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Re: Sword Fighting 2

Posted: Wed Aug 17, 2011 10:46 am
by xeliminatorx
Looks like something you'd see out of lord of the rings ;)

Re: Sword Fighting 2

Posted: Sat Aug 27, 2011 12:04 pm
by Bob
Update


Added 2 new units
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The heavy armored palece guard. Uses a big two-handed sword, making him able to take dozens of normal infanterists. Is pretty slow and easy to take out with a crossbow. Can also unleash a defense-buff.
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fast katana-throwing ninja guy with maul anims (name subject to change). Annoys with fast movements, high jumps and two swords. Can also do damage-buffs.
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FIXED TEH WATER!!!!11!!!

Re: Sword Fighting 2

Posted: Sat Aug 27, 2011 1:07 pm
by Cerfon Rournes
Sweet update! :thumbs:

Re: Sword Fighting 2

Posted: Sat Aug 27, 2011 8:36 pm
by yuke5
This map is going to be a hit if it gets released on SWBF files. Keep up the excellent work. Did you use the senate commando skin as a template for your heavy swordsman?

Re: Sword Fighting 2

Posted: Sat Aug 27, 2011 10:09 pm
by Noobasaurus
I like the ninja! :eek:

Re: Sword Fighting 2

Posted: Sat Aug 27, 2011 10:30 pm
by DarthEste01
yuke5 wrote:Did you use the senate commando skin as a template for your heavy swordsman?
in which mod is the senate guard?

Re: Sword Fighting 2

Posted: Sun Aug 28, 2011 5:29 am
by yuke5
DarthEste01 wrote:
yuke5 wrote:Did you use the senate commando skin as a template for your heavy swordsman?
in which mod is the senate guard?
It isn't in any mod (that I know of), but it is a released asset.

Re: Sword Fighting 2

Posted: Sun Aug 28, 2011 7:15 am
by naru1305
really nice update, great work :D

Re: Sword Fighting 2

Posted: Sat Sep 24, 2011 4:49 pm
by Bob
yuke5 wrote:Did you use the senate commando skin as a template for your heavy swordsman?
I only used the helmet part of the skin, the rest is copypasta from the normal good infanterist.

EDIT
And Bob said, Let there be Beta: and there was Beta.
http://www.megaupload.com/?d=2TJ8TDZT

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Sword Fighting 2

Posted: Sat Sep 24, 2011 5:59 pm
by Cerfon Rournes
MegaUpload wrote:The file you are trying to access is temporarily unavailable. Please try again later.
:(

Re: Sword Fighting 2

Posted: Sat Sep 24, 2011 6:24 pm
by Bob
Weird, it works for me.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 12:42 am
by RogueKnight
Reminds me of Helms Deep, anyone else agree with me there?

Looks good, keep it up.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 12:50 am
by keenmike
I read every post on this thread and it has an original feel in my book. Nice choice of buildings I say.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 11:51 am
by Dakota
(sees topic for the first time)

wow, this is awesome. i remember having an idea like this when i first started modding. i wanted to make a roman city, with towers, a screct stairway to a hiden zone under the ground, and with two modes and... wait i posted it in the mod idea thread

(post)
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[quote="Dakota"]now that i found this section of gametoast i can finally say all 5 (maybe 50...0) of my map ideas :D


Map #1: i have been trying to make this since i started modding. it will be a roman city (yeah not good at modeling so i failed at it). it would have the colosium. it would have people with swords, crossbows, bows, and mages (wizards). clone wars mode would be the Goths vs Rome. Galactic Civil War would be Rome vs a mythologcal unit attack (cyclops, minotaur, centaur, stayr, etc.) there would be ridable horses, ballista towers and catapults for turrets, and wow lots of custom animation. There would also be a hiden tower on the map somewhere with a secret room in it. the room would be filled with a whole bunch of random stuff (a gallery would be nice, so would lots of power ups).

UNITS:

ROME:
Bow man: starts off unlocked, has a bow and a knife.
Sword man: Starts off unlocked, has a sword and a throwing axe.
Yeoman: Upgrade of bowman, has a bow and knife plus bow power ups (explosive fire arrows, multi shot, poison arrows)
Blademan: upgrade of sword man, has a sword and an axe and sword power ups (fire sword, poison sword, lightning blade[no copyrightt infringement on the Nauruto series intended])
Cross bow man: upgrade of yeoman, has rapid fire and longer range (acts as sniper) and has all the power ups as yeoman.
Blade Master: upgrade of blademan, has double swords more health, has all power ups of the blademan and adds vaporiziztion blade (vaporizses enemys in area when he slams sword on the groud like windu)
wizard initiate: has magic powers, fire ball (regular attack like rocket luancher) can float, has sheild, lightning, staff to smack people
Wizard Master: upgrade of initiate, fure ball, floats (jet pack), sheild, lightning, vaporising orb that tracks people, Staff, and stealth (maybe more if it all fits into 8 slots)

Goths:
same units as the romans but with different skins.

Myth units:
cycolps: is twice the size of other units, has giant club/ mace/ stick, lots of health
Minotaur: twice the size of other units, has huge axe, lots of health
Centaur: is half horse, is fast, has bow and sword
Stayr: has throwing spears (javalin), knife, acts as archer.[/quote]

when this mod of yours comes out i will be downloading it. it seems awesome and just what i really wanted for this game.

also, may i ask where that stff model for that wizard came from? it looks similar to a staff in another game i had.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 12:46 pm
by [Padawan]Helkaan
For me the wizard's weapon looks like Darth D.U.C.K's SWBF1 Weequay lance :yes:

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 1:09 pm
by Bob
[Padawan]Helkaan wrote:For me the wizard's weapon looks like Darth D.U.C.K's SWBF1 Weequay lance :yes:
It's the Vibro lance, but both are in the same assets release.

@Dakota: You'r stuff gave me an idea, I'll try to make a fire bolt for the crossbowers.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 1:20 pm
by Dakota
Bob wrote:
[Padawan]Helkaan wrote:For me the wizard's weapon looks like Darth D.U.C.K's SWBF1 Weequay lance :yes:
It's the Vibro lance, but both are in the same assets release.

@Dakota: You'r stuff gave me an idea, I'll try to make a fire bolt for the crossbowers.
yay fire bolts (could be a rocket with a fire effect)

please do take any ideas you want from that post. it was meant originally to give people ideas of a mod that i wanted to make but couldn't.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 1:28 pm
by Bob
Dakota wrote: could be a rocket with a fire effect
I prefer shells for this, they are gravity affected.

Re: Sword Fighting 2

Posted: Sun Sep 25, 2011 1:38 pm
by Dakota
Bob wrote:
Dakota wrote: could be a rocket with a fire effect
I prefer shells for this, they are gravity affected.
i thought gavity worked on rockets too but if not shells are perfect.

Re: Sword Fighting 2

Posted: Sat Oct 15, 2011 11:36 am
by Bob
I just uploaded the beta 1.1 and made a thread in the Map/Mod Release forum.
You can now annoy your enemies by shooting fire bolts at them and the battle isn't endless anymore. The new balance also makes a timer irrelevant, at least until I say something different.

UPDATE


The map now has a sun, custom light, vegetation/rocks, a modified ground texture and a custom GCW era.
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Evil doods now have a camp and some barricades to get cover.
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There are now crates at some CPs that supply you with ammo (the big crate) and health (2 small crates. 2 because it is so easy to get wounded, it's only fair to heal fast.
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CPs are now flags.
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Wizzards have now remoted, thunderbolts shooting blue spheres and an implosion spell to bring some confusion in enemy groups. Use on the bridge for bonus lulz, the deathregions in the water are now working
The GCW era is set in a futuristic environment, featuring energy weapons instead of ol' iron.
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The standart infantery is equipped with a mid range light assault weapon and an energy blade wich does NOT instandly kill enemies, but is still more powerfull than the rifle. Use it when ever you have a chance to, the AI will do so (if they don't have a blade, like the sniper unit, they will run away. The bad's rifles inflict more damage and shoot more precisely, but have a lower rate of fire.
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The heavy infantery uses beam guns (yep, like the GM's in the Gundam series) wich instandly kills everything at medium range with less health than the heavy dudes and has AoE, but overheates pretty fast, so don't waste even a single shot. The supreme health of these units gives you enough time to aim carefully. They wield an energy axe wich has a primitive, slow combo but does high damage.
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Theire cloaking device make the sniper units invisible whilst not moving or crouching. The sniper rifle kills everything at instand because aiming isn't that easy in GCW. You will know why when you play it.
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The Kingdom's combat droids can deploy a very strong area shield to protect their friends. They have a low attack power, but since they shoot beam lazors they can potentially damage more than one unit. Walk into the shield and attack the droid directly with AoE weapons to get them down (Damage dealt by explosion is NOT blocked by shields).
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The Knights of the Empire's Wut Dafuq order are fast units carrying a devasting napalm bomb launcher. They use their jumppacks to hop directly into the city instead of using the gate, so don't feel save just because you are not at the front. The napalm bomb launcher is a very dangerous riot/artillery/annoyance weapon wich kills whole groups of people. It runs out of ammo very quickly, use your jumppack to get to the next supply crate or to gtfo. These units only have low health, so don't engage in direct combat. They regenerate faster than any other unit.
All of the GCW's units heal themselfes automaticly, but at a slow rate. You don't get better chances to survive thru it, but if you manage to stay away from battle a few moments you are independent from supply crates.
There are some small improvements I did not mention, but now you know the most important ones.

DL link for the updated Beta can be found here.