Republic Commando: Extraction
Moderator: Moderators
- martin105038
- First Lance Corporal

- Posts: 126
- Joined: Wed Jul 15, 2009 2:28 pm
- Location: Argentina
Re: Republic Commando: Extraction
This map looks awesome. Excellent work 
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Republic Commando: Extraction
Chronologically, yes, that would be the next map, but I'm having trouble thinking about how I would want to execute it. So I might just skip it for now and revisit it later and move onto Kashyyyk, which I have a general idea for that might just work.Lagomorphia wrote:Prosecutor? Prosecutor? Prosecutor?
- Eggman
- Master Bounty Hunter

- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Republic Commando: Extraction
Defend a hangar from waves of droids - essentially the same game modes as the Geonosis map, but with a more cluttered setting. For added fun, you could include an AT-TE in the back for use as a turret.AQT wrote:Chronologically, yes, that would be the next map, but I'm having trouble thinking about how I would want to execute it. So I might just skip it for now and revisit it later and move onto Kashyyyk, which I have a general idea for that might just work.Lagomorphia wrote:Prosecutor? Prosecutor? Prosecutor?
Edit: Alternatively, you could task the player with defending some random location from hordes of Trandoshans. Maybe some random crossroads in the corridors of the ship? Although this setting might be a little unimaginative in terms of map layout, you could throw it together pretty quickly using pre-existing assets. Also, it would give you the opportunity to rig up some Trandoshan units to explode on death - who can say no to that?
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Republic Commando: Extraction
That's what I was thinking.Eggman wrote:Defend a hangar from waves of droids - essentially the same game modes as the Geonosis map, but with a more cluttered setting. For added fun, you could include an AT-TE in the back for use as a turret.
-
MrCrayon
- Jedi Knight

- Posts: 554
- Joined: Sat Apr 17, 2010 8:15 pm
- Projects :: Coruscant map Want to help PM me
- Location: Buried in homework, but getting better
Re: Republic Commando: Extraction
hmmm...the interior of a venator would be cool. Maybe you could even have a huge window where you can see a battle going on...
- Eggman
- Master Bounty Hunter

- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Republic Commando: Extraction
When I first thought about it, I figured you would need a custom model for at least the hangar, but thinking on it a bit more you could probably get by pretty well with one of the hangar models from the shipped Death Star (re-skinned, of course). They have everything you need - multiple doorways, a large space to fill in with crates/props, and ledges for sniping. The only problem might be finding a good spot for the walker, if you want to stay faithful to the original level from Republic Commando.AQT wrote:That's what I was thinking.Eggman wrote:Defend a hangar from waves of droids - essentially the same game modes as the Geonosis map, but with a more cluttered setting. For added fun, you could include an AT-TE in the back for use as a turret.But how to do it, I don't know (still thinking though). I was planning on doing a corridor map like you mentioned, maybe in the detention area of the ship, with the four way assault and all. Essentially, it would just be like this Geonosis map, except in a more confined setting. So I'm going with the more original hangar idea with a two way, L-shaped assault: droids would enter the hangar via flying droid dispensers and from a separate room through a side door in the hangar. And the AT-TE as a turret will be in of course; you'll just have to "build" it though.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Republic Commando: Extraction
EDIT: I believe the walls and floors of the Death Star ones come dissassembled, so size shouldn't be a problem. You just need a bigger hanger opening. Failing that, somebody could kitbash a deeper stock hanger with side doors.
Original Post: You could have two hangers. If one gets overrun, then droids will attack from the entrance and the hanger opening. Also, how would you get droids to come in from the side? There isn't a side door. It would also kind of ruin the 'defend from the front' gameplay of the hangers.
Would 'building' the AT-TE involve, say 'slicing' (fixing) a panel, then it would rise up from its pit on a platform using animations, like the droid dispensers (you might want to retexture them for each droid type, seeing as there's only one model).
I think the most RC way of destroying the dispensers would be to have a small eye level 'build panel' that lands with them that (assuming they have an animated launch from the Lucrehulk and don't just start deployed) you have to 'slice' (fix). Fixing it starts a five second countdown, then kaboom!
Of course, if you use this panel slicing you'd need to give everyone a fusion cutter, or maybe a modelless one that only 'slices'. Convincing the AI to fix them rather than shoot would be hard, which is why just shooting them until they blow is the most efficient method of dispenser bye-bye.
Seeing as it's a hanger, you could probably get some more effective turrets (not deployable) for you to use. An autoturret control centre that flips side when it's killed might work.
Also, if you use the 'slicing' idea, you could have it so you could have a health decaying panel next to the side door. After a while, it opens, and you have to 'slice' it closed again, after which you would have to re'fix' it to close it.
Original Post: You could have two hangers. If one gets overrun, then droids will attack from the entrance and the hanger opening. Also, how would you get droids to come in from the side? There isn't a side door. It would also kind of ruin the 'defend from the front' gameplay of the hangers.
Would 'building' the AT-TE involve, say 'slicing' (fixing) a panel, then it would rise up from its pit on a platform using animations, like the droid dispensers (you might want to retexture them for each droid type, seeing as there's only one model).
I think the most RC way of destroying the dispensers would be to have a small eye level 'build panel' that lands with them that (assuming they have an animated launch from the Lucrehulk and don't just start deployed) you have to 'slice' (fix). Fixing it starts a five second countdown, then kaboom!
Of course, if you use this panel slicing you'd need to give everyone a fusion cutter, or maybe a modelless one that only 'slices'. Convincing the AI to fix them rather than shoot would be hard, which is why just shooting them until they blow is the most efficient method of dispenser bye-bye.
Seeing as it's a hanger, you could probably get some more effective turrets (not deployable) for you to use. An autoturret control centre that flips side when it's killed might work.
Also, if you use the 'slicing' idea, you could have it so you could have a health decaying panel next to the side door. After a while, it opens, and you have to 'slice' it closed again, after which you would have to re'fix' it to close it.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Republic Commando: Extraction
About this map: bug i missed - i assumed you'd somehow removed headshots from the SBDs, but it looks like you got rid of the "collision head offset" line by mistake, because you can still get headshots on them...only by shooting slightly above their actual heads. A bit strange.
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Republic Commando: Extraction
@Eggman and Lagomorphia: I have a general idea for how I want to pull the hangar map off now. Just wait and see. Thanks for the suggestions, guys.
@Sky: No, I'm pretty sure it's still there. I gave it the coordinates from the wookiee, so it's a bit off but not a big deal really.
@Sky: No, I'm pretty sure it's still there. I gave it the coordinates from the wookiee, so it's a bit off but not a big deal really.
- Sky_216
- Droid Pilot Assassin

- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Republic Commando: Extraction
@AQT: no it is still there, its just a fair bit above the droids head and body. As in its in empty Air.
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Republic Commando: Extraction
I'm not arguing that it's gone. I know what you were referring to and that it's still there. I just don't think it's a big deal in its current position. Isn't that what I wrote in my previous post?
See? It's there. I want the B2's to have a critical hit location.cis_inf_b2droid.odf wrote:CollisionHeadOffset = "0.0 -0.2 0.0"
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Republic Commando: Extraction
its an acclamatorMrCrayon wrote:hmmm...the interior of a venator would be cool. Maybe you could even have a huge window where you can see a battle going on...
that's not problem, im willing to make one if AQT needs a custom hangarEggman wrote:When I first thought about it, I figured you would need a custom model for at least the hanga
- Havoc 526
- Rebel Warrant Officer

- Posts: 317
- Joined: Sat Apr 04, 2009 6:24 pm
- Projects :: Something
- Location: Howling at the Moon
Re: Republic Commando: Extraction
This is an incredible map. I'm especially fond of the first person view.
-
inky
- Second Lance Corporal

- Posts: 111
- Joined: Thu Apr 01, 2010 8:15 pm
Re: Republic Commando: Extraction
I really liked the map! I playedo nline and it wqas fun. One question though. How come I shoot a rocket at a barrel and it doesnt explode? Some barrels don't explode when I shoot them.DId I miss something from the earlier posts?
-
AQT
- Gametoast Staff

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Republic Commando: Extraction
Thanks for the input, guys.
@inky: That non-exploding barrels issue only happens with multiplayer. The bug, in general, commonly occurs online with destructable items such as health and ammo droids.
See: http://www.gametoast.com/forums/viewtop ... 97#p418097
@inky: That non-exploding barrels issue only happens with multiplayer. The bug, in general, commonly occurs online with destructable items such as health and ammo droids.
See: http://www.gametoast.com/forums/viewtop ... 97#p418097
-
inky
- Second Lance Corporal

- Posts: 111
- Joined: Thu Apr 01, 2010 8:15 pm
Re: Republic Commando: Extraction
Ah okay.Unfixable?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
-
Press_Tilty
- Chief Warrant Officer

- Posts: 331
- Joined: Fri Jun 04, 2010 10:57 pm
- Projects :: Korsava IV - Pre WIP
- Location: Seattle Area
Re: Republic Commando: Extraction
It looks great, I had a similar map in the making but my sides were screwing up.
Anyway, where'd you find the rock foliage?
Anyway, where'd you find the rock foliage?
-
CressAlbane
- Master Bounty Hunter

- Posts: 1519
- Joined: Fri Dec 18, 2009 8:02 am
- Projects :: CTF Arenas
- Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı
Re: Republic Commando: Extraction
I really enjoy this map, great job!
I just am unskilled at BF2 so I have not won "easy" mode yet....
I just am unskilled at BF2 so I have not won "easy" mode yet....
- Lozza
- Lieutenant Colonel

- Posts: 543
- Joined: Tue Jan 05, 2010 5:11 am
- Location: Australia. Melbourne
- Contact:
Re: Republic Commando: Extraction
Didn't realize this is finished. *clicks the download url*
