon the Mandalorian's skin.
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Re: Coruscant: Skyline [Gangster Side Update][8/30]

Posted: Wed Sep 05, 2012 6:51 pm
by Cleb
Dreadnot9 wrote:I feel like I've been looking at this thread a lot, without saying how excited I am to see this map released.
I agree, this I think is the only thread in the WIP Forum that I check regularly for updates. :)
yuke5 wrote:I think a trandoshan could certainly be implemented. I agree with the statements the geonosians are a bit exotic and the species as a whole aren't independent enough to join a gang. You know, hive mentality and all that.
:wink:

Re: Coruscant: Skyline [Update][9/5]

Posted: Wed Sep 05, 2012 9:37 pm
by yuke5
As another quick 'lil' update, I would like to announce that the BX-Commando's rifle now has two firing modes, a more accurate, scoped, single shot firing system and the faster fire rate mentioned earlier. Also, the single shot rifle has been removed from the jet droid, and replaced with a flamethrower. After careful thinking, I have realized that the two weapons traditionally associated with trandoshans, the SMG and the ACP Array Shotgun are redundant weapons for the Gangster side. I think I'll add some sort of other alien unit instead.

Re: Coruscant: Skyline [Update][9/5]

Posted: Wed Sep 05, 2012 10:07 pm
by willinator
How about an Aqualish, Vurk, Wookiee, Duro, Sullustan, Twi'lek, or Rodian?

Re: Coruscant: Skyline [Update][9/5]

Posted: Thu Sep 06, 2012 2:59 pm
by Cleb
willinator wrote:How about an Aqualish, Vurk, Wookiee, Duro, Sullustan, Twi'lek, or Rodian?
A Rodian definitely would be cool. :D

Re: Coruscant: Skyline [Update][9/5]

Posted: Thu Sep 13, 2012 7:05 pm
by yuke5
Hey guys, guess what?

UPDATE! :D

Welcome the newest addition to the gangster side,

Rodian Gunslinger

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Also pictured below is a new model for the Gangster Rifleman. I figured there were too few humans in the mix. The skin is from two Sky-216 models I mixed.

I have also devised a solution to the problem with the Gran model. His hands don't seem as clumsy when he is holding a rocket launcher. I've also tried to implement my heavy laser idea, but I couldn't get the look I was going for. I think a plain old rocket launcher works fine though.
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Not much else to report as far as progress goes. Oh, yeah, I've made a shortened, basic priorities list:

  • 1. Make the map look beautiful, and make sure the mechanics are solid. I think I can add a few more hintnodes and make the A.I. a little more realisitic. This is the most fundamental part of any good map (in my opinion) and therefore it is the most imporant to me.

    2. Flyer sounds. This part is the most difficult, but I consider it the most important. I think it adds to the immersion more than music playing in a restaurant, (Not to say that I don't think enviornment based music is unimportant, flyer/speeder sounds just take priority)

    3. Building based sounds.

    4. Campaign. I've run a few tests, and I've managed to get a couple objectives stringed along. So far it's nothing super unique or anything. However, I think that with some practice and trial and error, I can get a solid campaign going for the map. This is my first attempt at serious scripting in SWBFII, so I don't know how long it will take for me to get the hang of things. I have a script planned out, it's just a matter of how much I can make my imagination a reality.

Progress from this point will be slower than it was earlier. I'm back in school, and I have 4 AP courses on my back. The actual work isn't extremely difficult for me, but it's very time consuming.

In the meantime though, I took a bunch of photos of the map. Enjoy.
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Re: Coruscant: Skyline [Update][9/5]

Posted: Thu Sep 13, 2012 7:44 pm
by JAWSFreelao
Looks AMAZING man. Good work. :bowdown:

Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Posted: Thu Sep 13, 2012 8:47 pm
by CressAlbane
Cool unit! One thing though - it looks like the blasters don't quite align with his hands. I had to overcome a similar issue with rifles and the Magnaguard - feel free to send me the unit msh and the weaponmsh you want, and I should be able to get you a compatible third-person weaponmsh by playing with it a bit.

EDIT: inb4 shooting first joke

Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Posted: Thu Sep 13, 2012 10:02 pm
by Cleb
Yay, an update! :mrgreen: Ok, I found a thread that might help you a bit with the campaign because it has a lot of campaign LUA functions.

forums/viewtopic.php?f=27&t=25743

Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Posted: Thu Sep 13, 2012 11:13 pm
by yuke5
Actually Cress, those weapon models are a little bit wonky on their own. I think I'll use a different model, and if it still looks weird on the Rodian, I'll certainly send it to you. And Cleb, thanks a bunch for posting that thread. I already found a couple things that will be really useful in the campaign.

Re: Coruscant: Skyline [Update][9/13][Rodian Gunslinger + Pi

Posted: Fri Sep 14, 2012 9:20 am
by Lephenix
Really nice, i'm happy you retextured the kamino bridges and platforms, it's way better.