The Corellian Resistance (V 1.1 in the works)
Posted: Fri Jan 14, 2011 11:53 pm
It is three years since the rise of the empire and anyone who dares to so much as think about protesting is labeled an enemy of the state. Discontent is growing throughout the galaxy. Although the war with the confederacy has long since ended, the clone army continues to grow and resources continue to be sapped for classified projects.
Aided by the last known living unit of Kotas Militia, the people of the Corellian mountains have risen up in a covert revolt against the empire. Imperial convoys that enter the mountains dissapear, Star Distroyers have their data banks ravaged by infiltration viruses, Imperial soldiers who accept a drink from a stranger at a country bar turn up with their throats slit the next morning. Nobody claims credit.
Three days ago, the Imperial Navy picked up an unregistered vessel entering the system. When TIE squadrons attempted to pursue, the vessel fired off an EMP and then made a run for the planet. Imperial Intelligence believes that the vessel landed at or near one of the mountain villages often used by the insurgents and has sent the 4th battalion of the 145th legion to investigate.
That is the back story for my latest project, The Corellian Resistance. This map is something of a spiritual followup to my failed "Landing at Point Rain", I am taking the lessons learned there and applying them to this new map to hopefully get something much better. The fight takes place on Corellia, in the remote mountains far away from the major population centers. The imperials are attempting to track down and eliminate a local insurgent band, the insurgents are attempting to evade capture, and if that is not an option, to take as many imperials with them as possible.
The map is set up in two distinct sectors, each roughly the size of a stock BFII map. One is a river valley with an imperial landing point at one end and some steep mountain passes with a jamming station at the other. The second sector is an abandoned corellian village that is now home to the insurgents base. As mentioned in the back story, the insurgents are corellian locals, and some operatives from Kota's Militia. They will do everything in their power to cause the empire harm. The Imperials are a standard stormtrooper platoon. The usual complement of scouts, engineers, officers, darktroopers, ATST's, and ofcourse cannon fodder stormtroopers.
Here is the stat rundown on the map for those that don't like to read
-2 times the size of stock BFII maps
-GCW era only
-Sides play distinctly different
-All weapons tweeked so that they fire faster, hit harder, and are less accurate with the exception of the sniper rifle.
-Every unit plays differently and other then the soldiers, the teams do not have identical classes.
-Custom weapon models for almost every weapon
-Will feature conquest and story modes
-Draws upon some systems that I developed in Landing at Point Rain while avoiding the biggest mistakes
-No air combat this time
Currently the map is 100% done for conquest mode. I just need to finish making the custom sides and script the campaign.
And here are some pictures. *NEW AS OF 8/10/2011*
Credit list as of 8/10/2011
icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- alliance tank from BF1 conversion pack
HAv0c and Deviss- Mandelorian Sniper rifle
CodaRez- CDEF pistol (Civillian sidearm)
KentosImpetus- Randomized unit script
RougeKnight, Deviss, Jebus (cas you asked me to
)- dp23 trenchgun
Taivix, Fragme!- Concussion Rifle
Caleb1117, syth- Chaingun and anims for it
Mike Z, Majin Revan, FragMe!- floating weapon icon fix
CodaRez, DarthD.U.C.K- TFU Imperial Navy Commandoes
Deviss, BIGCookie- TFU swordsman
RougeKnight- Imp Officer's Magnum
Jabaloverlava- disruptor rifle
KinetosImpetos- Rebel weapon pack
Updated list of changes since beta release
-Removed alliance tank, it was buggy and hover vehicles are very difficult to drive in mountains anyways.
-Kota's soldiers have undermounted grenade launchers, work EXACTLY like the Halo Reach grenade launchers with the exception that they can't be remote detonated
-Custom effects for all buffs (if you have vet effects turned off these won't show up)
-Imperial Officer now carries a Magnus Hand Cannon, a large, high power, low accuracy pistol for use in close quarters, replaces their broken grenade launcher
-Imp scouts can snipe and move at the same time but clip size is reduced to 3 shots and range is shortened further.
-Kotas militia now have transparant visors
-TIE Bombers now bomb the map instead of strafing it, they do cause friendly fire so be sure to listen for their distinct drone overhead.
-Campaign mode is in the works, about 50% ish done
-More units have access to field bacta, this is so you don't have to go run back to camp to heal every time you get nicked in a firefight. None of these heals are good enough to make your uber though and all take about 30 seconds to return 80% of your health
-Imperial Navy Commandoes now carry an emergency bacta shot which is a single fire instant full heal. Can't be refilled from ammo drops, only the rare ammo droids.
-Rebel AI accuracy nefred, no more 1 shot sniper kills out of the blue.
-Other things
the map now has a v1.0 full release for conquest mode, check it out on the released map forums.
Aided by the last known living unit of Kotas Militia, the people of the Corellian mountains have risen up in a covert revolt against the empire. Imperial convoys that enter the mountains dissapear, Star Distroyers have their data banks ravaged by infiltration viruses, Imperial soldiers who accept a drink from a stranger at a country bar turn up with their throats slit the next morning. Nobody claims credit.
Three days ago, the Imperial Navy picked up an unregistered vessel entering the system. When TIE squadrons attempted to pursue, the vessel fired off an EMP and then made a run for the planet. Imperial Intelligence believes that the vessel landed at or near one of the mountain villages often used by the insurgents and has sent the 4th battalion of the 145th legion to investigate.
That is the back story for my latest project, The Corellian Resistance. This map is something of a spiritual followup to my failed "Landing at Point Rain", I am taking the lessons learned there and applying them to this new map to hopefully get something much better. The fight takes place on Corellia, in the remote mountains far away from the major population centers. The imperials are attempting to track down and eliminate a local insurgent band, the insurgents are attempting to evade capture, and if that is not an option, to take as many imperials with them as possible.
The map is set up in two distinct sectors, each roughly the size of a stock BFII map. One is a river valley with an imperial landing point at one end and some steep mountain passes with a jamming station at the other. The second sector is an abandoned corellian village that is now home to the insurgents base. As mentioned in the back story, the insurgents are corellian locals, and some operatives from Kota's Militia. They will do everything in their power to cause the empire harm. The Imperials are a standard stormtrooper platoon. The usual complement of scouts, engineers, officers, darktroopers, ATST's, and ofcourse cannon fodder stormtroopers.
Here is the stat rundown on the map for those that don't like to read
-2 times the size of stock BFII maps
-GCW era only
-Sides play distinctly different
-All weapons tweeked so that they fire faster, hit harder, and are less accurate with the exception of the sniper rifle.
-Every unit plays differently and other then the soldiers, the teams do not have identical classes.
-Custom weapon models for almost every weapon
-Will feature conquest and story modes
-Draws upon some systems that I developed in Landing at Point Rain while avoiding the biggest mistakes
-No air combat this time
Currently the map is 100% done for conquest mode. I just need to finish making the custom sides and script the campaign.
And here are some pictures. *NEW AS OF 8/10/2011*
Hidden/Spoiler:
icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- alliance tank from BF1 conversion pack
HAv0c and Deviss- Mandelorian Sniper rifle
CodaRez- CDEF pistol (Civillian sidearm)
KentosImpetus- Randomized unit script
RougeKnight, Deviss, Jebus (cas you asked me to
Taivix, Fragme!- Concussion Rifle
Caleb1117, syth- Chaingun and anims for it
Mike Z, Majin Revan, FragMe!- floating weapon icon fix
CodaRez, DarthD.U.C.K- TFU Imperial Navy Commandoes
Deviss, BIGCookie- TFU swordsman
RougeKnight- Imp Officer's Magnum
Jabaloverlava- disruptor rifle
KinetosImpetos- Rebel weapon pack
Updated list of changes since beta release
-Removed alliance tank, it was buggy and hover vehicles are very difficult to drive in mountains anyways.
-Kota's soldiers have undermounted grenade launchers, work EXACTLY like the Halo Reach grenade launchers with the exception that they can't be remote detonated
-Custom effects for all buffs (if you have vet effects turned off these won't show up)
-Imperial Officer now carries a Magnus Hand Cannon, a large, high power, low accuracy pistol for use in close quarters, replaces their broken grenade launcher
-Imp scouts can snipe and move at the same time but clip size is reduced to 3 shots and range is shortened further.
-Kotas militia now have transparant visors
-TIE Bombers now bomb the map instead of strafing it, they do cause friendly fire so be sure to listen for their distinct drone overhead.
-Campaign mode is in the works, about 50% ish done
-More units have access to field bacta, this is so you don't have to go run back to camp to heal every time you get nicked in a firefight. None of these heals are good enough to make your uber though and all take about 30 seconds to return 80% of your health
-Imperial Navy Commandoes now carry an emergency bacta shot which is a single fire instant full heal. Can't be refilled from ammo drops, only the rare ammo droids.
-Rebel AI accuracy nefred, no more 1 shot sniper kills out of the blue.
-Other things
the map now has a v1.0 full release for conquest mode, check it out on the released map forums.