Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Dom380 »

Like the new trailer can't wait
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Ping »

bobfinkl wrote:
Ping wrote:
mswf wrote:Will the grappling gun have unlimited ammo, unlimited ammo with overload, or will it have a set amount of ammonition?
It's a hook. How much ammo do you think grappling hooks use?
Your not getting your hook back once you've fired it, so that would be 1 hook every time you use it.
A grappling hook is pretty much a claw attached to a rope that's contained in a tube with a firing switch, so the way I see it, it should always come back to you. Of course, as it's Mav's mod, it could be different from how I described it.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by CaptainOrdo »

it depends. the "acension Guns" in episode one were a liquid in a can that solidifies upon oxidation which means you have an underslung can of grapple juice that turns into rope when air hits it. Then again idk what happens when they reel it back in but this is way after episode one so i would bet my life on the fact that there are improvements.


besides if there was ammo i wouldn't care its the first successful grappling hook in SWBF2 to my knowledge.

oh and nice job on the map so far mav
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Maveritchell »

B-1Burt wrote:Sorry if you misunderstood me Mav. earlier. What I meant was, he said he Probably has the whole plot planned out. I was saying, that you did have them planned. And that you named the maps according what was going on in the story at that time. But if you hadn't then you named them pointlessly, and made it all up you as you went along.
Then in that case, I am sorry - my mistake.

Re: "Grappling Hook ammo"
There would be no point, play-wise, of making you conserve grappling hook shots. That could potentially leave the player stranded, and I make a conscious effort never to put the player in a no-win situation.

The in-story rationale (and you wouldn't know this yet nor is it really a necessity to know) is that the EH-11 (your grappling hook):
Image
...is a modified E-11 with a magnetic tow cable used for hauling ore around in mines. All the prisoners are given one to use for this express purpose, but you reconfigure yours to latch on to hanging electromagnetic generators (as seen in the video). It's a retractable cable (as seen in the picture) that'll snap back into your gun if it doesn't latch on to something.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by plasmoidmonkey »

To echo what everyone else has said:
Everyone else wrote:Wow. :thumbs:
The grapple gun looks sweet, and did I see a Metal Gear-esque "!" when he was spotted by the droid?
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Maveritchell »

plasmoidmonkey wrote:The grapple gun looks sweet, and did I see a Metal Gear-esque "!" when he was spotted by the droid?
Yes, actually, that's one of a few shoutouts to other games in the map. When an enemy "sees" you it gets an exclamation point above its head (and if you're close enough you will be caught - most times it sees you, you will be close enough). Also, Vace's communicator (which he wore in the last map, but it wasn't really used), whenever it receives or sends a message, uses a chime similar to the codec sound from Metal Gear.

---

No pictures this time (because I'd spoil too much with pictures now), but I'm nearly done with the stealth (and second of three) section of the map (which is a completely new modeled section, a small part of which you saw in the trailer). I'm at about 35 brand-new models (new textures, not kitbashes) for this map so far.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by kooster »

I'm glad to see that your using your grappling hook "idea/invention thingy" somewhere.
your trailer is awesome and the EH-11 is awesome too.
Your stuff rocks Mav
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by BloodMaster »

Just finished Mission 1.

Anyways, Mission 2 looks nice, that grapple concept is awesome. Seems that they get darker and darker as the story progresses, no? Though the prison (Assuming that's the scene in the preview) looks a lot like Peragus, which is indeed quite cool.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Maveritchell »

BloodMaster wrote:Just finished Mission 1.

Anyways, Mission 2 looks nice, that grapple concept is awesome. Seems that they get darker and darker as the story progresses, no? Though the prison (Assuming that's the scene in the preview) looks a lot like Peragus, which is indeed quite cool.
The first scene in the preview (the black-and-white section) is actually the final part of Aquilaris (to set up some continuity - it also has the Vader voiceover that "sends" Vace to The Big "L"), which is obviously not part of this map. Everything else is this map, though.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Dom380 »

the grapple gun is awesome, would be better if the time it took to move from place to place was abit slower but I think from my basic knowledge of this kinda think its impossibe because it looks like a teleport insead of a movement
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Maveritchell »

Dom380 wrote:the grapple gun is awesome, would be better if the time it took to move from place to place was abit slower but I think from my basic knowledge of this kinda think its impossibe because it looks like a teleport insead of a movement
Technically it is movement; it's just very, very rapid movement (literally; I'm not spinning part of the story here - that's how "teleports" work). That means that you shouldn't try and grapple yourself through a wall or any other solid object, or you'll probably end up falling off platforms.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Delta-1035 »

very nice weapon. 8)
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Maveritchell »

Woo! Ok, we are nearly done now. The map is finished and there is a cabal of beta testers working on it (thanks fellas!) and making sure it is not too difficult or too anything else. There are lots of fancy tricks and things you'll see me use in this that I did not use in Aquilaris (or anything before). I still don't have any more pictures (because I don't want to spoil the story), but I would like to highlight some of the numbers that you may or may not notice:

~50 new models (map is composed entirely of custom models, only a few stock props are used for flavor).
~20 new sounds (music, vehicle, weapon, lots of ambient sound)
3 distinct gameplay sections (platforming, stealth, rail shooter/flyer)
Over (30?) minutes of story gameplay
Supports 4 eras (GCW, CW, KotOR, Dark Times).

---

Also, it would be advisable for you to catch up on Aquiliaris if you haven't played it already. One of the beta testers requested a short walkthrough to help him play through Aquilaris easily - I will post that here too for anyone else in a similar situation. Note that this is for Aquilaris. It does not cover the personal shield sidequest.
Hidden/Spoiler:
1) Go to the barracks and use the computer terminal (access weapon)
2) Go to the easternmost dome (you start in the north dome) and jump on the metal box with the dead stormtroopers. Pick up the flag.
3) Go to the dome on the opposite side of the map (west dome) and go to the computer terminal in the center of the room. Access it.
4) Talk to the commander in the center (small) dome.
5) Talk to any of the other Imperials in the base until your story updates three times (your objectives will update when you are done; you can talk to the same imperial over and over to get this result).
6) Go to the docking bay connected to the easternmost dome, access the computer terminal in there.
7) Kill the red mining droids (localized as Mark II) until your objectives are updated.
8) Go back to the docking bay in the east dome, access the terminal.
9) Go to the south dome, walk up the platform, and access the terminal.
10) From that platform, walk across the thin wires/pipes connected to the big generator in the center. You'll need to walk across both small wires; there is a panel at the end of the second one that you will need to access.
11) Go back to the submarine (east dome docking bay), get in. Take off.
12) Destroy three shield generators. Their locations can be seen on the minimap as white squares; one is to the immediate north of where you take off, one is to the immediate south, and one is in a cave (which you do not need to enter to shoot it) to the west.
13) Fly through the big cave system in the southwest of the map; land in the docking bay in the bottom.
14) Proceed through the base:
First room - kill all three enemies
Second room - kill both enemies, trigger switches at the (relative) same time (shoot one and detpack the other).
Third room - kill the enemy
The rest you just need to survive through.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Dom380 »

awesome!
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by MetalcoreRancor »

I just played Aquil for the first time.

I lost near the end.. but a very enjoyable experience none the less.

I can't wait to see the next installment!
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by GangsterJawa »

MetalcoreRancor wrote:I just played Aquil for the first time.

I lost near the end.. but a very enjoyable experience none the less.

I can't wait to see the next installment!
Well, keep on trying, it's not too hard.
Except landing the sub.

That's hard...
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Null_1138 »

GangsterJawa wrote: Except landing the sub.

That's hard...
I don't know about me, because every time I try it (the secret one in the caves) in Conquest mode, it work on the first try. I think its just as you enter the landing-tube that you hit the land button. I don't know, it worked for me. I should test this.
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Re: Rebel Ops: The Vace Thermill Missions (Big "L" starts pg. 9)

Post by Par3210 »

I can land easy every time :D
To do this:
Go slowly when entering docking bay.
When you almost reach the bottom, hit the space bar.
Done =D
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Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Post by Maveritchell »

Okay, so this is just a small teaser; I would love to have a bit more to show but I figured it wouldn't be right if I went past today without posting a picture of Luke Skywalker jumping down a hole in Bakura:
Hidden/Spoiler:
Image
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Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Post by Labj »

Wow, Mav, it seems really good, great job, cant wait for it.
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