¤ W.I.P. - Muunilinst Rooftops ¤
Moderator: Moderators
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pinioncorp
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Pincer, very interesting, I didn't know that Hailfires were Banking Clan creations. But I can't stress this enough:
No vehicles.
This map in content and scope, is most like the Tantive IV. There is no room for vehicles, whatsoever. And although I like the idea, its too late to go changing it now to encorporate a racetrack for the hailfire droids.
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Pincer, very interesting, I didn't know that Hailfires were Banking Clan creations. But I can't stress this enough:
No vehicles.
This map in content and scope, is most like the Tantive IV. There is no room for vehicles, whatsoever. And although I like the idea, its too late to go changing it now to encorporate a racetrack for the hailfire droids.
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Pincer
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ARC_Trooper
(This is the other part to my post!)
CIS Side:
SBD
(no changes)
Droid marine
(no changes)
Anti-Armor droid
(10 rockets + 10 mines)
Assassin Droid
(2 Autoturrets + infinite Stealth +4 Thermal detonators+ award sniper rifle)
IG Lancer Droid
(IG 88 weapons)
Unlockable Classes:
MagnaGuard [2 points] (w/o staff)
(up to 10 on field @ a time)
Droideka [8 points]
(up to 20 on field @ a time)
MagnaGuard [10 points] (w/ staff)
(up to 5 on field @ a time)
Hero:
Assajj Ventriss
Durge
(auto health regen)
more?
CIS Side:
SBD
(no changes)
Droid marine
(no changes)
Anti-Armor droid
(10 rockets + 10 mines)
Assassin Droid
(2 Autoturrets + infinite Stealth +4 Thermal detonators+ award sniper rifle)
IG Lancer Droid
(IG 88 weapons)
Unlockable Classes:
MagnaGuard [2 points] (w/o staff)
(up to 10 on field @ a time)
Droideka [8 points]
(up to 20 on field @ a time)
MagnaGuard [10 points] (w/ staff)
(up to 5 on field @ a time)
Hero:
Assajj Ventriss
Durge
(auto health regen)
more?
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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
Didnt see Magnaguards, so I take it no Magnaguards. They actually weren't seen till after Chapter 21 or so in SWCW. They weren't seen or used on Muunilinst, so no.
CIS- Banking Clan Defense forces.
Red B-1 Battledroids = Normal
B-2 Battledroids = Normal- Maybe beefed up a little more, like OOM-9's, and they need to look threatening.
Assault B-1 Battledroid = Normal, but same skin as the B-1 Normal Infantry
Assassin droid = Same skin as Assault and Normal Infantry, and make the sniper rifle rapid fire like in the cartoon.
Droideka = Normal as before, but I would like to see the double lasers for both of the cannons when they fire.
Commander Droid = I have no idea, but the droids needed some command of some sort.
Hero = Durge = Depends on how many points you want to unlock him with in the menu. Pistol (someone may need to model this) But use the Dark Trooper model, but skin it with Durge like stuff.
Republic-
Clone trooper- Regular stuff.
Clone Lieutenant - Like the regular clone, but maybe....eh do something special with him. Electro-binoculars or something.
Clone Sergeant - regular stuff as Clone, but maybe boost of Morale or some special like that, or rage.
Clone Captain - Just pistol really
Clone Sniper - Just make it a Black ARC or something.
Clone Anti-tank- same as the ol rocket clone
Clone ARC Blue- ARC Rifle if OOM-9 tells you how to put it in there.
Clone ARC Captain - If someone provides you with a hand repeating blaster model, then go with that.
Hero = General Obi-wan Kenobi - Maybe if someone reskins kenobi with his clone war stuff on, then use that skin for him, or I'll just do it.
Hope that is helpful!
CIS- Banking Clan Defense forces.
Red B-1 Battledroids = Normal
B-2 Battledroids = Normal- Maybe beefed up a little more, like OOM-9's, and they need to look threatening.
Assault B-1 Battledroid = Normal, but same skin as the B-1 Normal Infantry
Assassin droid = Same skin as Assault and Normal Infantry, and make the sniper rifle rapid fire like in the cartoon.
Droideka = Normal as before, but I would like to see the double lasers for both of the cannons when they fire.
Commander Droid = I have no idea, but the droids needed some command of some sort.
Hero = Durge = Depends on how many points you want to unlock him with in the menu. Pistol (someone may need to model this) But use the Dark Trooper model, but skin it with Durge like stuff.
Republic-
Clone trooper- Regular stuff.
Clone Lieutenant - Like the regular clone, but maybe....eh do something special with him. Electro-binoculars or something.
Clone Sergeant - regular stuff as Clone, but maybe boost of Morale or some special like that, or rage.
Clone Captain - Just pistol really
Clone Sniper - Just make it a Black ARC or something.
Clone Anti-tank- same as the ol rocket clone
Clone ARC Blue- ARC Rifle if OOM-9 tells you how to put it in there.
Clone ARC Captain - If someone provides you with a hand repeating blaster model, then go with that.
Hero = General Obi-wan Kenobi - Maybe if someone reskins kenobi with his clone war stuff on, then use that skin for him, or I'll just do it.
Hope that is helpful!
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pinioncorp

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Durge doesn't really fit the profile of a dark trooper. As much as I'd like to put Durge in this map, I don't have a Durge model, nothing really fits him.
Plus, I hate the maps where to counter the Jedi, the other team gets the next-to-useless Fett (or similar). Jedi versus Sith, Standard Hero versus Standard Hero. It works best.
At this point, what little time I have to work on this project is going into finishing the base map. I'm running into problems, (as usual) but I'm determined to finish this. I'll have exams soon, but after that I'll have more time to get to onto it. Maybe then I'll look into the Durge situation. Still have to figure out what heroes should be in the GCW era...
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Wadi
-
richard
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pinioncorp
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Yeah, I like him too, but it would not be fitting to try and make him from the shipped models. I don't have any experience in modelling characters either.
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Yeah, I like him too, but it would not be fitting to try and make him from the shipped models. I don't have any experience in modelling characters either.
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ARC_Trooper
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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ARC_Trooper
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Archangel
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Protector_Pulch
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pinioncorp
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This map is still in production. I finished the university semester last week so I am putting lots of time on this. But with that said, I have to carefully consider where I am going with the project.
Looking back on what I have done now, I realise this map has been victim of scope creep. Put simply, I have been trying to do too much at the one time. Hence, at the moment I am trying to finish the map itself first. Once that is done I can play with the sides, weapons etc.
However, I have a major AI pathing problem. It is where the path splits in two ways, where the edges go upward and the middle goes down. In normal circumstances the AI goes through completely fine, but when they go into battle they run everywhere. In trying to get closer to the opponent, they go beneath them and run into a wall. When the enemy characters are gone they automatically go to the nearest hub, which is for the wrong level.

If you can understand that fully pro paint drawing... The red is the top floor, the purple is the middle and the blue is the bottom floor. Anyone know a way around this problem?
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This map is still in production. I finished the university semester last week so I am putting lots of time on this. But with that said, I have to carefully consider where I am going with the project.
Looking back on what I have done now, I realise this map has been victim of scope creep. Put simply, I have been trying to do too much at the one time. Hence, at the moment I am trying to finish the map itself first. Once that is done I can play with the sides, weapons etc.
However, I have a major AI pathing problem. It is where the path splits in two ways, where the edges go upward and the middle goes down. In normal circumstances the AI goes through completely fine, but when they go into battle they run everywhere. In trying to get closer to the opponent, they go beneath them and run into a wall. When the enemy characters are gone they automatically go to the nearest hub, which is for the wrong level.
If you can understand that fully pro paint drawing... The red is the top floor, the purple is the middle and the blue is the bottom floor. Anyone know a way around this problem?
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PvtParts
- Jedi

- Posts: 1001
- Joined: Mon Apr 03, 2006 9:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: plundering yer booty
Try placing barriers to keep them from attempting to attack via the lower walls.
Just make sure theres nothing else above them, though seeing as how this seems like an indoor/close quarters map, you could just make the barriers appropriatly short.
Or, you could remove the planning of that section completley (except that leading to and from it) and use barriers alone to 'steer' the ai properly.
Just make sure theres nothing else above them, though seeing as how this seems like an indoor/close quarters map, you could just make the barriers appropriatly short.
Or, you could remove the planning of that section completley (except that leading to and from it) and use barriers alone to 'steer' the ai properly.
- minilogoguy18
- Master Bounty Hunter

- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
you have the IQ of a small soap dish since JK2 and JA models are EXACTLY the same, the only difference is that they removed some less needed bones from the JA skeleton but the models are the same. its so stupid how people keep wanting to port models when SWBF2 models are SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO low poly that it wouldnt take long at all to make a decent unit model.ARC_Trooper wrote:How about Outcast Models?
Oh, I think that there is a way to reduce the details on the JKA Models
