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Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he

Posted: Sun Mar 25, 2012 11:46 pm
by AirspeedRedux
The clone captain looks slick.

I cannot wait for this map to come out, but take your time Yuke! It looks like it's going to be amazing!

Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he

Posted: Mon Mar 26, 2012 6:26 am
by ARCTroopaNate
I agree, Captain Keil looks really cool! Can't wait to play as him ingame! :clone: :D

Re: Flooded Oil Refinery FINAL [3/28/12 Videos]

Posted: Wed Mar 28, 2012 4:12 pm
by yuke5
Republic Side:

http://beta.xfire.com/videos/55e962/

CIS Side:

http://beta.xfire.com/videos/55e99e

Imperial Side:

http://beta.xfire.com/videos/55ea05

Wookiee Side:

[Link much, much later]

Enjoy! If you notice anything you find odd or don't like, please let me know and I'll fix it.

Re: Flooded Oil Refinery FINAL [3/28/12] Videos]

Posted: Wed Mar 28, 2012 6:14 pm
by willinator
Wow Yuke, the environment of this map looks amazing! @ the post above however, please make the "imperial side" title a bit of a nicer color, those of us with the black background can hardly see it.

Re: Flooded Oil Refinery FINAL [3/28/12] Videos]

Posted: Wed Mar 28, 2012 7:59 pm
by AirspeedRedux
willinator wrote:Wow Yuke, the environment of this map looks amazing!
Have to agree, rainstorms are the best.

Re: Flooded Oil Refinery FINAL [3/28/12] Videos]

Posted: Wed Apr 11, 2012 1:08 pm
by yuke5
Wave Mode
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It's pretty basic, not nearly as complex as Mav's in Dark Times, but it's still pretty fun. The game mode is heavily inspired by AQT's first clone extraction map. Basically, the player holds the center cp, and all the others are held by the droid forces which outnumber the clones 4 to 1. Clones win if all the droid reinforcements are destroyed, and droids win if they capture the cp. However, I've added a few new units for the clones. Featured in the picture above is the Clone Medic. He has a semi-auto DC-15 blaster, and bacta-waves. Also featured is a revamped version of the Jet Trooper (for wave mode only). I just replaced the EMP launcher with a DC-15A blaster on full auto. The wave mode isn't done yet, but once it is, it should be pretty fun!

Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE

Posted: Wed Apr 11, 2012 2:56 pm
by CressAlbane
Bacta-waves? Sounds neat!

Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE

Posted: Wed Apr 11, 2012 3:14 pm
by yuke5
It's not that neat, it's just the stock regeneration boost thing the Bothan Spy has. I just edited it to work a little faster but have a slower heal time. Meaning, it doesn't act as a buff, but it heals those in vicinity very quickly. Once you've been healed, you don't keep on regenerating health.

Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE

Posted: Thu Apr 12, 2012 12:13 pm
by AirspeedRedux
Looks like an extraction/wave-esque mode will work very well here, especially with the central CP designed the way it is (I'm guessing there's only bridge's to access it?)

Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE

Posted: Thu Apr 12, 2012 12:24 pm
by Marth8880
yuke5 wrote:It's not that neat, it's just the stock regeneration boost thing the Bothan Spy has. I just edited it to work a little faster but have a slower heal time. Meaning, it doesn't act as a buff, but it heals those in vicinity very quickly. Once you've been healed, you don't keep on regenerating health.
Heh, did you get the idea for that from my medi-gel? :lol:

Side Update

Posted: Wed May 02, 2012 7:59 pm
by yuke5
Well, I have made progress with my GCW sides.

WOOKIEES

Wookiee Warrior:
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Features a Semi-Automatic Bowcaster. It does the same amount of damage as the stock rifle, but fires with more accuracy and fires a quickly as you can pull the trigger. The A.I. use it just fine.
Wookiee Rocketeer:
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Nothing really special. I gave the stock rocket launcher homing abilities on infantry. Works fine, completely balanced. No new models.
Wookiee Longshot:
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A counterpart to the Imperial Sniper, the Wookiee uses a KOTOR style Bowcaster to eliminate his foes from a distance.
Wookiee Mechanic:
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Instead of using a shotgun, the Wookiee mechanic uses a (weakened) mortar launcher. It cannot charge and can only fire one shot before it must be reloaded.
Wookiee Scavenger:
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Although lacking conventional weapons, the Wookiee scavenger still is willing to fight for freedom. he uses his custom rifle, made from a mish-mash of various parts. It may be innacurate and slow to fire, but it packs a punch. And if that fails, he carries is own flechette launcher which is capable of dispatching multiple foes with a single shot. However, he must time his shots wisely as each shot requires a complete reload. The unit is unlockable at 6 points.
Wookiee Hunter:
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The Wookiee hunter uses the Ceremonial bowcaster of his ancestors to defend his homeland. If fighting resorts to close combat, a powerful punch will fell any enemy with ease. (The unit features the stock bowcaster, a pistol, grenades and a claw ability.) Unlocks at 8 points.

Imperial Update:

The Imperial Side now has a new officer - The Navy Commando
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The Navy Commando uses the DLT blaster rifle. It has a slower rate of fire, but a significant increase in accuracy and damage.
Also, thanks to the Frayed Wires modding team and Darth_Spiderpig the Stormtroopers have a new reload animation. It was featured in the Battlefront 3 WIP thread if you're curious.

Re: Flooded Oil Refinery FINAL [5/2/12] Update

Posted: Wed May 02, 2012 8:44 pm
by kinetosimpetus
Interesting update. The wookiees look interesting, but for one thing, you say one of them has a 'claw' ability, but in KotOR it's a fairly important piece of information that wookiees never fight with their claws because if they do they are considered insane/outcast. Not a big deal as a simple rename would satisfy, assuming you even named it claw, it's not stated exactly what the name is.

Re: Flooded Oil Refinery FINAL [5/2/12] Update

Posted: Wed May 02, 2012 9:49 pm
by ARCTroopaNate
I think the Wookiee Hunter should have a slightly better Bowcaster, if I were you I'd scrap the pistol, it wouldn't make much sense for such a large creature to use such a tiny gun. :lol:

Re: Flooded Oil Refinery FINAL [5/2/12] Update

Posted: Thu May 03, 2012 1:46 am
by yuke5
@kinetosimpetus Duly noted. I'll be sure to adjust the unit. I'm actually really stuck on what the final Wookiee unit should be. I think I may ditch the Ceremonial Bowcaster and see if I can't find equip it with some smuggled Alliance weaponry. Maybe something heavy that a Wookiee could use well. I think I'll go off to Wookieepedia and do some research...

@ARCTroopaNate

The pistol actually fits pretty well in the Wookiee hands. They need sidearms for balance reasons, so I am relatively satisfied with a standard pistol. However, any suggestions for side-arms are certainly welcome.

As a side note, I actually have the Scavenger hold his flechette shotgun like a pistol because it would be ridiculous for the weapon to be held with both hands (for a Wookiee). :D

Re: Flooded Oil Refinery FINAL [5/2/12] Update

Posted: Thu May 03, 2012 7:28 am
by ARCTroopaNate
Perhaps he could use a Wookiee Disruptor has a side-arm, it would require a new model though, there's a picture of it on Wookieepedia.

Re: Flooded Oil Refinery FINAL [5/2/12] Update

Posted: Thu May 03, 2012 12:13 pm
by AirspeedRedux
yuke5 wrote: As a side note, I actually have the Scavenger hold his flechette shotgun like a pistol because it would be ridiculous for the weapon to be held with both hands (for a Wookiee). :D
Lol, indeed. Nice update Yuke, I really like the imperial navy troop!

Re: Flooded Oil Refinery FINAL [Bad News][12/2/12]

Posted: Mon Dec 03, 2012 12:23 am
by yuke5
It's been a few months since I've posted anything. I've got some news, but it's not good. The entire map crashed. I managed to resurrect it a while back, but there were a bunch of bugs. At the time, I also busy (and still am) with Coruscant: Skyline, so this map took a back seat. I'm posting now because I have just now managed to re-create the bare bones of the map. I still need to add props, fx, edit the sky, and so on. However, I have learned quite a bit while making Skylines, so what I am working on now will be a significant improvement. Once I get back to where I was, I'll let you guys know.

Re: Flooded Oil Refinery FINAL [Bad News] [12/2/12]

Posted: Mon Dec 03, 2012 12:43 am
by Noobasaurus
Great to see this is still in progress. I played a version of it once and enjoyed it greatly. Looking forward to future updates! :D

Re: Flooded Oil Refinery FINAL [Bad News] [12/2/12]

Posted: Mon Dec 03, 2012 1:00 am
by THEWULFMAN
Good luck and know you have Frayed Wires Studios' support.

Re: Flooded Oil Refinery FINAL [Re-worked map]

Posted: Thu Dec 06, 2012 3:01 am
by yuke5
I have been mapping like a Diet Dr. Pepper over these past couple of days. While what I have now isn't finished, it's getting close to my goal design and ambiance-wise. I have completely re-hauled the look of the map. It now resembles a Wookiee village more than an Oil Refinery. In fact, the pipes I used to have everywhere are now only in one corner of the map. In the current, re-worked map, each command post has different props around it, so the feel isn't the same throughout the map. (Is that the right word?)

The Docks:
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Mini-Village:
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Oil Refinery:
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SeaShore:
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Capturable Center CP:
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The upper levels have also been greatly expanded, and they are also no longer structually identical. Each also has a command post.

Upper Level Command Post 1:
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I currently don't have any photos for two, as I am not yet satisfied with its appearance. I'm going for a decaying village look, and I don't have it quite right yet.

Also, the two sniper platforms have been greatly expanded. Snipers have greater range in the revised version, but there is plenty of cover as well.
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That is all I have for now. Time for me to go to sleep. :sleep: