The Corellian Resistance (V 1.1 in the works)

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wishihadaname
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The Corellian Resistance (V 1.1 in the works)

Post by wishihadaname »

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*
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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 :P)- 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.
Last edited by wishihadaname on Fri Aug 19, 2011 12:18 pm, edited 6 times in total.
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Re: The Corellian Resistance

Post by Grev »

Wow, the little town part looks really cool. A lot of the empty space however, looks like just empty space. I'd put something in there.
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Re: The Corellian Resistance

Post by Firefang »

Looks really good. Can't wait for the release
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Re: The Corellian Resistance

Post by icemember »

Sweet! looking good and promising. :yes:
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Re: The Corellian Resistance

Post by commander501stappo »

Looks like it's going to be a good map, but in the first pic, I don't see why you placed a stair there, it don't make very much sence to me. Maybe place other objects there, so it will be usefull with a stair.
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Re: The Corellian Resistance

Post by DarthD.U.C.K. »

that looks like a really good start. the terrain looks really good!
like the others already said, the forest looks a bit empty, maybe you could place some foliage. you should also change the fogcolor to something less colorfull. and to correct the credits: the sniperrifle was made by Hav0c, deviss converted it.
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Re: The Corellian Resistance

Post by martin105038 »

Looks really good :thumbs:
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Re: The Corellian Resistance

Post by acryptozoo »

looks great
abit open like the others said but good
not too many corellia maps
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Re: The Corellian Resistance

Post by ColonelKlink »

Looks pretty good. I am not a big fan of foggy maps, it gets really annoying if it is out of place, but the fog fits pretty good with the setting. Overall, it looks like a good map! :thumbs:
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Re: The Corellian Resistance

Post by wishihadaname »

Thanks for the update on the credits. I couldn't find the link for the rifle, I just had it sitting around in my downloaded assets and I thought it was called the Havoc rifle by deviss. Also, the forrest is not as sparse as it looks. I'll post some more screenshots later today. Its just that the maximum viewing distance is still too small, from the top of the ridge at the jamming station the forrest is invisible. In reality its full of trees, logs, rocks, stumps, foxholes and ruin chunks. I actually had a hard time making a big enough path for the walkers to get through. As for the mountain paths' they are smaller then they look but i'm not done with them yet. I'm actually kind of out of ideas. I can't place too much stuff of the main path because then the walkers can't get through, but I also don't want it to be barren. Anyone have any ideas for this? The other path that you saw (the one of the left circling around the mountain) is actually really narrow and full of bushes, trees, ledges, and snipers and landmines. The walkers can't get through the underbrush but if youre feeling lucky you can try and sneak around to flank the jamming station at the top of the ridge.
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Re: The Corellian Resistance

Post by maxloef »

2 thumbs up man best map ive seen a while, great use of props and very cool terrain, love the layout!!

ps: if u want so GCW weapon models...pm me ;)
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Re: The Corellian Resistance

Post by wishihadaname »

So i've been procrastinating recently instead of studying for my calculus final. Since I wasn't going to do any work anyhow, I decided to do a few more hours work on my mod. So without further adue here is picture gallery number two.
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An imperial gunship is not a welcome sight in the mountains of Corellia
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Imperial Scouts cautously approach a ruined bridge that looks like it had seen recent traffic
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One of Kotas Men discovers the scouts
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Que Imperial theme song
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Imperial forces overrun the bridge and discover a small insurgent camp
I am close to releasing a conquest mode only beta, just need to finish my combat system overhaul and the alliance unit randomizer. I am experimenting with a Mass Effect type of combat system. There are not that many AI but they are smart (lots and lots and lots of hintnodes + carefull planning). The weapons are relatively accurate so long as you are not moving but have lower damage then the standard game. All units slowly regenerate health over time, medic classes avalable for both teams and allow for instant combat regeneration. Snipers will scare the living hell out of you by missing you head by a hairs breath but rarely actually hit. I made the tracers much smaller and the range much longer so while snipers are not likely to hit you, they are prevalent and can be very hard to find. Over all, youre not likely to get killed if you have a squad and stick to cover, but attempting a rampage is suicidal unless your one of the rampage classes (Kotas Swordsman or Darktrooper Phase II). I can't make any promices on when the beta will come out. I may get done next week or I may wait until the end of February, it all depends on how much other work I have to do and whether or not I encounter any major problems with the unit randomizer. Also, I'm not going to attempt to post weekly updates like I did with landing at point rain, sometimes I can do a weeks worth of work in two days, other times I don't do anything for two weeks. Finally, story mode will not be included in the beta, I will have a separate playtest for that later on when I feel like i've written a good enough story.
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Re: The Corellian Resistance

Post by SAMofBIA »

i love the work you did on your mountain. that bit of the terrain looks especially nice!
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Re: The Corellian Resistance

Post by THEWULFMAN »

looks good, I Concur with the previous posts :plokoon:
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Re: The Corellian Resistance

Post by commander501stappo »

Good job
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Re: The Corellian Resistance

Post by Fiodis »

I'm not a fan of things closer to the ground here (they seem somehow gray and washed-out), but I do like the mist-shrouded mountains.
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Re: The Corellian Resistance

Post by Cody_LG »

Good work :yes:
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Re: The Corellian Resistance

Post by wishihadaname »

Update: I've gotten the unit randomizer working. Its a nifty little script typed up by KentosImpetus that allows you to have several different appearances for each unit class which cycle through every given number of seconds. The units on the field are not affected but the units spawning in are. Like I said earlier, the backbone of the Corellian Rebellion is made up of Kota's Militia supported by Clone deserters and bands of Corellian hill-folk. I have decided that the Rebellion will have four classes total, each with two or three appearances. They are the soldier (medium health, medium accuracy, medium damage, uses Halo-BR style burst rifle and grenades), the scout (sniper, low health, high accuracy, high damage, uses stealth, first aid, recon probes, and a madalorian designed sniper rifle capable of taking the hat off a stormtrooper at 2000 yards), the Insurgent (very fast, high endurance, high health regen, very low health, motivating (gives buffs) easily inspired (gets massive bonuses from buffs)), and the engineer (repairs vehicles and turrets, plants anti-vehicle mines, drops auto-turrets, deploys shield nodes, uses deadly buck shot trench shotgun). I used the unit randomizer on the insurgent and soldier classes and got some nice results. Will finish designing the engineer and scout as time permits. Without futher adue, here are some more pictures.
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A clone deserter takes aim at the men who he once concidered to be his brothers.
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A pair of insurgents and an engineer observe the battle below
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Han got a facelift! (alternate appearance for the insurgent, will make cloths camoed later on)
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Clones age at twice the rate of regular humans, these deserters are already showing streaks of grey in their hair
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A pair of scouts watches the Imperial army deploy
also here is an updated credit list, credit given where credit is due.
Hidden/Spoiler:
icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- 2 man swampspeeder from the vehicle conversion pack and the imperial dropship
HAv0c and Deviss- Mandelorian Sniper rifle
BIGCookie and Deviss- TFU swordsman (Kota's milita vanguard)
CodaRez- Tusken rifle (used my corellian civillians) and CDEF pistol (Civillian sidearm)
Acemastermind, Qdin, NeoMarz- Helmetless clone trooper
KentosImpetus- Randomized unit script
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Re: The Corellian Resistance

Post by Firefang »

The random units are a very neat feature. I might try this sometime...
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Re: The Corellian Resistance

Post by DarthD.U.C.K. »

i agree with fiodis on the colors here, you should add a directional light causing shadows, make the textures one colorscheme (the bright green on the pictures in your last post stands out weirdly) and give it a nice lightcolor.
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