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Re: Clone Remnant: Rise

Posted: Tue Apr 22, 2008 9:39 pm
by Sky_216
@Grev: sorry, my bad on the disc thing. Sounds great (the side stuff.)

Re: Clone Remnant: Rise

Posted: Wed Apr 23, 2008 5:51 pm
by Grev
Screens! Only one is mustafar, and its obvious which. Pretty bad screens due to the green, but other than that... Here they are!

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Ack.. Image shack is being stupid... More screens later....

Re: Clone Remnant: Rise

Posted: Wed Apr 23, 2008 7:07 pm
by JPI Dictator4life
Very nice! I love the last screen.

Re: Clone Remnant: Rise

Posted: Wed Apr 23, 2008 7:58 pm
by RevanSithLord
I could suggest using the freecam by Zerted instead of the modtools one, but okay. Great shots anyways! Looks like it will be fun! :D

Re: Clone Remnant: Rise

Posted: Fri Apr 25, 2008 1:56 pm
by Grev
Well, since my comp (and swbf2) is being stupid, Im going to fix a bit, and release naboo. If I fix swbf2, then I will add campaign. This most likely will be released as a v.75, since I had big plans for the 3 maps, and the other ones I was planning. So expect Naboo to be released soon.

Re: Clone Remnant: Rise

Posted: Fri Apr 25, 2008 2:05 pm
by MandeRek
DarthD.U.C.K. wrote:no that would mean you make a new walker(because the only vehicles with
extensive walk, shoot etc.anims are walkers), but noone got a new walker working

Not true. FragMe! and I both got one succesful ingame. Also, it might be possible to use a jettrooper as walker, since walkers ALSO use bones. Just try some things with a walker odf, the jettrooper mesh and the all anims needed (rename human_*** anims into correct walker anims, refered correct to in the odfs)

Re: Clone Remnant: Rise

Posted: Fri Apr 25, 2008 2:31 pm
by AceMastermind
MandeRek wrote:
DarthD.U.C.K. wrote:no that would mean you make a new walker(because the only vehicles with
extensive walk, shoot etc.anims are walkers), but noone got a new walker working
Not true. FragMe! and I both got one succesful ingame.
I think what DarthD.U.C.K. meant was that nobody has gotten a new walker with a custom skeleton and animation set completely working ingame yet.

Re: Clone Remnant: Rise

Posted: Sun May 25, 2008 6:34 pm
by Grev
Previous Post:
Hidden/Spoiler:
Well, I fixed Naboo! In fact, I dont even know what crashed it. I played it, and it didnt crash. I munged, and got all the stuff I needed to have edited when I released. Its a mystery. Now, heres my plan:

Mustafar and Naboo most likely wont have campaign due to some ze layer issues. All my objects are in the conqust layer, and since they wont show up in another game mode, I had to exclude them from Campaign. However, I have decided on a new map, and those who know my deviantart profile (http://www.mindbender2810.deviantart.com) may know this planet so far as Planet Unknown. That will be my newest Clone Remnant Installation.

Im also changing this from a mappack to just seperate releases, but they will be consecutive releases, right after the other.

So far I have to do:

Naboo:
Balance. The jedi on the CIS team create a minor but noticable balance issue. Im working on evening it out by giving the republic its own melee unit, to replace the totally useless (in this map) jettrooper. I will also put shadows, and put last touches on lighting. The AI will be made smarter as well with final nodes and last planning.
I also need a loadscreen. I will release a beta just for this.
Last but not least, I want to reskin the sniper and rocketeer CIS unit to fit the Red/ Black scheme I have on the SBD.

Mustafar:
All above but balance. No jedi on mustafar.
Add more map space.

New map:
TBA!!!!
New updates! Please excuse the lack of screens, my internet it down, and I'm posting from my sister's comp.

The jettrooper now has an Ion blaster, a chaingun that fires heavy pulses that take down most units in 2-3 direct shots. They help even the map out. I've added a surrounding to the map, There was water, and now across the canal-ish river there is a city, and a palace, all unreachable. The surrounding and map looks great, and Im doing finishing ze touches with cover and a few more bases. I've added some planters and trees, and some more flagpoles and streetlights.

I'm also arguing wether or not to have water and space. By water I mean CIS spider tanks and Imperial/ Clone Remnant AT-AT's crashing through the water, fighting each other, while the baseic troops are in retextured skiffs killing each other in the water.

I'm also thinking about space/ flyers.

Comments and concerns? Confessions? :P

I will release a final private beta very soon, when I iron out all remaining balance bumps.

Re: Clone Remnant: Rise

Posted: Tue Jun 03, 2008 4:33 am
by Sky_216
Sounds good but...
1. Jettrooper being used to rebalance sides. Does that make it a very powerful unit for Republic side? IF so, maybe you'd want to tone all the units up a bit rather than give one a huge advantage.
2. Water map : sounds like a great plan but remember you need islands to start troops on. Could also include fighters.

Re: Clone Remnant: Rise

Posted: Sun Jun 08, 2008 8:56 pm
by Grev
Previous Post:
Hidden/Spoiler:
Well, you were right about the jettrooper, so hes now not as powerful. And for the water, I'm planning on having docks on variously surrounding the main island, so you cna fight, and you can get on and join the fight. Im using skiffs as the "gondolas".
Well, heres all the picture updates you may need for a while. The jettrooper now has a weak Ion Grenade, that is really powerful if it sticks to you, then you're dead, but even if you stand around 2 feet away, you will get little to no damage. Its to even stuff out a bit. I've also put lots of work into surrounding the map with scenery, so it looks like you are surrounded by a city thats across the water and a bit up, so you can only see enough for a glamour shot. :P

Now for some reason, the balance is all for the CIS, maybe due to the Tanks being there instantly, while the republib gets tanks half way through the game. Im still working how to even out the tank/ base issue.

I'm also utilizing (spelling?) YouJediJunkies smuggler ship as the CIS low alt bomber, which moves through the vity like a hoverer, but a lot higher, and bombs the enemy. The Republic has similiar ships (Maybe one of mav's raaltir or abraxas ships)

Pics!: Theres a boat load of them, so I will only upload the coolest, and the rest for later. Its my photobucket account, and all the pics are there! Enjoy!
Hidden/Spoiler:
Edit: Could a moderator fix the link in the Spoiler box?

Re: Clone Remnant: Rise

Posted: Sun Jun 08, 2008 9:05 pm
by YouJediJunkie
Can you upload some pictures with my smuggler ship? Since the mod tools don't work properly for me, I can't view my own models in the game. Vista, pfff. :P

However, this looks really nice! The visual part is cool, I will download it for sure, so I can see if the gameplay is as good... :yes:

Re: Clone Remnant: Rise

Posted: Sun Jun 08, 2008 9:14 pm
by Grev
I'll get a pic up! I first replaced the vwing msh with the smuggler one, but there were boundries on some naboo houses, so I think Ill replace the speeder bike msh, make the speeder float a bit higher, above the streets, and go slow and bomb people. Maybe like a Naboo Police vehicle keeping war off the planet. And it can bomb both teams to keep an equal advantage! And then maybe Ill add * Foams at the mouth* :P

Re: Clone Remnant: Rise

Posted: Sun Jun 08, 2008 9:24 pm
by YouJediJunkie
Grev wrote:I'll get a pic up! I first replaced the vwing msh with the smuggler one, but there were boundries on some naboo houses, so I think Ill replace the speeder bike msh, make the speeder float a bit higher, above the streets, and go slow and bomb people. Maybe like a Naboo Police vehicle keeping war off the planet. And it can bomb both teams to keep an equal advantage! And then maybe Ill add * Foams at the mouth* :P
It's nice to see that you ain't short on ideas. :wink:

Re: Clone Remnant: Rise

Posted: Wed Jun 11, 2008 7:03 pm
by Grev
Well, a few updates!

These are mostly CIS for now...

Sniper:
The CIS sniper now has a jetpack for those hard to get good sniping areas, like bridges between buildings (HUGELY GINORMOUS HINT). The jetpack is slow, keeps you hovering and is great for air sniping. It makes you unpredictable. Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.

Magnaguard:
Hes an evil reskinned MG to fit SBD scheme of red and black, just like all CIS units. Hes got the same weapons, just upped, and just like the jettrooper, hes one of those units you need absolutely no skill to use, to play well...
He has a jetpack that is very fun to use... Strangley, thats all I really have to say about it.

Rocket launcher: MUCH MORE POWERFUL... Hate the weak things that fly out at 2 mph and hit the tank doing a measly amount of damage? Say no more. This is a powerful, fast, last radius rocket launcher, thats reallly awesome!!!

PICS later.

Re: Clone Remnant: Rise

Posted: Wed Jun 11, 2008 8:33 pm
by Taivyx
Grev wrote:Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.
Boy what kind of gnats grow in your area :P lol
I hadn't seen much of this before, but the updates seem interesting

Re: Clone Remnant: Rise

Posted: Wed Jun 11, 2008 11:12 pm
by Grev
Taivyx wrote:
Grev wrote:Now the CIS snipers are like gnats. They're stupid, hard to hit, and powerful.
Boy what kind of gnats grow in your area :P lol
I hadn't seen much of this before, but the updates seem interesting
Well, you see, we kind of had a gnat working on gamma radiation, and I walked in, and it knocked me into a trench, but was blasted by gamma radiation. And now, when in gets mad, it turns into a CIS SNIPER!!!! 8)

ON TOPIC: Just in question, should snipers be given a short boost? Like something that throws them up about 2 feet forward, to reach sniping spots? And if so, does anyone havea good fx? If they shouldn't have a boost, what should htey have to reach sniping spots? Stairs? Crates to jump up on?

Re: Clone Remnant: Rise

Posted: Wed Jun 11, 2008 11:26 pm
by YouJediJunkie
I'd pick crates to jump on. :music:

Re: Clone Remnant: Rise

Posted: Mon Jun 23, 2008 4:29 pm
by Grev
Well, I disected my Photo bucket account, and here are the pics I promised!
Hidden/Spoiler:
This pic still has issues in it that I fixed... Old pic.... Image
COMMANDER WESTON Image
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ION BLASTER Image
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WATER AND SURROUNDING!!!!
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Jettrooper- Easily one of the most powerful units... (note to self, change that...) I was going for a halo 3 ish armor variation. Something that would be in HALO 3.
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My awesome darktrooper
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And now, something realy cool and new!

I was able to add a submarine into my map for the Clone Remnant, and I'm also going to add the same for the CIS. I'm still having some trouble with getting the subs to faster underwater, but I'm still almost sure to get it right.

Heres some pics:
Hidden/Spoiler:
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And now the new Darktrooper multishot:
Hidden/Spoiler:
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Re: Clone Remnant: Rise

Posted: Mon Jun 23, 2008 4:42 pm
by Sky_216
How do the subs work? Tank that doesn't hover on water. In that case can I suggest something?


Use a wall like yav_2_bigwall or some other wall to build a solid barrier around those water bits, to stop the subs getting out. Put a small ramp of some sort down to those platforms to let troops get to them.

Re: Clone Remnant: Rise

Posted: Tue Aug 05, 2008 9:46 pm
by Grev
Well, Im back, and I finally did some work on my map! The rifle now has an .exp, to add to the chaos.

I've upped just about every weapon :sick: and I'm totally sick of .odfs, so I continued work on the actual map. On the left side of the map, the big empty alley, I decided to make some bombed ruins, as though that part had been bombed. Looks great, and when I re- texture it- :D

Ive decided to re-look my skins, and I'm adding NullCommandos new green skin to my medic, and I'm editing the jet-trooper skin.

Im also thinking of making a canon mode,
-Nova Troopers vs Gungan/ Guards (2 hit kill)
-Highly Decorated Guards/Gungan vs Droids (2 hit kill)

Good? Bad?