Battle Above Endor Map Annoucement

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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RAymo
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Post by RAymo »

rebel commando looks nice. perfect for this map.

OFF-TOPIC: AlPhA29, welcome 2 gametoast :D
WaylandJr

Post by WaylandJr »

xwingguy wrote:Screw the wookie. I'm munging this trooper as I type.

THX A LOT!
You mean youre using the rebel commando? You read my mind this post was going to suggest you make that rebel the sabatuer instead of the wookie...

Have you looked at the private message is sent you yet? I think my path idea could be useful.
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Post by yankeefan05 »

Welcome to GameToast, WaylandJr.

If u have any ideas for xwingguy plese post them here. We could back u up on the idea if they sound good.
SynchLynch

RE: Re: RE: Battle Above Endor Map Annoucement

Post by SynchLynch »

Looks amazing. One hell of an ambitious project, I can tell your jumping into it heart and soul. How soon can we expect to taste this hunk 'o' jerky? I'd gladly crash my PC on the beta.
clonepilot1

RE: Re: RE: Battle Above Endor Map Annoucement

Post by clonepilot1 »

hehe xguy doesnt wanna say a date and HOLY SHRIMP those rebel commandos are cool.....DO YOU HEAR ME COOL

oh and welcome im quite new myself
Lord_Grievous

RE: Re: RE: Battle Above Endor Map Annoucement

Post by Lord_Grievous »

@ xwingguy:

What is this screenshot supposed to be:
Image
What is this hole in the wall (in front of the trooper) to be?
And why can we see right into the hangar bay diagonally across this hole?

I assume that this is an ingame test of this level, and that you need to put the backpanel on and such?

Anyway, looking great so far!
Last edited by Lord_Grievous on Wed May 31, 2006 9:00 am, edited 1 time in total.
Tuskenjedi

Post by Tuskenjedi »

Ot's there because there was a circular tunnel connected to it which xwing didn't want to use. It's a reactor core rom.
Lord_Grievous

Post by Lord_Grievous »

Perhaps you could use the Bespin Carbon Freeze Chamber's circular tunnel?
And what's and Ot?
Murdocr

Post by Murdocr »

he made a typo, he was saying IT'S there
WaylandJr

Post by WaylandJr »

moncalamaridestroyer wrote:Welcome to GameToast, WaylandJr.

If u have any ideas for xwingguy plese post them here. We could back u up on the idea if they sound good.
I did but several more pages had been posted so nobody saw them i think.

Here are my ideas again:

-add the part of the sniper script that makes them stand at certain positions and defend to the marines so the capital ships arent empty... you could add a few points in important rooms and marines will defend there

- instead of an LAAT for the rebels they could have a reskinned imperial shuttle with rebel insignias

- remove the torpedos from ties and remove missiles from interceptors also make both a bit weaker but make them both faster have more stamina also beef up the lasers a bit

- use the rebel commando for rebel sabateur (i think he doing that anyway)

- try to make AI shuttle pilots land in enemy hangers and sabatuers try and attack the critical systems

-when a capital ship starts its "death timer" AI will attempt to escape and the capital ships spawn point will disapear

I dont think any of these ideas are too hard and they would greatly increase the fun of gameplay... in standard space maps you are very safe (and ussually quite alone) inside a capital ship but imagine if you had a load of marines fending off enemy sabateurs, it would be exellent to think that the AI is capable of doing something like that without you having to make them follow you constantly, also the squads of probe droids is a good idea but i think some marines shouild defend too as it would be very unrealistic to have a completely empty ship.

By the way Xwingguy i hope you dont get bored of doing this map before its finished. :?
Silent_Decimator

Post by Silent_Decimator »

Sweet armor!!!!
hmmm, burgershaped at-te...LOL!!!! they're allright though, better that those LAAT's hmmm, those landing ships must be changed quite abit to work, plus their movement must be changed in order to make it work, or else they may WALK on nothing and that would look sooo...dumb
but those Rebel commandos ROCK!!!
the weapons they carry look like beefed up versions of the dc-15A and the commando version dc-17m
maybe two troopers can one type each, make sure weapon strength is almost the same though.
(now, who was making those dc-17m models...)
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Post by jangoisbaddest »

Expanding on WaylandJr's TIE balancing suggestions, you could also actually limit the number of missiles and torpedos X - Wings and A - Wings have, to be more realistic and to help balancing a little more. Also, one could give the TIE bomber lock - on concussion missiles for the copilot. If it still needs balancing (but this should, in my opinion, be done anyway), have more TIEs on the map than rebel fighters :).
Tohron

Post by Tohron »

Here's a suggestion on the unit choice arrangement:

REBELS

-Rebel Pilot (pilot)
-Wookie (marine) - has bothan spy area bonus instead of recon droid
-Sharpshooter (sniper)
-Smuggler(Internal systems operator)- weaker shotgun and improved fusion cutter
-Bothan Spy (saboteur) has recon droid instead of area bonus, requires less energy to stay cloaked, and can use secondary weapons while remaining cloaked
-Mon Calamarian (fleet commander) Has Frenzy and Rally as secondary abilies and has a commando pistol as primary weapon
-Rebel Commando (high-power unit) Has Blaster Rifle, Sniper Rifle, Rocket Launcher and Fusion cutter as primary weapons, and double-power detpacks, and thermal detonators as secondary weapons. Eligible for ship HP regeneration and mine avoidance. Requires LOTS of points to get.

EMPIRE

-Imperial Pilot (pilot)
-Imperial Marine (marine)
-Scout Trooper (sniper)
-Imperial Engineer (internal systems operator) -has weaker shotgun and improved fusion cutter
-Shock Trooper (saboteur) has Magnaguard rockets as primary weapon, and timebombs + thermal detonators as secondary weapons
-Captain (fleet commander- reskinned officer) has Frenzy as secondary weapon and ARC caster as primary weapon
-Dark Troop (high-power unit) Has chaingun as primary weapon and 20 SBD rockets as a secondary weapon. Has twice as much HP and a longer-lasting rocket pack. Requires LOTS of points to get.
WaylandJr

Post by WaylandJr »

maybe:

Rebels

-5 X wings
-4 Y wings
-3 A wings
-2 B wings
-1 shuttle

Imperial

-8 Tie fighters
-4 Interceptors
-5 Tie bombers
-2 Tie defenders
-1 shuttle

Does anyone have any comments about my marine/shuttle/sabatuer
pathing ideas?

Edit: for post above... what is the point in a sniper rifle in space? also a fleet rebel would be better that a wookie as marine.
Last edited by WaylandJr on Wed May 31, 2006 12:30 pm, edited 1 time in total.
ARC_Trooper

Post by ARC_Trooper »

REBELS

-Rebel Pilot (pilot)
-Wookiee (marine) - has bothan spy area bonus instead of recon droid
-Smuggler(Internal systems operator)- weaker shotgun and improved fusion cutter
-Bothan Spy (saboteur) has recon droid instead of area bonus, requires less energy to stay cloaked, and can use secondary weapons while remaining cloaked
-Mon Calamarian (fleet commander) Has 3 Rage and infinite Rally as secondary abilies and has a commando pistol as primary weapon
A reskin
-Rebel Commando (high-power unit) Has Blaster Rifle, Sniper Rifle, Rocket Launcher and Fusion cutter as primary weapons, and double-power detpacks, and thermal detonators as secondary weapons. Eligible for ship HP regeneration and mine avoidance. Requires LOTS of points to get.

EMPIRE

-Imperial Pilot (pilot)
-Imperial Marine (marine)
-Scout Trooper (sniper)
-Imperial Engineer (internal systems operator) -has weaker shotgun and improved fusion cutter
-Shock Trooper (saboteur) has Magnaguard rockets as primary weapon, and timebombs + thermal detonators as secondary weapons
This will require a reskin... :wink:
-Captain (fleet commander- reskinned officer) has infinite RAGE as secondary weapon and Blaster Pistol as primary weapon, Also 3 Rally
Royal Guard: (Special Unit-NOT hero) -has Force Pike, Royal Guard Armor, Blaster Pistol
Also, add the "Death Star Trooper": Main Weapon: Blaster Pistol, Secondary Weapon: AutoTurret
Nice Idea :wink:
Last edited by ARC_Trooper on Wed May 31, 2006 12:34 pm, edited 1 time in total.
Tohron

Post by Tohron »

WaylandJr wrote:mEdit: for post above... what is the point in a sniper rifle in space? also a fleet rebel would be better that a wookie as marine.
A wookie has a lot of HP, and their detonator thrower would work wonders in the narrow corridors of a capital ship. Plus their new area bonus would increase their usefulness.

As for sniper rifles, their long range would allow you to rapidly get one-shot kills across a hanger or on the other end of a long corridor. Of course they arn't any good in a starfighter, but if you're planning on a major boarding attempt on an enemy ship, it's good to have a few sniper rifles mixed in...
WaylandJr

Post by WaylandJr »

hmm most of that just sounds like something people will exploit:

-bothan spy being able to fire with cloak = kinda bad unless you give the bothan a rifle/pistol instead of an incinerator, otherwise he would be very over powered

- mon calmarian = nice idea but we had nothing to use as it.

- rebel commando = too overpowered it would be very annoying to have one of those ripping your capital ship to shreads

- why not just use the wookie weapons on the fleet rebel obviosly no bowcaster because as there are barely any wookies left i doubt the rebels would have a whole navy of them

- shock trooper with rockets = loads of team killing ect very over effective at boarding could take out anything in your paths

I think it would be better to just have mainly blastery type weapons for infantry otherwise it would be annoyingly difficult to get anywhere and people will just destory critical systems in half a second with magna gaurd rockets ect
MartinK

Post by MartinK »

I agree with Wayland, the map should only have blaster-type weapons, although you could make special units have rockets, incinerator, or anything else, but it would be hard to unlock, and only 1 or 2 limit count, so the cap. ships critical systems would last a bit more...
Tuskenjedi

Post by Tuskenjedi »

OK everyone, all of a sudden your throwing a thousand things at xwing, and, nerves can get quite frayed under that kind of stress. (Trust me, me out of anyone would know) But, there's a high chance of you not getting what you've suggested, so, don't be dissapointed. Of course, these comments and suggestions are constructive, and inspiration might be what xwing's headed for, so this stuff isn't all bad. I love looking over to this thread everyday to see progress, and when things aren' going anywhere it makes me unhappy. So, stay constructive, and give xwing lots of support, it's been a long project.
WaylandJr

Post by WaylandJr »

I think that time bombs and detpack should be the only weapons that can damage critcal systems here is my suggested class list:

-Pilot (rebel pilot skin/imp pilot skin)
Commando pistol
Time bombs
*Better Starship health regeneration if possible

- Crewman (Fleet trooper skin/imperial engineer skin)
Blaster Rifle
Fusion cutter
Auto turret

-Sabatuer (Rebel commando skin/Dark trooper skin)
Blaster rifle
Detpacks
Mines

- Marine (Fleet Rebel skin/Stormtrooper skin)
Blaster Rifle
Blaster Pistol
Thermal detenators
Health + Ammo pickups

- Fleet Commander (4) (Reskinned fleet rebel with beige uniform/imperial officer skin)
Award pistol with normal laser
Flamethrower (?)
Some kind of Buff
Improved recon droid with much more health

number in brackets is the unit count and (?) mean im not sure about that bit.
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