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Re: The Corellian Resistance

Posted: Thu Jan 20, 2011 10:52 am
by Anakin
like the progress

:thumbs:

Re: The Corellian Resistance

Posted: Thu Jan 20, 2011 10:53 am
by commander501stappo
wishihadaname wrote:
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Clones age at twice the rate of regular humans, these deserters are already showing streaks of grey in their hair
To be honest, I don't think the streaks look very good at them.

For the rest, it's good :wink:

Re: The Corellian Resistance

Posted: Thu Jan 20, 2011 11:05 am
by Eggman
I hope you aren't intending to keep the Yavin brick texture for the mountain sides. There are much better textures available.

Re: The Corellian Resistance

Posted: Thu Jan 20, 2011 1:53 pm
by wishihadaname
To adress a few concerns.

There is a directional light in this map, it is in the gap of the mountains. The map is set to be an early morning raid, the sun is just rising. The upper part of the ridges are in the sunlight but the valley is still in shadow. Hence the grey and faded sort of look. Apart from the symbolism that I was going for here, I just think it looks kinda cool ingame, I just haven't given you guys any pictures where both areas are visible at once.

The same adresses the bright green that I heard complaints about, that part of the map is already in the light.

The clone skins are still just a rought draft. I don't intend to take away the white from their hair because its been close to 25 years since the phase 1 clones were "born" because they age twice as fast as regular humans, they look as though they are 50. I was going for a Sergeant "salt-and-pepper" sort of haircut but I agree that the streaks don't look good yet.

As for the wall textures, what wrong with them? I was trying to make a granite style rock face, think the volcanic granite cliffs in Washington (This map was inspired by the climate in the mountains there anyways). Most of the other rock textures that i've seen look like weaker sedimentary stones, the kind that don't make towering rock spires. If you have a specific texture in mind i'll take a look but to me it seems like its good as it is.

Re: The Corellian Resistance

Posted: Thu Jan 20, 2011 4:38 pm
by Eggman
wishihadaname wrote:As for the wall textures, what wrong with them? I was trying to make a granite style rock face, think the volcanic granite cliffs in Washington (This map was inspired by the climate in the mountains there anyways). Most of the other rock textures that i've seen look like weaker sedimentary stones, the kind that don't make towering rock spires. If you have a specific texture in mind i'll take a look but to me it seems like its good as it is.
The problem, in my eye, is that you are using a tiled-brick texture for a natural terrain surface, which sticks out as being incredibly unnatural. There are lots of textures available in the assets that would be much better choices. The assets for Yavin, Tatooine (BF1), and Mygeeto - just to name a few - contain a variety of more suitable rock textures. If they aren't quite the right color, a quick hue/saturation edit can fix them up to be exactly what you need.

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 1:56 am
by wishihadaname
Here is another update: Most of my work since the last update has been on balancing the map. I went through no less then three combat systems, scrapped all three because they weren't good enough, and started on a fourth. Originally I was going to have the weapons be high accuracy/low damage with all units regenerating health but that made the gameplay too repetetive. Then I tried low damage medium accuracy for imps and high damage high accuracy for rebs with only the Imps wearing bacta tanks in their armour regenerating health but that wasn't fun to play as because the rebels kept losing. In the third system I was going to have shipped style weapons (medium damage medium accuracy) with the rebels wearing halo style shields (take damage and then regen in three seconds after a given amount of time) and the Imperials keeping their bacta tanks but only having them kick in after the Imperial soldier falls below 50% health and stop working after they reach 75%. The third system was promising but I ran into a practicality barrier, this system would require multiple timers for each unit and would kill system memory. In my current system, all the weapons do medium damage, the imps can't hit the broad side of a cruiser, are slow, have alot of health, and regenerate very slowly (2/400 hp per second for the stormtrooper). Alliance have low to medium health, are fast, have high stamina, two medic classes, high accuracy, large bonuses from buffs. I've also been playing with an air support mechanic. My current system is to have the Imperials call in bombing runs every 3 minutes. The bombers are not particularly accurate but their shells will hurt all the rebels in the hit zones, whether they are in cover or not, this softens them up for an Imperial push. The rebels have a single automatic AA gun to defend against the bombers, it takes them out before they can drop their bombs but must be defended at all costs. Also, I adressed a few community concerns (like the cliff color). Here is the latest picture gallery.
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Civilian Fighter takes aim at some imperials coming up to his position
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A New CP, this one replaces an old CP that I had sitting in the middle of the mountain pass, this one offers better gameplay. It functions as the ultimate sniper sweet-spot, so long as the AA gun is online.
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The Imperials have some new toys... This is a concussion rifle very low accuracy, does medium damage but has a high impact and knocks targets from their feet in a large radius. Ideal for breaking formations or flushing enemies out of cover
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If you ignore the blaster fire, its almost picturesque
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The Dark troopers chaingun is deadly in close quarters, but horribly inaccurate at long range. The bolts travel far but individually do little damage. Good thing this big boy spits out nearly 600 rounds per minute.
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Chaingun win
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Its an uphill battle to the rebel base, punching through the narrow ridge requires teamwork, tie bombers, and ATST's
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A rebel counter-attack sucessfully reclaims the jamming post
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Minimap V1.0, its fits very nicely ingame but I need to do a bit of recoloring

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 2:13 am
by Firefang
Very nice update. Keep up the good work :thumbs:

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 10:45 am
by Eggman
The cliff faces look much better now. :thumbs:

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 10:52 am
by commander501stappo
Nice update, the civilian troopers looks cool :)

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 12:31 pm
by Jendo7
Great update, looks really impressive. Nice mini-map :thumbs:

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 3:31 pm
by naru1305
Jendo7 wrote:Great update, looks really impressive. Nice mini-map :thumbs:
there is nothing to add :yes:
great work and good luck for your further work :thumbs:

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 4:38 pm
by Nova Hawk
Dude, you've got a pretty nice map going here. Can't wait to see more of it!

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 6:39 pm
by Fiodis
You know, regardless of how you explain the lighting, it's still there - the light green still looks rather odd, even if it's supposed to make sense. Also, have you considered reskinning that Cultist, maybe to a black/grey scheme, or something? Atm (at least imho) it's a bit too recognizable to anyone that's played JKA.

On the plus side, the mountainsides do look better. :)

Re: The Corellian Resistance

Posted: Wed Jan 26, 2011 7:02 pm
by acryptozoo
Update looks great really like those mountains

Re: The Corellian Resistance

Posted: Sat Jan 29, 2011 8:13 pm
by wishihadaname
The Conquest mode is nearly done. I am happy with all of the units and now am just balancing the gameplay. If everything goes as planned, I will release a beta tomorow! I'll need 5 testers.

If you choose to be a tester you must do the following.
1) describe IN DETAIL any problems that you encounter, if units bump into a wall, I want to know where it is. If a gun feels unbalanced, I want to know exactly how.
2) Play both sides and every unit. I want to make sure that every class if fun to play and frankly I don't have time to go in depth with each class.
3) Give me an overall impression based on gameplay, level design, unit design, combat system, and overall fun factor.
4) Please give me a response within a week of recieving the Beta.
5) DO NOT DISTRIBUTE THIS MAP TO ANYONE. You can publish screenshots though, so long as you give credit where credit is due

If you still want to be a tester, please send me a PM. I'll start sending download links tommorow evening. I trust all of you who ask to be testers to be honest in your intentions and not try to use anything I made without my concent or try to publish my map.

Also, here is an updated credit list.
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icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- alliance tank from BF1 conversion pack
HAv0c and Deviss- Mandelorian Sniper rifle
CodaRez- CDEF pistol (Civillian sidearm)
Acemastermind, Qdin, NeoMarz- Helmetless clone trooper
KentosImpetus- Randomized unit script
RougeKnight, Deviss, Jebus (cas you asked me to :P)- dp23 trenchgun
Taivix, Fragme!- Concussion Rifle
Caleb1117, syth- Chaingun and anims for it
Mike Z, Majin Revan, FragMe!- floating weapon icon fix
CodaRez, DarthD.U.C.K- TFU Imperial Navy Commandoes
Deviss, BIGCookie- TFU swordsman

Re: The Corellian Resistance

Posted: Sat Jan 29, 2011 8:27 pm
by ColonelKlink
That sounds great!! I hope you get good reviews!!

Re: The Corellian Resistance

Posted: Mon Jan 31, 2011 12:22 am
by wishihadaname
Here is the latest picture gallery.
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Since this map is set during the TFU era, I decided that Imperial Navy Commandoes would be more appropriate then stromtroopers
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Imperial forces overrun the far side of the river
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An Imperial strike team encounters resistance on the narrow mountain trails
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Imperials discover an insurgent outpost at the shoulder of the mountain
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One of Kota's Men takes aim
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The Imperials may have state of the art armour when it comes to energy weapons, but a good ol' fashion bullet can still punch clean through
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But even the best snipers are no match for Imperial assault vehicles
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Kota's Men attempt to hold the hillside against an overwhelming Imperial attack
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Many of the Corellian fighters have lived their entire lives never traveling more than a few clicks from their villages, they will defend every inch of their soil to the death
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With the front line crumbling and a superior flanking force closing in on their HQ, Kota's men prepare one final ambush
And here is an up-to-date credit list
Hidden/Spoiler:
icemember- rebel sabatuer, civillian mob.
squeddie- prefabs for alliance base as well as some crates and detail props
Teancum- alliance tank from BF1 conversion pack
HAv0c and Deviss- Mandelorian Sniper rifle
CodaRez- CDEF pistol (Civillian sidearm)
KentosImpetus- Randomized unit script
RougeKnight, Deviss, Jebus (cas you asked me to :P)- dp23 trenchgun
Taivix, Fragme!- Concussion Rifle
Caleb1117, syth- Chaingun and anims for it
Mike Z, Majin Revan, FragMe!- floating weapon icon fix
CodaRez, DarthD.U.C.K- TFU Imperial Navy Commandoes
Deviss, BIGCookie- TFU swordsman
*discussion moved to released mods and maps forums*

*edit* fixed the pictures.

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 10:02 am
by Anakin
your first photo gallery on this side is broken

the 2nd one is great

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 4:38 pm
by ColonelKlink
Open beta? You mean I could download and try right?

Re: The Corellian Resistance *OPEN BETA*

Posted: Mon Jan 31, 2011 4:41 pm
by Darth_Spiderpig
ColonelKlink wrote:Open beta? You mean I could download and try right?


:yes:

Hence Open Beta.