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Re: Stygiana: Surface

Posted: Mon Oct 08, 2007 5:25 am
by Sky_216
WHAT? And here was I thinking no-one else could have used that combinatioon.

It's not a problem anyway, HAGs aren't being used anymore because the gun barrel won't move (even with Syth's odf, the very end still stays in the same place), Dwarfspider's probably are, the other CIS vehicles could be MTTs, Tank Droids (err...maybe a bit too Kashyyyk) or XAAVs (eXperimental Amphibious Assault Vehicle, a reskinned and redone Cydon Prax fightertank).

Update:
Rep Side Finished, now it is this:

Clone Trooper
Blaster Rifle
Underslung Grenade Launcher
EMP grenade x 3
Health Pack x1

Heavy Trooper
Shell Launcher - 3/clip x 5 clips
AA Missile Launcher - 2/clip x 3 clips
Blaster Pistol
AV mine x3
Health Pack x1

Clone Sharpshooter
Sniper Rifle - charge to fire beam shot
Blaster Pistol
EMP grenade x2
Recon Droid x1
Health Pack x1

Clone Engineer
Boltcaster - shoots bolts, charge to fire Anti-Inf. Mine
Fusion Cutter
Mounted Turret x3
Detpack x3
Health Pack x2

Blaze Trooper (12pts, NOT the one from the game Revenge of the Sith!!!)
Blaze Cannon
Afterburner - sort of like a flamethrower. A very evil flamethrower.
EMP Grenade x2
Health Pack x2

Blink Commando (16pts)
Wave Blaster - short range, very wide, very deadly shots. Blasts people into the air
Stealth
Shockfield Generator x3 - makes a weak explosion that's effective against droids and lasts several seconds
Blinkpack - useful for getting around quickly. Very Very Very quickly.

Clone Commander - HERO
Precision Blaster Carbine - very evil.
EMP Launcher - 2/clip x 6 clips
Rally x1
Regen x1
Rage x1

CIS side 50% done. Planned lineup:

Battledroid
Blaster Rifle
Blaster Rifle Energy Mode
Thermal Detonator x2

Anti Vehicle Droid
Multipurpose Missile Launcher - pretty similar to normal one
Blaster Pistol
Thermal Detonator x2

Engineer Droid
Shrapnel Gun - charge to fire grenade
Fusion Cutter
Precision Welder - like fusion cutter, heals droids
Thermal Detonator x2

Super Battle Droid
Wristblaster
Wristblaster Tri Mode - fire faster but with less accuracy, range and power

Droideka (12pts)
Repeating Blasters
Shield Emitter

Advanced Assassin Droid (16pts) - reskinned magnaguards
Precision Rifle - like a sniper rifle, fire crazily fast
Neuropoison Sprayer
Assassin Drone - recon droid, get six shots max, shoots sniper shots, secondary is neuropoison wave
AV Detonator x1 - takes a while to blow up, works pretty much like time bomb

X-CAD 47 (hero) - looks like an ep2 jettrooper. Sort of.
Predator Anti-Biological Missile Launcher - sort of a little like a bulldog RLR. May have to cut out the 'Anti-Biological'
Customised Clone Blaster Rifle - semi auto, charge to fire one of the ammo canisters.
Radiation Grenade x4
Ravager Orb x1- do not get close to this. Really. It's like a landmine with a lot more style. If you've played Ratchet 4 (Deadlocked) you can probably guess what it does.
Jetpack

Anyhoo, I'm working on making themap more playable and better structured at the moment. Any suggestions would be very much appreciated, especially in regard to what the CIS large vehicle should be.

Re: Stygiana: Surface

Posted: Mon Oct 08, 2007 5:59 pm
by Doom_Commander
Finaly a map with HAGs :runaway:

Re: Stygiana: Surface

Posted: Mon Oct 08, 2007 6:07 pm
by Syth
THe HAG should work...
Does the MSH option look like this?
-keep mortar_pivot turret_x_1 recoil_1 hp_mortar_1 mortar_barrel weapon_bay recoil_3 recoil_4 turret_y_2 -lodgroup bigmodel

Re: Stygiana: Surface

Posted: Tue Oct 09, 2007 9:51 pm
by Achronos-117
Nice first map, although i reccomend u add some random shrubs to make it looks natural. And in the last pic, why are there rocket launcher near the med droid? shouldnt it be at the republic bae?

Re: Stygiana: Surface

Posted: Wed Oct 10, 2007 8:26 pm
by Sky_216
Achronos: It hasn't got any shrubs because its a polluted planet with poisonous chemicals through the soil. I might add some grimy ferns though. The rocket launchers are where they are because that is going to be the republic base, it just isn't as yet.

Syth: Does the code you've got for the msh.option file replace the existing one? or do you add it to the existing one?

Update pictures - Blink Commando and his main weapon, the Waveblaster

Image

Image

Image

Also, poll added in regard to what GCW mode should be: the one detailed in the first post or one with medieval style units: Swordsmen, Axemen, Skirmishers, Bowmen, Crossbowmen, Elementals and Mages (obviously last two are a little non historically accurate).

Re: Stygiana: Surface

Posted: Wed Oct 10, 2007 9:23 pm
by Syth
Skyhammer_216 wrote: Syth: Does the code you've got for the msh.option file replace the existing one? or do you add it to the existing one?
I just wanna know if what i posted is the same as the "cis_hover_hag.msh.option" you have (just open in notepad). If it isnt, just replace the current with the one i posted. Should fix it.

Re: Stygiana: Surface

Posted: Sat Oct 13, 2007 4:46 pm
by Sky_216
Yep, did what you suggested and the HAG works perfectly. Big update in first post.

Re: Stygiana: Surface

Posted: Mon Oct 29, 2007 5:12 am
by Sky_216
Sorry for double post but editing the first post doesn't update the 'last post' on the forum index.

Blink Commando now works pretty much perfectly. He is quite hard to master, you need to get a feel for his jetpack and blink abilities distances.

Re: Stygiana: Surface

Posted: Mon Oct 29, 2007 9:43 am
by DarkLuke14
*own mouth drops*
:eek:




EDIT: To promote your map, could I use one of your pictures and try to submit it on filefront's picture of the day? :mrgreen:

Re: Stygiana: Surface

Posted: Tue Oct 30, 2007 2:10 am
by Sky_216
darkluke14: Which one?

Re: Stygiana: Surface

Posted: Tue Oct 30, 2007 4:07 am
by TheDarkMask
It looks nice....please tell me for betatesting^^

Re: Stygiana: Surface

Posted: Fri Nov 02, 2007 9:59 am
by DarkLuke14
Skyhammer_216 wrote:darkluke14: Which one?
Image

EDIT: Can I beta test, PM me please.

EDIT AGAIN: I could help make some midieval models...

Re: Stygiana: Surface

Posted: Fri Nov 02, 2007 4:10 pm
by Sky_216
darkluke14: Don't use that one. The weapon the blink trooper is using in that shot isn't in it anymore (uses lots of effects + pretty useless). Also, medieval mode is not being used.

Update on 1st page.

Re: Stygiana: Surface

Posted: Sat Nov 03, 2007 2:08 pm
by DarkLuke14
I meant as a promo funny pic, please :mrgreen:
Hidden/Spoiler:
You know how promos aren't the official one, I've just taken a liking to the pic.

Re: Stygiana: Surface

Posted: Sun Nov 04, 2007 5:46 am
by Sky_216
darkluke14: Meh. If you like.

Update in first post.

Re: Stygiana: Surface

Posted: Sun Nov 04, 2007 7:37 am
by Taivyx
:eek:
Those new updates are amazing! :shock:

Keep up the great work!


Also, one or two rocks in that plains area wouldn't hurt.

Re: Stygiana: Surface

Posted: Sun Nov 04, 2007 1:40 pm
by Xavious
Erm... there's no sky?

Re: Stygiana: Surface

Posted: Sun Nov 04, 2007 2:59 pm
by Eggman
Xavious wrote:Erm... there's no sky?
Yeah, I noticed that too. It's there in some shots, but not others. Besides that though, it looks like this map is well on its way to being finished.

Re: Stygiana: Surface

Posted: Sun Nov 04, 2007 4:32 pm
by AlexSecura
and no water like in the old screens . :?

Re: Stygiana: Surface

Posted: Mon Nov 05, 2007 2:37 am
by Sky_216
The reason the sky isn't showing up is because it's a modified Mygeeto one, and there's a great big gap in it. If someone could post in this topic/send me a bespin sky dome for me to modify to make a new sky that would be awesome.

AlexSecura: There is water, just less of it. There's a couple of shallow lakes and the moat of the tower, which has a couple of islands for fighting in hero assault mode. Also for assault mode there is a kind of sinkhole not connected to the main map, with a few trees and shallow water. I *might* make a secret underwater area as well.