WIP: Clone Wars: Landing at Point Rain
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Blade117
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Re: WIP: Clone Wars: Landing at Point Rain
Nice update.
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
I appologise to all of you who follow my weekly updates but progress is going to have to be canceled for the next week. I have too much work right now to do any modding but I promice I'll have something for you guys by next monday. I didn't even get a chance to touch my mod over this weekend because of schoolwork, i'll get back to the modding once I have time.
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Blade117
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Re: WIP: Clone Wars: Landing at Point Rain
*sadface*
C'est la vie.
C'est la vie.
- lucasfart
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Re: WIP: Clone Wars: Landing at Point Rain
Looking great! Found some geo canyon walls you might be able to use:
http://www.secretsociety.com/forum/down ... ects/misc/
http://www.secretsociety.com/forum/down ... ects/misc/
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
thanks lucas but I'm going to run into object limit if I use them.
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Blade117
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Re: WIP: Clone Wars: Landing at Point Rain
That is a lot of objects, again I fear for my ability to run this map.
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
No, thats alot of cliffs that I would have to coat in objects which would at least double my object count, and its only for the sake of shadows so I don't think its worth doing.
- Hawk
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Re: WIP: Clone Wars: Landing at Point Rain
Cool new pics. I can't wait for the releshed! 
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
Update!
I've gotten quiet a bit of work done since last week. I've added another legion to the gameplay, the all too familiar elite 501st. The 501st are unlockable units that require ALOT of points to play as but that are segnificatly tougher then the standard 187th troopers. The 501st consists of an elite clone trooper with more health, and firepower, then the 187th version. A rocketeer that is capable of killing enamy tanks and doesn't need the aid of the ATTE turrets to do so. And a leutenant whose taken over the buffing role previusly given to the medic and carries a rapid fire chaingun that has much the same effect as the droidekas machine guns, if it doesn't take cover it dies. On top of that i've given the artilerry guns a new type of shot, fixed ALOT of glitches and minor flaws and started working on the Geonosian factory.
Without further adue, here is todays screenshots gallery
I've gotten quiet a bit of work done since last week. I've added another legion to the gameplay, the all too familiar elite 501st. The 501st are unlockable units that require ALOT of points to play as but that are segnificatly tougher then the standard 187th troopers. The 501st consists of an elite clone trooper with more health, and firepower, then the 187th version. A rocketeer that is capable of killing enamy tanks and doesn't need the aid of the ATTE turrets to do so. And a leutenant whose taken over the buffing role previusly given to the medic and carries a rapid fire chaingun that has much the same effect as the droidekas machine guns, if it doesn't take cover it dies. On top of that i've given the artilerry guns a new type of shot, fixed ALOT of glitches and minor flaws and started working on the Geonosian factory.
Without further adue, here is todays screenshots gallery
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Captain Fordo
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Re: WIP: Clone Wars: Landing at Point Rain
Nice update I escpacially love the Airfieldwishihadaname wrote:Update!
I've gotten quiet a bit of work done since last week. I've added another legion to the gameplay, the all too familiar elite 501st. The 501st are unlockable units that require ALOT of points to play as but that are segnificatly tougher then the standard 187th troopers. The 501st consists of an elite clone trooper with more health, and firepower, then the 187th version. A rocketeer that is capable of killing enamy tanks and doesn't need the aid of the ATTE turrets to do so. And a leutenant whose taken over the buffing role previusly given to the medic and carries a rapid fire chaingun that has much the same effect as the droidekas machine guns, if it doesn't take cover it dies. On top of that i've given the artilerry guns a new type of shot, fixed ALOT of glitches and minor flaws and started working on the Geonosian factory.
Without further adue, here is todays screenshots gallery
Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:Hidden/Spoiler:
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genaral_mitch
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Re: WIP: Clone Wars: Landing at Point Rain
Have you even played FM's Christophsis? You should use X-wing missiles or something like that.wishIHadAName wrote:Does this look good or do you guys prefer a differant type of shot?
- Hawk
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Re: WIP: Clone Wars: Landing at Point Rain
That looks very good!wishihadaname wrote:Hidden/Spoiler:
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Blade117
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Re: WIP: Clone Wars: Landing at Point Rain
impressive update. I like the canon's current shot. The factory looks like it's coming along well.
- Lagomorphia
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Re: WIP: Clone Wars: Landing at Point Rain
Looks good.
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Darth_Spiderpig
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Re: WIP: Clone Wars: Landing at Point Rain
Nice update, but for the artillery cannon I recommend using a rocket with (sortof) blue trial effect. 
- Delta-1035
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Re: WIP: Clone Wars: Landing at Point Rain
Nice update. 
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
I'm hesitant about using rockets because i'm already killing my fx memory pool just by the number of units on the field... I can't really cut back any futher on counts. ATM is 120 reps vs. 100 droids, any less and the map won't look like a battle anymore. So i'm using as many non fx related things as possible, for example there is no glow on grenades and mines because really, who's ever seen a glowing grenade and whats the point of having your mines be so visible?
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Blade117
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Re: WIP: Clone Wars: Landing at Point Rain
You make valid points, and the less taxing this map is, IMO, the better. (Seeing as it may run on my comp either at all or at a playable rate.)
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CressAlbane
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Re: WIP: Clone Wars: Landing at Point Rain
That bug in pic 3 is TOAST!
Can't wait!
Can't wait!
- wishihadaname
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Re: WIP: Clone Wars: Landing at Point Rain
Update:
I've reskinned the tunnels, added a new model for the republic cruisers and did the impossible. To clarify, the "Things that are impossible in SWBFII thread" or something to that nature, said that it was impossible for fighters to strafe like they did in BF1, I thought otherwise. It seems that fighters shoot off a volley of fire almost randomly when they have terrain in front of them, so I set up the SP lines in dive bombing arcs that made the AI shoot at the ground in front of them which just happened to be some place were the infanty would be running. I also added an explosion about 5 units wide to the lasers making it much easier to strafe small targets. What I got was very nice, AI manned fighters strafe the battlefield with a volley of about 10-15shots killing anyone within 5 units of a shot and knocking down everyone within 10 units. It looked very realistic. So without further adue, here is todays gallery!
*note* i'll do another update at the end of spring break*
I've reskinned the tunnels, added a new model for the republic cruisers and did the impossible. To clarify, the "Things that are impossible in SWBFII thread" or something to that nature, said that it was impossible for fighters to strafe like they did in BF1, I thought otherwise. It seems that fighters shoot off a volley of fire almost randomly when they have terrain in front of them, so I set up the SP lines in dive bombing arcs that made the AI shoot at the ground in front of them which just happened to be some place were the infanty would be running. I also added an explosion about 5 units wide to the lasers making it much easier to strafe small targets. What I got was very nice, AI manned fighters strafe the battlefield with a volley of about 10-15shots killing anyone within 5 units of a shot and knocking down everyone within 10 units. It looked very realistic. So without further adue, here is todays gallery!
Hidden/Spoiler:
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