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Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 8:23 pm
by Grev
Oh! Ok, gotcha! New revamped ingame Mustafar Screens later today!

EDIT
Sorry about the size, I was using the modtools when I took the screens. The map doesnt look much now, but its gonna be a booming factory when I finish naboo, which is soon.

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Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 9:12 pm
by JPI Dictator4life
Neat. I love the mustafar map!

Re: Clone Remnant: Rise

Posted: Fri Mar 14, 2008 5:03 pm
by Grev
Well, here is the NSO layout for Naboo, hopefully I dont encounter any bad luck with the CIS in my 2 other maps.

Here is the layout of the units that I most likely will use:

Rebel Trooper

Kalee Gunner (Most likely a reskinned Bossk, with Syths permission of course)

NSO Heavy Gunner ( Most likely Darth Maul with some heavy weaponry and other skin)

Neimodian Support Unit (Rebel Engineer)

NSO Cultist (Jedi reskinned)

NSO Cultist (Jedi, slightly more powerful)

Alk'hash (Plageusis Model by Wazmol Reskinned with his permission, or if that fails, reskinned Mundi, or other jedi.
NSO


Im open to suggestions because these ideas arent too great.

Re: Clone Remnant: Rise

Posted: Sat Mar 15, 2008 5:30 am
by wazmol
looks great.

Re-skin you can... :D

Re: Clone Remnant: Rise

Posted: Sat Mar 15, 2008 3:03 pm
by Commander_Cody771
Those are AWESOME! Will they be released?

Re: Clone Remnant: Rise

Posted: Sat Mar 15, 2008 6:08 pm
by JPI Dictator4life
Yes, very good. I like it, but what are those green transparent half on the picture?

EDIT
Ah. But anyways, good skins!

Re: Clone Remnant: Rise

Posted: Tue Apr 01, 2008 4:12 pm
by Grev
Well, I havent physically touched my map in some time, with my mouse broken and all, but Ive been thinking about the map and planningn for some time, and heres where Ive gotten:

Imperial Side Setup:

Trooper:
This is the basic grunt faction :P. He kills with a simple weapon, nothing fancy.
Weapons:
E-11 Blaster Rifle
A simple weapon, just shoots slower than the default.
Blaster Pistol
Default
Thermal Detonator
Default
Ammo Dispenser
Just like health and ammo... Minus health. :P

Heavy Gunner:
This guy carries a weapon thats well, heavy, and it fires more powerful blaster shots, just slower.
Heavy Pistol
A stronger pistol than default. Fires slower more powerful shots.

Assault:
This guy fires really fast rockets. By reallly fast I dont mean chaos, I mean realistic RPG type rocket.
Missile Tube (Fancy name for imperial rocket launcher)
Fires faster rockets, that do more damage.
E-11 Blaster Rifle
(see trooper)
Heavy Grenade
A more powerful grenade with a bigger range and more damage.
Vehicle Mines
Dont work on infantry anymore! YES!

Engineer:
I decided to make the engineer, an actual engineer. No more kill raking with this guy. Hes more support than killer.
Carbine Pistol
A slow firing, powerful pistol, that shoots bigger shots.
Fusion Cutter
Heals vehicles faster than default.

Sniper:
This sniper is for far range attacks. No more Up close madness.
Sniper Rifle
Shoots more powerful shots, slower. 4 shots- reload
Pistol
(see trooper)
Reverse Polarity Grenade
A small low damage grenade for self defense. Pulls enemy in and off balance.

Thats all for now, I will add more info later.

Re: Clone Remnant: Rise

Posted: Tue Apr 01, 2008 5:47 pm
by woner11
Sounds really good! Good work! :thumbs:

Re: Clone Remnant: Rise

Posted: Thu Apr 03, 2008 6:49 pm
by Grev
Well, since it was my original intention, and I really like the idea overall, Im going to attempt to add a campaign mode to my map, using the tut and shipped campaigns as teachers, maybe even using an edited shipped campaign for one of the map (or maybe all... :P )

Im also working a lot more on making the sides even, since the CIS has NSO (New Seperatist Order) cultists and Arkhanous and his guards, with melee weapons, so Im going to need to edit a lot to make it even. Im also going for a realistic edit everything for a good feel thing.
Thanks Syth for inspiring me with The Battlefront Project! :D

So, Ill add my other side info when I have the chance, or later today.

Re: Clone Remnant: Rise

Posted: Thu Apr 03, 2008 7:47 pm
by JPI Dictator4life
Grev wrote:Well, since it was my original intention, and I really like the idea overall, Im going to attempt to add a campaign mode to my map, using the tut and shipped campaigns as teachers, maybe even using an edited shipped campaign for one of the map (or maybe all... :P )

Im also working a lot more on making the sides even, since the CIS has NSO (New Seperatist Order) cultists and Arkhanous and his guards, with melee weapons, so Im going to need to edit a lot to make it even. Im also going for a realistic edit everything for a good feel thing.
Thanks Syth for inspiring me with The Battlefront Project! :D

So, Ill add my other side info when I have the chance, or later today.
Yes! Another campaign map!

Re: Clone Remnant: Rise

Posted: Thu Apr 10, 2008 7:40 pm
by Grev
Well, heres the info continued.

Mobility: Jettrooper:
Ion Blaster. Pretty simple. Fires a blast that does most damage to droids. Barely hamrs humans though.
Carbine Pistol See Engineer
EMP Nade The one and only! Its just an electric nade. Useful against all units equally.

Medic:
Underhand Chaingun (Thanks Caleb)
Pistol- Simple, maybe even toned down a bit.
Health

Darktrooper:
Mortar Launcher Most likely Default
Sonic Blaster More powerful. Not the old skimpy thing. Deals a heck more damage, but not OVER powerful.
Heavy Nade
Reverse Polarity Nade

CIS/ NSO (New seperatist order):

SBD:
Wrist blaster Default
Wrist flamethrower (Self explanatory. Makes the SBD a heck more annoying.
Wrist rocket. A bit more damage.

Heavy:
T-7 Heavy Repeater: Just about the same thing as the Republic heavy, just uses a different model.
Heavy Pistol
Heavy nade
Ammo

B1 Sniper:
More powerful Sniper Rifle (Using Wazmols Model most likely)
Pistol
Thermal Detonator

Anti Tank:
Rocket launcher- Faster, more powerful. A rocket launcher shouldnt do that little damage to the vehicle, so Im making the rocket have a max 3 direct hit kill on a vehicle.
Heavy Pistol (See Imp anti tank)
Neavy Nade (----------||----------)
Vehicle mine- No more infantry kills! No more mine n00bs! YES!!!!

Neimodian Support Unit:
Shotgun- Default
Disc Launcher- Its the rebel shotgun model, and it fires small reskinned mines (discs) that have no explosion but have a high damage rate., possibly a 2 hit kill. For this reason, Im giving them very little ammo, and a small range.
Fusion Cutter- Heals vehicles and droids!
Health- Just a health pack

Cultist
Lightsaber- Default, does less damage due to Cultists abandoning the force, although they still use sprint and jump (me raising republic sides health :D )
Just a note, the Jedi usually have a health regen, I removed this effect.

Droideka-
Default
New Shield Effect

Guard:
Double Saber
No force attacks, just sprint and jump. No health regen either.

Arkhanous:
Curved Reverse Saber
Force Boom (Its an attack thats like being cemented into the ground and getting hit by a truck. You cant move, but you have an immense pressure hitting you.) a 2 hit kill. 8 second interval between hits. Very precise, must hit exact target, and doesnt hit more than one.

Ill have my campaign plans up soon as well.

Comments?

Re: Clone Remnant: Rise

Posted: Thu Apr 10, 2008 8:17 pm
by JPI Dictator4life
Coolish. Are there going to be campaigns on all maps?

Re: Clone Remnant: Rise

Posted: Fri Apr 18, 2008 8:22 pm
by Grev
Well, again no actual (by actual I mean on computer updates), but I still think Ive gotten reasonably far, and Im in a better place than I was before my mouse stopped working.
New Updates:
CIS Guard will have instead of a jump a really fast forward dash with the jump attack, so he flies at you and when you attack, you spin or do a jump attack on the ground, while being propelled about half a foot above the ground a bit slower than a blaster shot.

CIS will have faster dwarf spider droids on the map, to add to the chaos. The republic/clone remnant will have 2 AT-ST's and 2 Hovertanks.

The Darktrooper will be powered up, sine I realized some other units on the rep team were a bit more powerful than him, and I wanted him to be the strongest and hardest to get (although he will be the slowest as well)

The jettrooper now has a jetpack, a steryotypical jetpack. Its a fly up fast and reasonably high and he moves forward pretty fast. He has reasonably low health though, since he can move around realy quickly.

Now, for what will be done thats not realy an update:

Will Do:
-Campaign
-More CIS editing (Cis wont feel default anymore)
-vehicles will have a different, more slow (hover), or faster (walker) speed, as well as a different feel. However, what you lack or have in speed, will be different with power. Slow= Hard hitting, fast= easily taken down.
-New Hero Unit/ model (Its Waz's Plageusis, though he will be slightly reskinned and cooler looking [Saber, overall look, it all gonna be edited for best looking/ fun experience]).
-Canon Localisations for al languages
-Change side layouts by map. I want each map to have their own sides. Some maps will ave some units, others may not. I may not include anti tank on a map with no tanks, and I wont add an engineer where hes not needed.

Wont do:
-No more Republic Side layout editing. Sides stay as is. Weapons will change, but not the republic side layout.
-I wont over do with units. I hate it when you have a great map that you cant play due to uber lag. The maps have enough action with the updates Ive done as is.
-Change weapons of units by map. Too much to do. Not a chance.

Well, thats all for now folks!


EDIT
Excuse the double post, but I wanted to bring this to the attention of all experienced modders, since I dont think this has been done before and need feedback and info on wether its possible or not.

I want the CIS to have a spider tank in the water on my nabooo map, but units die in water, so heres my plan.

Take a tank. Make its .msh and anims that of a jettrooper.

Thats the entier idea summed up. You can go into water with it, you have a bit more than normal unit health, and you dont die because techinically you are a vehicle. And since hover tanks hover on water, you will have a jump which pushes you under the water for brief sneak around... :D

Is this possible? Just wanted to bring this idea to the attention of the swbf2 modding world, but I dont have my comp, so Im asking incase anyone has tried, or if its not possible in some way or another. Feedback? Comments? Concerns? Confessions?

Re: Clone Remnant: Rise

Posted: Sat Apr 19, 2008 9:01 pm
by Caleb1117
No, it's not, jett trooper anim's where made for things with human skeletons.

But if units will die trying to get in, make it auto piloted:

Code: Select all

SetPilotType = "self"
Remember to also give this code to any gunner seats, so they can operate on thier own aswell.

Re: Clone Remnant: Rise

Posted: Sat Apr 19, 2008 9:46 pm
by Grev
Wait, so I cant give the tank a jettrooper msh and give it its anims, since thats what I meant....

Re: Clone Remnant: Rise

Posted: Sun Apr 20, 2008 4:25 am
by DarthD.U.C.K.
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

Re: Clone Remnant: Rise

Posted: Tue Apr 22, 2008 2:37 pm
by Grev
Naboo

Well, I added Kashyyk water, so those of you who were unsatisfied during the beta with the lack of water, its finally in!

Im going to add a city surrounding the actual map, so it looks like the water is part of a canal system.

I removed that big outcrop base that the CIS had because I wanted the battle to be more chaotic on the map! But no need to worry, the base that was there has been moved, not removed.

Tanks work for both sides now.

I added a new jettrooper skin.

The map is a bit unbalanced due to the CIS having jedi, but Im sure that wont be the case when I remove the jedi's health regen.

Mustafar

I revamped the map, and Im really happy! Its an island with 2 passages to it, and an uncaptured cp in the middle. For some reason this map is unbalanced as well, although I have no jedi, and the sides are almost default. Im working on map layout.

There will be atst's walking around the lower lava area, or maybe on the island. Dont know which.

I may make the island bigger to be able to have atst's and Tankdroids/snailtanks.

Screens will be up later.

Im also fiddling with Campaign, although Im having a wee bit of trouble getting it.

Re: Clone Remnant: Rise

Posted: Tue Apr 22, 2008 6:10 pm
by Sky_216
Hints:
You can stop vehicles getting damaged in water by putting this line in their main ODF:
WaterDamageAmount = "0.0"
Just make sure you remove the old one.
The "self" pilottype can be really useful. You can do things like add lots more weapons to a vehicle, allow a HMP to fire lots of guided (not homing. guided) missiles at a time, be able to fly a gunship without having to take a bunch of troops away from the battle to fill up the turrets. And, of course, you can have plain automatic vehicles and turrets.
Just a personal opinion here: vary your sides. By that I mean make them different from each other, not just have classes that are almost exactly like their enemy equivalents (snipers all the same, heavies all the same, engineers all the same).

Your stuff looks pretty good. Mustafar in particular sounds good, 'cos I don't think there's been a custom Mustafar map yet. I notice you seem to be using my discgun... :wink:

Re: Clone Remnant: Rise

Posted: Tue Apr 22, 2008 6:50 pm
by Grev
Nope, its my own disc launcher idea...

Also, the sides are varied, massively...

Also, the sides vary by map. The units will look the same, but weapons most likely will change by environment.

Re: Clone Remnant: Rise

Posted: Tue Apr 22, 2008 8:41 pm
by JPI Dictator4life
Sounds awesome. I cant wait for the campaign maps!