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Rebel Uprising! - first map - BETA released (page three)
Posted: Tue Jan 19, 2010 8:19 pm
by myers73
Ok, so here goes....
This is my first mod that I am happy enough with to publish anything about. The working name right now is
Rebel Uprising!. The map is a nabooesque type city that has been overrun by the imperials in the first few months after the fall of the republic. A band of Rebels has decided to stage its first major resistance against the empire here.
COMPLETION:
Mapping to do: New terrain textures, lighting, props (such as fountains and benches), and vehicles.
Mapping completed: layout, barriers, CPs, planning.
Sides need tweaking and expanding.
SIDES
IMPand
ALLhave almost same stuff, minor tweeks
trooper1-
full-auto rifle-unlimited ammo-heat limit-fast fire rate less damage
(imp = full-auto)(all = semi-auto + more damage) pistolunlimited ammo-heat limit-slow fire normal damage
nade x3 - sticky to people - bigger blast radius than stock - same for all units
trooper2-
semi-auto burst rifle - unlimited ammo - heat limit - slow fire rate high damage
same pistol and nades
trooper3-
semi-auto sniper rifle - unlimited ammo - slow fire rate fast to overheat
ditto on pistol and nades
trooper4-
shotgun (imp = 5 shots/clip full-auto less power high recoil)(all = 2 shots/clip semi-auto more power same recoil)
please if you have any ideas for units or props please post, all suggestions will be considered.
Credit goes to AQT and DEVISS-REX for rebel models and skins. Saviour for AWP sniper rifle.
SCREENSHOTS
Re: Rebel Uprising! - first map
Posted: Tue Jan 19, 2010 8:24 pm
by genaral_mitch
Sounds good, hope there's an AT-AT walking down the streets...
Re: Rebel Uprising! - first map
Posted: Tue Jan 19, 2010 8:26 pm
by myers73
wont see that, sorry, it would be like seeing an H1 hummer in the back alleys of italia, even though this map does have some wide open spaces.
Re: Rebel Uprising! - first map
Posted: Tue Jan 19, 2010 8:59 pm
by genaral_mitch
Hovernauts? Anyway, I like the blue ground texture XD.
Re: Rebel Uprising! - first map
Posted: Tue Jan 19, 2010 9:30 pm
by myers73
...its b/w
Re: Rebel Uprising! - first map
Posted: Tue Jan 19, 2010 11:07 pm
by bobfinkl
With a not so quick glance over the screenshots, I love the environment (in fact reminds me of an old map I scrapped due to laziness). However if you want an excellent map it is far from complete, and I have a few suggestions for you
1. Change the ground texture, it doesn't seem awfully right to have rubble on the streets of a clean city that only just began to have a battle (nor does it fit with the objects around it), and don't use the same ground texture in all parts of the map it makes things bland and repetitive
2. The lighting is good for looks, but I think it may be a bit too dark to see much the map or the enemy, I suggest a dark cyan, oh and don't forget to always "Burn the terrain" after you make lighting changes it makes a huge difference.
3. More cover, add little benches and such scattered around the maps, the (way too many) lamps around the map don't provide much cover and make things all look the same
4. Diversify things, get loads of different sets of props in areas, it helps the maps looks, it allows for replayability, and gives the player much more options in the gameplay they get.
5. Try adding some "non-city" sections of the map, like parks lakes, indoor sections of buildings (this may be a bit harder to do but it would be worth it), it helps give better gameplay, makes the city look overall better, and gives landmarks so the player doesn't get lost in a place that is essentially all the same.
Just some tips, feel free not to use them but I highly reccomend it

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Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 12:15 am
by myers73
as i said, the ground texture will be changed, i was just about to shoot myself over the stock yavin grass.
I havnt started the lighting yet, just darkened the global, I want to add directional lighting from all the lamps.
yes i doo want to add benches and such, which models do you suggest, i need some non-naboo ones
4, good point
5, not much in the way of buildings is gonna change, im trying, as part of this map, ro make AI as efficient as possible, and lots of levels and tight hallways arent friendly towards them.
Ill post some updates this weekend, ill try to work on it a little each day this week.
Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 7:15 am
by YaNkFaN
looks good maybe make some of the buildings closer together and add some ground props. The biggest problem i've seen with new maps and using nab objects is that people leave the ground completely empty and don't realize the scale of ZE. One square in ZE is 8mx8m (meters). Which is about 2 clone troopers by 2 clone troopers. Just keep that in mind.
Edit:
Thanks Staff =D
Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 7:28 am
by lucasfart
YaNkFaN wrote:One square in ZE is 5mx5m (meters). Which is about 2 clone troopers by 2 clone troopers. Just keep that in mind.
@ Yankfan - haha, are you saying that clone troopers are 2.5 metres wide
@Myers - for a first ever map its looking pretty awesome! although bobfinkl's suggestions sound pretty good to me

also maybe add some turrets randomly across the map? maybe some vehicles? i dunno.....its up to you really.
Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 8:45 am
by Battlefiler
so so

Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 4:06 pm
by sampip
The map has a nice looking design but I'm not a big fan of the purple either. Just add a bit more detail - you can do a lot with nab_prop_iplanter and nab_prop_lplanter and a few trees (from Yavin). Just a a few everynow and then to border the streets. Other than that, looks cool !

Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 7:36 pm
by bobfinkl
myers73 wrote:yes I do want to add benches and such, which models do you suggest, I need some non-naboo ones
DarthD.U.C.K. had some Kashyyyk benches he has been tellling about around GT for some time, I suggest those, and if you can't get your hands on that bench then just reskin the Naboo bench
myers73 wrote:I haven't started the lighting yet, just darkened the global, I want to add directional lighting from all the lamps.
When you do, a dark cyan is the best for keeping things visible while creating a believable night setting, and for the lamps I suggest an omnidirectional (not a directional) light near those, but you will most likely end up just creating ShadowRegions for them (and if you do, make sure you add some around the buildings as well they create light too).
myers73 wrote:5, not much in the way of buildings is gonna change, im trying, as part of this map, to make AI as efficient as possible, and lots of levels and tight hallways arent friendly towards them.
No need to actually do this in your map because you don't want to, but to correct some false statements, I never said anything about different levels, and hallways are very easy for AI to traverse (although it is a bit time consuming to make the barriers for hallways and corridors).
Re: Rebel Uprising! - first map
Posted: Wed Jan 20, 2010 10:26 pm
by myers73
i just played though it again, and yes, it needs a lot more props, but i dont want to just throw stuff in there to fill up space. has anybody made a model of like a cart, for a vendor, and maybe some mass transit bus-type air-cars that i can have on the side of the road and spilled out into the middle.
Re: Rebel Uprising! - first map
Posted: Tue Jan 26, 2010 8:38 pm
by myers73
QUICK UPDATE
the map has progressed a bit, mostly deciding on models to use and finding new ones/ having them made. still need some street vendor assets and bus/car type assets(star wars of course, like cloud car or coruscant car)
the sides are now almost done, the imperial side is about 90+% complete featuring an imperial police unit boasting a RIOT shield that can block and well as beat, and tear gas.
http://www.xfire.com/profile/myers73/screenshots/. For the rebels i just need to add a spy and a big hairy carpet

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Re: Rebel Uprising! - first map
Posted: Tue Jan 26, 2010 8:58 pm
by lucasfart
the riot trooper looks pretty good....could you post some screens with better lighting as its a bit hard to see clearly. also are riot shields effective against guns??

Re: Rebel Uprising! - first map
Posted: Tue Jan 26, 2010 9:19 pm
by myers73
yes, it is basically a lightsaber....but better. you can block enemy fire as well and bash people. also thinking of giving him a stungun for knocking over people.
EDIT: ill probably finish the sides, excluding skins and all addons, tonight, and im just modding the stock unit ODFs so if you want i can post them and you should be able to substitute them for the stock ones.
Re: Rebel Uprising! - first map
Posted: Sat Jan 30, 2010 3:19 am
by B-1Burt
Looks pretty decent, better than most first maps. Pretty much all the flaws and iprovements have been suggested, so there's not much I can say that hasn't been said. I like the looks of the Riot Shield, I know a lot of people might want the assets to that after you're finished with the map.
Re: Rebel Uprising! - first map
Posted: Tue Feb 02, 2010 11:06 am
by Hawk
look's good!
But you must work on it. Then is perfect.

Re: Rebel Uprising! - first map
Posted: Tue Feb 02, 2010 12:05 pm
by Eggman
B-1Burt wrote:I like the looks of the Riot Shield, I know a lot of people might want the assets to that after you're finished with the map.
Including me.

I've had an idea bouncing around my head lately involving a unit almost exactly like that.
Re: Rebel Uprising! - first map
Posted: Wed Feb 03, 2010 1:30 am
by myers73
yes, ill talk to rancor, who helped/made most of the riot shield and the combo about releasing, but not before i have released this map, which will be pushed back quite a bit since i have a super duper important interview that im getting ready for