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Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 07, 2008 7:57 pm
by Jabbabob
Question: Are you going to give the sub a first person cockpit view? This map looks kick butt, by the way.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 2:17 am
by Maveritchell
Jabbabob wrote:Question: Are you going to give the sub a first person cockpit view?
Yep, the sub has its own FPM view. It'll almost be necessary for some of the stuff I'll make the player do in the story mode.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 2:20 am
by Darth Revan
Will Story mode be like OFM?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 2:38 am
by Maveritchell
Darth Revan wrote:Will Story mode be like OFM?
What do you mean, "like it?"

Will it tell a story? Yes. Beyond that, it's a strange question to ask. The idea behind any story-centered map is that no one will be "like" another.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 11:12 am
by jangoisbaddest
Wow. I thought it was going to be a feat just to get an underwater map....but submarines? And a story mode? You truly are the best modder for this game I've ever seen.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 1:15 pm
by Maveritchell
jangoisbaddest wrote:Wow. I thought it was going to be a feat just to get an underwater map....but submarines? And a story mode? You truly are the best modder for this game I've ever seen.
Thanks, I really appreciate it - but let's not go throwing around "bests" - lots of people have done/are doing fantastic work for this game besides me (Vyse, archer01, RepSharpshooter are a few who I think do really nice work).

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 1:27 pm
by Delta 47
Speaking of Vyse is he still modding? He was one of those very talented modders and I've always enjoyed playing his mods.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 6:00 pm
by Nova Hawk
Very nice submarine!! Reminds me of the bunca or whatever that ship was that Obi-Wan, Qui-Gon and Jar Jar took from Gungan underwater villages to Naboo.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 6:02 pm
by Maveritchell
delta 47 wrote:Speaking of Vyse is he still modding?
Don't think so.
Nova Hawk wrote:Very nice submarine!! Reminds me of the bunca or whatever that ship was that Obi-Wan, Qui-Gon and Jar Jar took from Gungan underwater villages to Naboo.
Bongo. Yeah, that was where the concept came from, although I didn't want to make it as organic. That's why the video is entitled "Imperial bongo." (I just haven't made up a real name for it yet.)

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 7:48 pm
by Nova Hawk
Oh, gotcha! 8) If you need any beta testers, let me know!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 8:21 pm
by woner11
Love how you did the submarine. This has given me a few ideas for other applications. Also, are you going to have the units able to swim? I might be able to create that animation to overide the walk and then if you can figure out a way to get rid of the jedi's jumpattack and use regular anims instead while using an infinite jetpack with new anims of course, if you were planning on having them swimming. If not, that's cool its an amazing map! :yes:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 10:22 pm
by Maveritchell
woner11 wrote:Also, are you going to have the units able to swim? I might be able to create that animation to overide the walk and then if you can figure out a way to get rid of the jedi's jumpattack and use regular anims instead while using an infinite jetpack with new anims of course, if you were planning on having them swimming. If not, that's cool its an amazing map! :yes:
That's an overly complicated solution to the problem. The easiest way to have units "swim" is to override their jetjump animation with a swimming animation and then have no jetpack "fuel" decrease.

But it's a moot point. Since AI only think in two dimensions, trying to force the AI to work in a three-dimensional battle would look ugly or sloppy. That's why the only traveling outside the underwater facility will be in submarines.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Oct 08, 2008 10:29 pm
by woner11
Fair enough. :yes:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Oct 09, 2008 2:17 am
by Darth Revan
wow thats complex

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Oct 09, 2008 2:33 am
by Nova Hawk
Ah, I see. Looks good nonetheless!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Oct 09, 2008 6:59 pm
by AlexSecura
I totaly forgot to look into the WIP`s for a long Time.
Need to say its very imaginative.Very nice.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Sat Oct 11, 2008 8:15 pm
by Maveritchell
Here's the PC for Rebel Ops, Lt. Thermill:
Image
And here's a quick shot of some underwater tunnels:
Image

Re: Rebel Ops: The Vace Thermill Missions

Posted: Sat Oct 11, 2008 9:16 pm
by SBF_Dann_Boeing
Lovin' the submarine & tunnels mav, keep it up. I like the bubble trail effect and precipitation effect too. Should be a cool map & trilogy. Do you have any info on the other 2 maps you're doing for the series?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Sat Oct 11, 2008 10:55 pm
by Darth Revan
That guy looks like Kyle Katarn

Re: Rebel Ops: The Vace Thermill Missions

Posted: Sat Oct 11, 2008 11:06 pm
by Ace_Azzameen_5
Maveritchell wrote: My only gripe about past versions of underwater maps has been how hard it is to see and how lost some of the detail gets in the darkness. Both Manaan: Murky Depths and Penguin's underwater map are beautifully designed maps, but you'd hardly notice it for as far as you can see in them.

I tend to like the more "Caribbean" feel, as someone put it earlier. I know it's not realistic for deep underwater, but ya'll can either justify it by pretending that it's really, really clear water, or you can just accept that I like how it looks this way better.
Its a mining operation, and the Imps have Xenophobia and want to scare all the big fishies away with their bright lights. Looks great Mav, at least for mostly stock BF2 assets. Maybe someone could whip up some not-so Tatooine rocks. Or you could create a new 'algal mass' foliage to place around the top of them , that'd look good if it didn't kill framerate.
*Edit* Took a second look at the pics and I think I under rated your work, they're grrreat.

P.S. Watched the video and that sub, especially with the weapons, looks like it should be out blowing up little grey viking men or Bamming Smrs...