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WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 11:56 am
by Heretic
Hey all,
This is essentially my first series of maps, after making several as a way to try out the software, I've decide to create a almost campaign like group of maps based on the life and works of General Veers. (No, I'm not obsessed) Each map will have both the campaign mode and Conquest, and will feature new units, new heroes and vehicles.

Of course, I'll post screens when I'm on the PC with the WiP's on, just thought I'd start this thread in preparation.

Here's a brief outline of each map:

Culroon III: Native ambush:
After a peace talk with the natives of Culroon III went horribly wrong, Veers was assigned his first real mission, to defend and save the stranded Imperial
  • s.

    Units:
    Imperials:
    Stormtrooper
    Scout Sniper
    Heavy Trooper
    Engineer
    Field Sergeant

    Heroes:
    Lieutenant Veers

    Natives:
    Infantry
    Infidel support trooper
    Ambush trooper
    Sabotuer
    Officer

    Culroon III: Counter attack
    Deeper into the valley, Veers pushed the natives back and gave time for the remaining Imperials to survive.

    (Units will be decided later)

    If anyone wishes to help or has any ideas, feel free to say.

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 12:05 pm
by Culvar
If you ever do Hoth use the Veers skin in hoth's msh/pc folder. Sounds cool!

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 2:27 pm
by ARC_Trooper_phi658
well, sounds good, but I think you will need screenshots or the moderators will come down on you.

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 2:45 pm
by Heretic
Finally, here's the WiP shots of the first map, Culroon III: Native Ambush.
(Note, the terrain is completed, the sides and such are not. I don't know whether to add more detail, as Culroon is described as a very barren world)

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Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 6:15 pm
by Sky_216
Doesn't look bad, but some suggestions:

1. Change the sky.
2. Add a bit of variety to ground textures/shading.
3. Add some objects!!!

Also, need any custom GCW units?

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 6:21 pm
by Fluffy_the_ic
What Sky said, plus some buildings and maybe some tunnels, like reskinned Hoth bunkers +tunnels.

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 6:29 pm
by Heretic
Yeah, at the moment it has only got a large amount of crates and such around the Imperial encampment. I'm not sure what sky would suit an acid world, something darker perhaps?

And Skyhammer, what do you have in mind? I could use the help, thanks.

Re: WiP: Rise of the At - At

Posted: Tue Jul 15, 2008 10:01 pm
by Sky_216
@Heretic: Well, I've got a GCW side mod with all the regular units/vehicles having custom weapons. Scroll down this forum until you find 'Sky's GCW Side Mod.' Also, if you give me some info on/post links to info on, I can probably make you that native side pretty easily.

@Fluffy: Oh yeah, forgot that. Agree.

Re: WiP: Rise of the At - At

Posted: Wed Jul 16, 2008 7:12 am
by Heretic
I like the look of the revamped sides, I'll probably end up utilising them.
Well, there was no information on the natives at all, so I was just thinking a bastardised version of the Rebel Alliance, with all human units.

Also, I've came across a problem. The Veers side does not show up in game, I'll work on trying to get that to work today.

Re: WiP: Rise of the At - At

Posted: Thu Jul 17, 2008 2:11 pm
by Lord Bardar
sounds good.

Re: WiP: Rise of the At - At

Posted: Fri Jul 18, 2008 7:08 am
by Sky_216
Well, based off your forum name, the fact that one of your units for natives is an 'Infidel' and me just getting Dawn of War...needs a bit of work but meh...
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Re: WiP: Rise of the At - At

Posted: Fri Jul 18, 2008 7:52 am
by Heretic
Heh, I'll happily change it. I just needed to think of a name which sounded, well rebellious.
Oh and as for Dawn Of War, I'm involved heavily in the modding scene there, but that's a topic for somewhere else.

Also, I like the tusken. It's clothes do suit the 'acid ravaged' wasteland.
Also - I think I finally understand what that is, heh.

Re: WiP: Rise of the At - At

Posted: Fri Jul 18, 2008 8:38 am
by obiboba3po
playing EAW and the storyline and all..i think general veers should be on this map. cause according to EAW...he kinda invented/used the 1st at-at.
Hidden/Spoiler:
Veers FTW!!!

Re: WiP: Rise of the At - At

Posted: Fri Jul 18, 2008 5:12 pm
by Sky_216
Also - I think I finally understand what that is, heh.
What what is????