Bakura: Rogue Assault Mk. II

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Maveritchell
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Bakura: Rogue Assault Mk. II

Post by Maveritchell »

The Battle of Bakura was won, but unbeknowst to the Alliance, the GALACTIC EMPIRE had more to fight for at Bakura than just an ally.
The Empire had recently discovered the lineage of the original clone template for their IMPERIAL ARMY. In an effort to restore their army to its original glory, the Empire had recruited the only unadultered clone of the prime host, a bounty hunter by the name of BOBA FETT.
Under the guidance of Fett and with rediscovered cloning hardware, the Empire had constructed an installation on a remote island in the oceans of the temperate planet of BAKURA.
When Alliance command learned of this operation, they sent a handful of their finest pilots under the command of Jedi Knight LUKE SKYWALKER to conduct a swift strike to remove this looming threat. On the backs of this ROGUE SQUADRON fell the responsibility to maintain the fragile peace that the Alliance had only so recently achieved...


...And so started my first map, Bakura: Rogue Assault. I never finished it, and when I play it now, it's not quite what I wanted. I really liked the idea for it, though, and as such I give you Bakura: Rogue Assault. Again.

This version is a completely new map, although the theme is unchanged. It still centers around an Imperial mountain outpost, although it's no longer a dormant volcano and now has a much more extensive tunnel system. No flyers will be present in this map. I'm still working on tweaking balance for the conquest mode, but the units essentially remain unchanged. Hopefully when I finish with conquest, I'll be able to take a stab at campaign - no promises, though, that junk is hard.

Here are some screenshots of Bakura: Rogue Assault (V. II):

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If anyone wants to compare what they've seen in these pictures with what I had in the beta of my earlier map, the WIP page for it was here.

Also, here's the beta download, if anyone wants to pick it out and see what they liked from the old map. Remember, that download is the OLD map. Not this one. I'll put a smiley face here, because I know I'll just have to highlight this later, because someone won't have read this and will get confused. :P OLD BETA.

Cheers! (Oh, and I suppose I'm back.)
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RE: Bakura: Rogue Assault Mk. II

Post by Bac-Talan »

nice work. It looks (from the screenshots that most likely mean absolutely nothing) pretty wide open. That's not bad, I just find it kind of dull to have big, wide fields of grass that I have to wade through before finding something to look at (i.e. shoot)
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RE: Bakura: Rogue Assault Mk. II

Post by XxDepredationxX »

I thought pilots weren't train to do ground combat....nice map surrounddings. Look pretty much like a part of Earth.
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RE: Bakura: Rogue Assault Mk. II

Post by Guest »

Maveritchell

map are nice. But gameplay is boooring. ;)
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RE: Bakura: Rogue Assault Mk. II

Post by Teancum »

Uhh... He hasn't released it yet. How do you know it's boring? Beta Tester?

@ Maverickmitchell -- you should be able to edit the alpha channels on that railing to get rid of the 'ice'.
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Post by FOOLIS »

lokks nice so far , but you sould change the default sky
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Post by Fusion »

Wow, I wondered what happened to this map!

Glad you started progress again :)
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Re: RE: Bakura: Rogue Assault Mk. II

Post by Maveritchell »

JK514 wrote:Maveritchell

map are nice. But gameplay is boooring. ;)
Maveritchell wrote:Also, here's the beta download, if anyone wants to pick it out and see what they liked from the old map. Remember, that download is the OLD map. Not this one. I'll put a smiley face here, because I know I'll just have to highlight this later, because someone won't have read this and will get confused. OLD BETA.
See how that worked?
FOOLIS wrote:lokks nice so far , but you sould change the default sky
That isn't the default sky.

Thanks for the responses. I'm going to need a few beta testers (Heh, my "r" key sticks and I almost mis-typed "testers." Lol.) pretty soon, so that I can at least get a second/third/etc. opinion on the conquest part of the map. Holla back, yo.
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RE: Re: RE: Bakura: Rogue Assault Mk. II

Post by Darth_Z13 »

I'll test. :)
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RE: Re: RE: Bakura: Rogue Assault Mk. II

Post by Xavious »

I'd like to test this great-looking map.
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Post by {WRL}Bly »

Ill beta test as well.
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Post by Taivyx »

I'd love to beta test this map, looks very promising.
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Post by Maveritchell »

Update: In the original Bakura, the Rebs' special unit was a Rogue Repulsor trooper- essentially a jettrooper with a weapon similar to the Bulldog RLR. In this map he's been replaced by a Rogue Lieutenant, a special unit with an Aerial Assault tagger (orbital strike) and an automatic microrocket launcher.

The beta version has gone out to all the beta testers; you know who you are. Look for some more screens soon!
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Post by AlexSecura »

Here`s a my little review to your Map with some Pictures. :P

I like the Map Layout much but its very empty.
The water looks very good and the Animation of the starting Transporters is very nice.
The Ai is very agressive and they use their Secondary Weapon very often :-))
The best Fight i have had near the Reactor CP.The Lift in the Cavesytem works fine but you are using different Textures in the Tunnels and theres a Empty Room.

-add Speederbikes and Barcspeeders
- add Ships like in the First Version (Tie-Interceptor,Rebeltransporter,X-wing and so on)
and add more Probs at the compete Map and at the little Islands in the Sea.
- The Wedge Skins are cool and i like that he uses a -normal-Rifle.
-if you play as Pilot Luke and have much kills-) Annakins Voice talks:The Foce is strong in us
-Sometimes you will hear some female Voices (Rebel Sharpshooter) but there are no Females ingame.
-the trench Texture doesnt fit to the Ground Texture.
-The Rogue Special Unit shows up as Wookie Warrior.The MicroRocketlauncher works fine without any Problems but should make him a liitle bit stronger. Theres no Orbital Strike as Secondary Weapon only Ammo/Health

Get rid of these Parts on the Stairways
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Missing Textures on the Cables.
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Terrain Glitches
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I liked this Area in the First Bakura Map but you removed it completely
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I try to make some Loadscreens soon.
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Post by Maveritchell »

The emptiness I can definitely agree with you on. I'm still trying to find novel ways to fill that void, so to speak. This is a big map.

That empty room will eventually have some cloning/Kamino props in there, but since the props wouldn't affect the fight (since that room is hardly used in conquest) and the room will only be essential for campaign, I didn't add the props for this early beta.

And as for the caves: I'm still working on removing the semitransparent/glow effect that comes from the Rhen Var caves, but I haven't had much luck so far.

Interesting that the Rogue Lieutenant shows up as the wookiee. Are there any localizations? Because I may have to remunge the localizations, since I've cleaned a couple times since then.
Also, the Lieutenant's orbital strike is a primary weapon. It looks like a pistol, but it shoots an orbital strike beacon.

Voices: Yep, I know the sniper still has the girl voices. I'll fix that eventually. And Luke, while he may be of the same blood as Anakin, certainly doesn't have his voice. (Luke says "The Force is strong with us" too.)

Thanks for the heads-up on the terrain glitches.

If the testers seem to want flyers to be added, I'll add them. I kept them out of this map specifically because I thought I'd like to make the map a little less accessible in terms of getting to places quickly. For the same reason I kept out speeders. (However, there is a speederbike hidden in the map. Did you find it?)

And sadly, the mountain-as-dormant-volcano is no more. I liked some of the stuff in the center pit too, but I eschewed that for this map in favor of a more extensive cave network.

Thanks for the input!
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Rhen Var caves with their flags stripped

Post by AceMastermind »

Maveritchell wrote:And as for the caves: I'm still working on removing the semitransparent/glow effect that comes from the Rhen Var caves, but I haven't had much luck so far.
I have the entire set of Rhen Var caves with their Editflags stripped, from when I cleaned them up in XSI.
You can use them if you want, you'll just need to edit the texture to make them look like rock instead of Ice.
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Post by Xavious »

Well first off, I have to ask, where are the X-Wings? I thought Rogue Squadron was a starfighter squadron, and they didn't even bring X-Wings to the battle? Also, where are the Empire's vehicles? You'd think they would keep a couple AT-STs around to defend the base in case of attack.

Next, there were some problems with AI getting stuck on walls.
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The hanger doesn't blend right with its surroundings. Lighten it up (or darken the terrain) to make it match.
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The Gian Speeder is missing sounds.

The Rebel sniper has female voices even though he's male, and the Imperials shout "Bothan! Take him out!" when I play as the Rebel Infiltrator.

Perhaps add some foliage and rocks in the forested area for cover and scenary?

What is this pole for? It has no collision and looks out of place in this cave.
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You should put a Command Post here like in the first version.
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This bunker hallway doesn't look right.
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I enjoyed the beta. This map has great gameplay. Can't wait for updates.
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Post by AlexSecura »

Heres the Unit-Screen.
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and No i didnt find the Speederbike and i dont find the spawning Point of the Gian Speeder.

Did i understand right that you plan to add a Campagne Mode?
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Post by Maveritchell »

@ DarthMaul:

- Again, I haven't added flyers for the very reason that I'm worried it'll open up the map too much. However, I'll add them if a couple more of the testers want them. I could definitely add some AT-STs. Or something.

-Definitely some pathing issues I should sort out. For the most part, they don't stay stuck at walls, it just looks sloppy. Something I'll get to when I get to the "polishing" stage. And them getting stuck at that mainframe. Haha, thanks for reminding me. I think I put an "access" node there and never removed it.

-I realize there are some sound issues. Vehicle sounds are always an issue, initially. I'll fix it. And the unit voices have problems because of the units I modified. It's a quick fix I haven't gotten around to.

-Good catch on the collision of that pole. I knew it was there, and kind of thought it looked pseudo-representative of the infrastructure that would be in a cave-system-as-base, but if it has no collision I may have to remove it. (It's part of a platform from a little higher-up that incedentally stuck down into that cave.)

-I'd love to put a command post in that outlook platform, like in the first version, but the AI pathing required to get computers to that point is nigh unto impossible. I tried it, and that particular room is at the end of a somewhat-convoluted series of tunnels. The AI would never reach that room. (Hopefully in the campaign, that along with some other seemingly unused rooms will have more of a point. At this point, though, its only purpose is to look pretty. More props will be added to that room as I figure out what the campaign mode will need in terms of objectives.)

-I'll definitely touch up some of the textures when I start polishing. As you can see, I just swapped the Kashyyyk main texture for the Hoth main texture on that bunker. I didn't do anything else to it; I just wanted it to be a bit closer to correct to help me stay in the scenery while I was testing it.

@AlexSecura: Aha. Nope, I haven't localized the map for German or anything else. I'll try and do that before I release. Thanks! The gian speeder spawns at the "harbor" platform command post, and using it is the only way you can get to the speeder. (I didn't want the speeder to be very accessible, as you can see.)(And I do plan on taking a stab at campaign mode.)

Thanks guys!
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Post by AlexSecura »

Maveritchell wrote:@AlexSecura: The gian speeder spawns at the "harbor" platform command post, and using it is the only way you can get to the speeder. (I didn't want the speeder to be very accessible, as you can see.)(And I do plan on taking a stab at campaign mode.)
I found the Speederbike but you can use Boba ,too to find it :P
I love to see a Campaign Mode and like Darth_Maul said: At-St`s would be cool.
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