Clone Remnant: Rise
Moderator: Moderators
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Clone Remnant: Rise
@Grev: sorry, my bad on the disc thing. Sounds great (the side stuff.)
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
-
JPI Dictator4life
- 2nd Lieutenant

- Posts: 409
- Joined: Wed Feb 06, 2008 8:07 pm
Re: Clone Remnant: Rise
Very nice! I love the last screen.
-
RevanSithLord
- Sith Master

- Posts: 2636
- Joined: Mon Nov 07, 2005 12:40 am
- Projects :: Designated Days + LFC + GT vs SWBFC
- xbox live or psn: Master Revan
- Location: GDSS Philadelphia
Re: Clone Remnant: Rise
I could suggest using the freecam by Zerted instead of the modtools one, but okay. Great shots anyways! Looks like it will be fun! 
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Well, since my comp (and swbf2) is being stupid, Im going to fix a bit, and release naboo. If I fix swbf2, then I will add campaign. This most likely will be released as a v.75, since I had big plans for the 3 maps, and the other ones I was planning. So expect Naboo to be released soon.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: Clone Remnant: Rise
DarthD.U.C.K. wrote:no that would mean you make a new walker(because the only vehicles with
extensive walk, shoot etc.anims are walkers), but noone got a new walker working
Not true. FragMe! and I both got one succesful ingame. Also, it might be possible to use a jettrooper as walker, since walkers ALSO use bones. Just try some things with a walker odf, the jettrooper mesh and the all anims needed (rename human_*** anims into correct walker anims, refered correct to in the odfs)
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Clone Remnant: Rise
I think what DarthD.U.C.K. meant was that nobody has gotten a new walker with a custom skeleton and animation set completely working ingame yet.MandeRek wrote:Not true. FragMe! and I both got one succesful ingame.DarthD.U.C.K. wrote:no that would mean you make a new walker(because the only vehicles with
extensive walk, shoot etc.anims are walkers), but noone got a new walker working
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Previous Post:
New updates! Please excuse the lack of screens, my internet it down, and I'm posting from my sister's comp.
The jettrooper now has an Ion blaster, a chaingun that fires heavy pulses that take down most units in 2-3 direct shots. They help even the map out. I've added a surrounding to the map, There was water, and now across the canal-ish river there is a city, and a palace, all unreachable. The surrounding and map looks great, and Im doing finishing ze touches with cover and a few more bases. I've added some planters and trees, and some more flagpoles and streetlights.
I'm also arguing wether or not to have water and space. By water I mean CIS spider tanks and Imperial/ Clone Remnant AT-AT's crashing through the water, fighting each other, while the baseic troops are in retextured skiffs killing each other in the water.
I'm also thinking about space/ flyers.
Comments and concerns? Confessions?
I will release a final private beta very soon, when I iron out all remaining balance bumps.
Hidden/Spoiler:
The jettrooper now has an Ion blaster, a chaingun that fires heavy pulses that take down most units in 2-3 direct shots. They help even the map out. I've added a surrounding to the map, There was water, and now across the canal-ish river there is a city, and a palace, all unreachable. The surrounding and map looks great, and Im doing finishing ze touches with cover and a few more bases. I've added some planters and trees, and some more flagpoles and streetlights.
I'm also arguing wether or not to have water and space. By water I mean CIS spider tanks and Imperial/ Clone Remnant AT-AT's crashing through the water, fighting each other, while the baseic troops are in retextured skiffs killing each other in the water.
I'm also thinking about space/ flyers.
Comments and concerns? Confessions?
I will release a final private beta very soon, when I iron out all remaining balance bumps.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Clone Remnant: Rise
Sounds good but...
1. Jettrooper being used to rebalance sides. Does that make it a very powerful unit for Republic side? IF so, maybe you'd want to tone all the units up a bit rather than give one a huge advantage.
2. Water map : sounds like a great plan but remember you need islands to start troops on. Could also include fighters.
1. Jettrooper being used to rebalance sides. Does that make it a very powerful unit for Republic side? IF so, maybe you'd want to tone all the units up a bit rather than give one a huge advantage.
2. Water map : sounds like a great plan but remember you need islands to start troops on. Could also include fighters.
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Previous Post:
Well, heres all the picture updates you may need for a while. The jettrooper now has a weak Ion Grenade, that is really powerful if it sticks to you, then you're dead, but even if you stand around 2 feet away, you will get little to no damage. Its to even stuff out a bit. I've also put lots of work into surrounding the map with scenery, so it looks like you are surrounded by a city thats across the water and a bit up, so you can only see enough for a glamour shot.
Now for some reason, the balance is all for the CIS, maybe due to the Tanks being there instantly, while the republib gets tanks half way through the game. Im still working how to even out the tank/ base issue.
I'm also utilizing (spelling?) YouJediJunkies smuggler ship as the CIS low alt bomber, which moves through the vity like a hoverer, but a lot higher, and bombs the enemy. The Republic has similiar ships (Maybe one of mav's raaltir or abraxas ships)
Pics!: Theres a boat load of them, so I will only upload the coolest, and the rest for later. Its my photobucket account, and all the pics are there! Enjoy!
Edit: Could a moderator fix the link in the Spoiler box?
Hidden/Spoiler:
Now for some reason, the balance is all for the CIS, maybe due to the Tanks being there instantly, while the republib gets tanks half way through the game. Im still working how to even out the tank/ base issue.
I'm also utilizing (spelling?) YouJediJunkies smuggler ship as the CIS low alt bomber, which moves through the vity like a hoverer, but a lot higher, and bombs the enemy. The Republic has similiar ships (Maybe one of mav's raaltir or abraxas ships)
Pics!: Theres a boat load of them, so I will only upload the coolest, and the rest for later. Its my photobucket account, and all the pics are there! Enjoy!
Hidden/Spoiler:
- YouJediJunkie
- Command Sergeant Major

- Posts: 256
- Joined: Mon Mar 10, 2008 4:06 pm
Re: Clone Remnant: Rise
Can you upload some pictures with my smuggler ship? Since the mod tools don't work properly for me, I can't view my own models in the game. Vista, pfff.
However, this looks really nice! The visual part is cool, I will download it for sure, so I can see if the gameplay is as good...
However, this looks really nice! The visual part is cool, I will download it for sure, so I can see if the gameplay is as good...
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
I'll get a pic up! I first replaced the vwing msh with the smuggler one, but there were boundries on some naboo houses, so I think Ill replace the speeder bike msh, make the speeder float a bit higher, above the streets, and go slow and bomb people. Maybe like a Naboo Police vehicle keeping war off the planet. And it can bomb both teams to keep an equal advantage! And then maybe Ill add * Foams at the mouth* 
- YouJediJunkie
- Command Sergeant Major

- Posts: 256
- Joined: Mon Mar 10, 2008 4:06 pm
Re: Clone Remnant: Rise
It's nice to see that you ain't short on ideas.Grev wrote:I'll get a pic up! I first replaced the vwing msh with the smuggler one, but there were boundries on some naboo houses, so I think Ill replace the speeder bike msh, make the speeder float a bit higher, above the streets, and go slow and bomb people. Maybe like a Naboo Police vehicle keeping war off the planet. And it can bomb both teams to keep an equal advantage! And then maybe Ill add * Foams at the mouth*
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Well, a few updates!
These are mostly CIS for now...
Sniper:
The CIS sniper now has a jetpack for those hard to get good sniping areas, like bridges between buildings (HUGELY GINORMOUS HINT). The jetpack is slow, keeps you hovering and is great for air sniping. It makes you unpredictable. Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.
Magnaguard:
Hes an evil reskinned MG to fit SBD scheme of red and black, just like all CIS units. Hes got the same weapons, just upped, and just like the jettrooper, hes one of those units you need absolutely no skill to use, to play well...
He has a jetpack that is very fun to use... Strangley, thats all I really have to say about it.
Rocket launcher: MUCH MORE POWERFUL... Hate the weak things that fly out at 2 mph and hit the tank doing a measly amount of damage? Say no more. This is a powerful, fast, last radius rocket launcher, thats reallly awesome!!!
PICS later.
These are mostly CIS for now...
Sniper:
The CIS sniper now has a jetpack for those hard to get good sniping areas, like bridges between buildings (HUGELY GINORMOUS HINT). The jetpack is slow, keeps you hovering and is great for air sniping. It makes you unpredictable. Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.
Magnaguard:
Hes an evil reskinned MG to fit SBD scheme of red and black, just like all CIS units. Hes got the same weapons, just upped, and just like the jettrooper, hes one of those units you need absolutely no skill to use, to play well...
He has a jetpack that is very fun to use... Strangley, thats all I really have to say about it.
Rocket launcher: MUCH MORE POWERFUL... Hate the weak things that fly out at 2 mph and hit the tank doing a measly amount of damage? Say no more. This is a powerful, fast, last radius rocket launcher, thats reallly awesome!!!
PICS later.
-
Taivyx
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
Re: Clone Remnant: Rise
Boy what kind of gnats grow in your areaGrev wrote:Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.
I hadn't seen much of this before, but the updates seem interesting
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Well, you see, we kind of had a gnat working on gamma radiation, and I walked in, and it knocked me into a trench, but was blasted by gamma radiation. And now, when in gets mad, it turns into a CIS SNIPER!!!!Taivyx wrote:Boy what kind of gnats grow in your areaGrev wrote:Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.lol
I hadn't seen much of this before, but the updates seem interesting
ON TOPIC: Just in question, should snipers be given a short boost? Like something that throws them up about 2 feet forward, to reach sniping spots? And if so, does anyone havea good fx? If they shouldn't have a boost, what should htey have to reach sniping spots? Stairs? Crates to jump up on?
- YouJediJunkie
- Command Sergeant Major

- Posts: 256
- Joined: Mon Mar 10, 2008 4:06 pm
Re: Clone Remnant: Rise
I'd pick crates to jump on. 
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Well, I disected my Photo bucket account, and here are the pics I promised!
And now, something realy cool and new!
I was able to add a submarine into my map for the Clone Remnant, and I'm also going to add the same for the CIS. I'm still having some trouble with getting the subs to faster underwater, but I'm still almost sure to get it right.
Heres some pics:
And now the new Darktrooper multishot:
Hidden/Spoiler:
I was able to add a submarine into my map for the Clone Remnant, and I'm also going to add the same for the CIS. I'm still having some trouble with getting the subs to faster underwater, but I'm still almost sure to get it right.
Heres some pics:
Hidden/Spoiler:
Hidden/Spoiler:
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Clone Remnant: Rise
How do the subs work? Tank that doesn't hover on water. In that case can I suggest something?
Use a wall like yav_2_bigwall or some other wall to build a solid barrier around those water bits, to stop the subs getting out. Put a small ramp of some sort down to those platforms to let troops get to them.
Use a wall like yav_2_bigwall or some other wall to build a solid barrier around those water bits, to stop the subs getting out. Put a small ramp of some sort down to those platforms to let troops get to them.
-
Grev
- Hoth Battle Chief

- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: Clone Remnant: Rise
Well, Im back, and I finally did some work on my map! The rifle now has an .exp, to add to the chaos.
I've upped just about every weapon
and I'm totally sick of .odfs, so I continued work on the actual map. On the left side of the map, the big empty alley, I decided to make some bombed ruins, as though that part had been bombed. Looks great, and when I re- texture it-
Ive decided to re-look my skins, and I'm adding NullCommandos new green skin to my medic, and I'm editing the jet-trooper skin.
Im also thinking of making a canon mode,
-Nova Troopers vs Gungan/ Guards (2 hit kill)
-Highly Decorated Guards/Gungan vs Droids (2 hit kill)
Good? Bad?
I've upped just about every weapon
Ive decided to re-look my skins, and I'm adding NullCommandos new green skin to my medic, and I'm editing the jet-trooper skin.
Im also thinking of making a canon mode,
-Nova Troopers vs Gungan/ Guards (2 hit kill)
-Highly Decorated Guards/Gungan vs Droids (2 hit kill)
Good? Bad?






















