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W.I.P. Serenity Valley

Posted: Tue Mar 13, 2007 11:06 pm
by Alpha
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About:
If any of you have seen the Firefly T.V. Series, you will be anxious for this mod map. It takes place in the universe created by Joss Whedon in Firefly and Serenity (T.V. Show and Film respectively). This is the Battle of Serenity Valley that is shown in the pilot episode (that was never aired until after the series). You can find more information on Firefly at http://www.fireflywiki.org or at http://www.firefly.wikia.org.

Features
MODES:
-Conquest: Totally New Units on Both Sides that Represent the Alliance and the Independence Faction (Browncoats)
-Hero Assault: Play as the heroes (and villains) of the Firefly 'verse.
-Hunt: Play as the feverish Browncoats on the run or the savage Reavers who live to kill
MISC:
-No ammo or health droids, but specific boxes will allow you to glean supplies from them.
-Models from eddie, squipple, Ghost, t551t551, Moving_Target, and Murcador, pysch0fred, and Vyse

Gallery

Browncoats

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The Browncoat IF Rifleman is equipped with a Krylov Rifle, a standard sidearm, and Grenades. It is the backbone and most versatile unit of the IF.

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The heavy vehicular arsenal of the Alliance calls for heavy firepower on the side of the Independents. The Rocketeer is equipped with a rocket launcher, a standard sidearm, as well as grenades and mines.

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If the Rifleman is the backbone of the IF Forces, the sniper is its vitals. The sniper can cover distances quickly and can use an autoturret to protect himself. The Sniper is equipped with a M24 Sniper Rifle, a standard sidearm, and grenades and an autoturret.

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The medic keeps the IF running and is equipped with a shotgun, a standard sidearm, repair tools, and medical supplies.

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The only vehicle available to the IF in Serenity Valley is this thrown-together hover vehicle.

Alliance

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The Alliance Rifleman is trained like a commando and should act like one. Their Laser Rifle has infinite ammo, but can overheat. So use it wisely. They also are equipped with a standard sidearm and grenades.

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The Alliance Rocketeer serves a less critical purpose than the IF's, but their heavy weapons still come in handy. They also have a standard sidearm, grenades, and mines.

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The Alliance Sniper shares the M24 of the IF, but is trained much more than the IF. He also carries a standard sidearm, grenades, and a covering autoturret.

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The Operative of Parliament is the most forbidding weapon in the Alliance Arsenal. Confident, and armed only with a sword and the mysterious weapon of the Hands of Blue.

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The Alliance use this tank to take out the opposing jerry-rigged Independents hover platforms.

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The Alliance use their more powerful hover tank to blast the daylights out of IF outposts and clear the Browncoats out.

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This bulky medical vehicle is unarmed but can take a beating extracting troops.

The Battlefield: Serenity Valley

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The limited Alliance presence of Hera was changed when the war came and their new base houses quite the army.

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This valley-spanning bridge is the site of initial conflict in Serenity Valley.

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This choke point is necessary for the victory of either side.

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The IF may be a fledging power, but they still manage to down a small Alliance Frigate, but the forces inside were still intact.

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This bamboo forest and marshes is not an enjoyable place to be with people shooting in your general direction.

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The Serenity Township was the primary place of living, but this small community is now under heavy fire and occupation.

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The IF have a ramshackle base installed on the upper portion of Serenity Valley, but it is vulnerable to attack on three sides.

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This storage post is key to the supply lines to Serenity Valley. Whoever holds it holds the weapons.



RELEASE SCHEDULE

Alpha Version Done When:
-Remove Clone Wars Option (I'm just too lazy to get to that part right now)
-Localization (English and German only for Alpha)
-Finish Alliance Side
-Remove Laser Bolts for Browncoats
-Vehicle Weapons Finalized

Beta Version Done When:
-Hunt Mode Added
-Reaver Units Done
-Localize Hunt in English and German Only (see Final)
-Bugs from Alpha Version Resolved
-Loading Screen Added

Version 1.00 Final Done When:
-Hero Assault Added
-Localization in All SWBF2 Languages (Except non-Latin Character Languages)
-All Beta Version Bugs Fixed

Version 1.01 Final Done When:
-Bugs from Version 1.00 fixed
-*Possible* Add Firefly Music
-*Possible* Add Custom Sounds


Keep flying!
-Alpha

RE: W.I.P. Serenity Valley (v2)

Posted: Tue Mar 13, 2007 11:30 pm
by t551
If you want, I can make some models for you again (they won't suck this time) as long as you don't ask me to do cloth -- never could get that working.

Posted: Wed Mar 14, 2007 6:20 am
by Ateas
I liked the first one, but-will the alliance weapons have sounds this time?

Posted: Wed Mar 14, 2007 6:36 am
by Alpha
Everything should have sounds this time, Ateas. t551', I need shrapnel and scorched patches of ground for the no-man's land if you've got time. Some sandbags would be cool, but not necessary.

-Alpha

Posted: Wed Mar 14, 2007 10:29 am
by CamandoMichael
Sweet! I loved the first map!

Posted: Wed Mar 14, 2007 3:35 pm
by Xavious
I loved the first version. I can't wait for this. Just one thing, the texture color doesn't seem to fit with the props and buildings.

Posted: Wed Mar 14, 2007 6:56 pm
by CamandoMichael
Maybe you should put some ammo dispencers around the place. You just have to reskin them to look like boxes full of bullets and put them in caves or significant bases. (There were caves in the show.)

Posted: Wed Mar 14, 2007 10:14 pm
by Alpha
There were outcroppings in the show, but I don't have good models for them. I may do that. Maybe a medical one, too, who knows.

Posted: Mon Mar 19, 2007 4:52 pm
by Alpha
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A W.I.P. of the Browncoat infantryman. What do you think? Suggestions?

Posted: Mon Mar 19, 2007 4:58 pm
by Ateas
Hmm, I like it. :)

But, scince the browncoats are living constantly on the run from the alliance, plus they are on a desert planet, you should make the uniform grittier.

And is that a new gun model? I liked the "krylov" or whatever it is called better...

Posted: Mon Mar 19, 2007 5:00 pm
by Alpha
It's the default rebel rifle. I'll put the Krylov in when I get the skin down. And it's not really a desert...you'll be able to tell when you play the map. I can't take good broad screen shots yet because I haven't gotten around to removing the default blue fog. Thanks for comment!

EDIT: How's this:
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Posted: Mon Mar 19, 2007 5:27 pm
by Ateas
:shock: You did that in the 2 minutes between when I posted? Woah!

It looks great!

Posted: Mon Mar 19, 2007 5:49 pm
by Alpha
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Now the Krylov is back in!

**All modelers whose models are used in this project will be mentioned when the map is released.

EDIT: Also, keep in mind, EDITS are not marked as the post date. I responded to your question within two minutes but posted the skin later. However, I wish I could open skin, modify skin, save skin, upload skin, and post skin in two minutes. :D That'd be sweet.

Posted: Mon Mar 19, 2007 7:31 pm
by CamandoMichael
The weapons in the first one were a little silent. Could you add some sounds and make them REALLY loud to actually make you feel like your carrying a death weapon?

Posted: Mon Mar 19, 2007 7:42 pm
by Alpha
Sounds come last. They tend to be a pain to do, or so I hear. ;)

Posted: Mon Mar 19, 2007 9:18 pm
by Alpha
Update: Sounds are in for Krylov, but they are default Rebel Rifle sounds. More pics:

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and I've started on the Rocketeer. I'm in the process of adding the acents to the clothing and the grittiness. His helmet was also recolored.

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I wish more people would post...anyway, update (#3 for this post):
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Those are updated pics of the Rocketeer.




Update #4 for this post....
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Two Browncoats.

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Medic

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Final Rocketeer


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Medic Again

I'll start rearranging some things next. Weapons and such.

Posted: Tue Mar 20, 2007 11:54 am
by Alpha
*Shameless Bump because I did not feel like editing the last post for the fifth time*

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Final Sniper Skin (New Weapon not in yet)


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A sniper in the WIP forest


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Medic


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Glamor Shot

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Part of the battlefield (still working on unit counts)


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WIP Independents Base

Posted: Tue Mar 20, 2007 12:48 pm
by RC-1290
I wonder where that strange blueisch color on your objects comes from...

Posted: Tue Mar 20, 2007 12:51 pm
by Alpha
It's a default fog thing. I haven't gotten around to it yet. I've finished redesigning the Independents base, and I'd like to add IF vehicles next. Then I'll start working on the Alliance side.

Posted: Tue Mar 20, 2007 2:10 pm
by Epena
Looks really sweet. One thing you should keep in mind though, is when you place plants, there has to be a reason that they are growing there. See, right here, there's no reason that a planet would be here. Image

If, instead, you had the terrain go down a bit there, and make that area have a small pool of water, it would be more logical for reeds to be growing there. Or even made the ground texture look muddy or wet or something. Trees can grow pretty much anywhere, but the reed forest looks...well, not real.

And outside buildings the ground should show more wear.

It's all in the atmosphere.