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Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 6:52 pm
by Maveritchell
I know it's been a while since I've updated here, but the real problem with writing a story is that I can't show too much without giving story bits and pieces away - so I don't really have the opportunity to be very liberal with screenshots. However, I do have a few for you guys, and a few updates:

What's been done:
-Story mode complete, needs some minor tweaks. Map needs only a couple visual touchups. A couple screenshots from later on in the story mode:
Hidden/Spoiler:
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-I know I said I preferred the lighter sky, but I tried out a different one just for giggles, and I think it aids the "survival" theme of the story better than the original sky:
Hidden/Spoiler:
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-I also spent a lot of time doing some sound work. I did some custom voiceover work for this map, and I created some custom vehicle sounds, since nothing really fit a submarine quite like I wanted it. I mixed helicopter engine sounds with underwater passive sonar to get this result:
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Previous post:
Hidden/Spoiler:
Thanks for any suggestions for dialogue, guys. I've added a few; make sure to ask around when you play and see if anything you wrote ended up in there.

[quote="k'kruhk"]Will there be a conquest mode for these maps? i.e. not-campaign, for those of us who would just like to shoot things up instead of following a story?[/quote]

Of course, although there should be plenty of shooting in the story, too. This isn't designed exactly like my Spira map - Spira was much more of an RPG - with complicated leveling, more puzzles, more cerebral stuff. This story is going to be much more action-oriented.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 6:59 pm
by Sky_216
Incredible work Mav. That darker 'sky' really does add to the dark, all by yourself, gloomy theme. And those interiors look amazing. Well done. :thumbs:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 7:43 pm
by Fluffy_the_ic
Perfect submarine sound, man! And I see somebody liked the TFU stormie helmet designs. :P

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 8:28 pm
by Ping
You gave the stormtroopers wacky helmets! Not that it's bad, it actually makes the level seem more appealing. I also saw in the screenshot a few red barrels, which means:

Red barrels + gun fire/blaster fire= Big Boom!!!! :runaway:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 8:40 pm
by Fluffy_the_ic
Ping wrote:You gave the stormtroopers wacky helmets! Not that it's bad, it actually makes the level seem more appealing. I also saw in the screenshot a few red barrels, which means:

Red barrels + gun fire/blaster fire= Big Boom!!!! :runaway:
Not weird helmets, TFU'd helmets. Or maybe they were originally from summin else, and TFU just re-used them.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 8:44 pm
by Maveritchell
Fluffy_the_ic wrote:Not weird helmets, TFU'd helmets. Or maybe they were originally from summin else, and TFU just re-used them.
They're actually an unused asset from the Conversion Pack - the "hazard trooper," but yes, they do bear a passing similarity to some of the stormtroopers from Force Unleashed.
Ping wrote:You gave the stormtroopers wacky helmets! Not that it's bad, it actually makes the level seem more appealing. I also saw in the screenshot a few red barrels, which means:

Red barrels + gun fire/blaster fire= Big Boom!!!! :runaway:
That's the idea, actually. Those units are tougher units to kill, and you can use strategically placed barrels to your advantage.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Oct 28, 2008 10:12 pm
by FragMe!
hey Mav glad to see the dock and sub are working good now great sounds too. All you need to work on now is you sub piloting :funny2:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Nov 04, 2008 6:30 pm
by AlexSecura
Beta Review:

It looks more like a Final Version,than a Beta and reminds me to Otho Gunga.But only a bit.It´s a very fast and enjoyable Combat Map and it rocks running figthing forward through these Shield Tunnels while you have in Backround a very detailed Deep Sea Ambience with a nice created Sea Bottom.

I played C,GCW and K conquest and dont found any Bugs or Textureglitches
Hero Assault-) not tested.
In this Map i loved again playing the Jet Trooper.In the last Time i used this Unit very rare but here he rocks.
Aayla and Bossk as Heroes are a great choice. Aayla fits very well to the Environment.
Bossk`s Primary Weapon Effect should be changed,it doesnt really fit.

Like you know,im not the biggest KotOR Fan,so i gave it a try. i liked to play it here on Republic Side.The Jedi Gunman is also very funny and makes fun to play.

Things you could add/change,if you like:
The 3 Spotlights,that you have placed outside of the Tunnels ,could move to bring more Life to the Sea bottom.
Also some fishes swimming around there,would look nice.
Deep Sea Fishes for Conquest Mode like these,but only if you like and if it is possible:
http://starwars.wikia.com/wiki/Sando_aqua_monster
http://starwars.wikia.com/wiki/Opee_sea_killer
You could darken the Map,its a little bit to bright for a Deep Sea.But it looks so or so awesome.This Map is very High Quality.
The submarine cocpit view looks geat.
A bit faster reload for the JetTrooper`s EMP Launcher :-)
AI Path.Sometimes AI runs into Objects and build a Pride at think CP.1 or some at Stairways.Besides of that,the Bot Planning is very well done,The AI fights good on the Way they need to walk.
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Two or Three Tunnel Entrances are too long and doesnt fit to he others.
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Both Dock Buildings are floating.The Dock and the Submarine inside are looking very cool.
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At the Middle of the map is a Room with some Consoles,you could add here some more stuff like Screens some Gonks and/or the Hoth Computers or so.
Only some cool Pics
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Some work on the Clone Skins would also been nice.The actual used 501St Skin from Patch 1.3 could be changed to another Legion like 327th or what ever.

Actually i only played the Story Mode for like 5 mins.Everything seems allright and understandable.
Need to look into it when i have more Time.
Could you maybe make the Story based Lines larger?I have Problems to read them in the Resolution 1920x1080.
I play 3m far away fom the Screen ;-)

Filefront Rating xD^^
Tech: 9
Quality: 10
Gameplay:9
Creativity: 10
Item Placement: 10


Well Done,Mav.
Thanks for been tester for this Candy.
Cheers

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Nov 04, 2008 6:44 pm
by Commander_Fett
This map is sounding so completely awesome. This is kinda like something I had planned for one of my maps.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Nov 04, 2008 6:50 pm
by Sky_216
Very impressive work Maveritchell. BTW, need some custom fishies? (just swimming ones, not giant ones like those Alex mentioned).

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Nov 04, 2008 7:02 pm
by Maveritchell
Skyhammer_216 wrote:Very impressive work Maveritchell. BTW, need some custom fishies? (just swimming ones, not giant ones like those Alex mentioned).
No, thanks. Remember, there's no actual water in this map, so I'd have to use birds or animated props (neither of which look very good - I've already tried a number of custom birds, even things like manta rays which might work as birds - and in the case of animated props, I'd be overloading on objects if I wanted to have an even dispersion).

And thanks Alex, for testing it out. Like you mention, the pathing is the only real point of contention (although I don't think it can get any better) - pathing around the large number of props is unwieldy, to say the least. And the docks floating is intentional - since it's underwater, I let the architecture be a little freer in terms of having supports where it might be logical - plus I like driving the sub under the base. :)

And I made a couple of environmental changes after I sent things out to testers - the map is darker (and bluer), and the sea-ripple light texture is now animated (so it looks a lot more like a seafloor). It looks much better (and more eerie, especially in story mode), if I say so myself - I had a lot of fun doing the environment for this map.
A bit faster reload for the JetTrooper`s EMP Launcher
All the sides are stock sides, except for Bossk and the sides for story mode.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Nov 04, 2008 7:36 pm
by AlexSecura
Maveritchell wrote:
A bit faster reload for the JetTrooper`s EMP Launcher
All the sides are stock sides, except for Bossk and the sides for story mode.
I know.That only a wish from my side. :-)
Actually,if oiginal or Mod Map,the Jet Trooper is ever underpowered.
He should get a a bit more Power in all Abilitys like Armor,Fuel and reload Time.
I doesnt mentioned it before but to see a Rep Commando Unit would also be nice. :lol:
Do you plan to add another Clone Legion?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Nov 05, 2008 3:15 am
by Nova Hawk
Looking very nice Mav, I'll be watching this...

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Nov 05, 2008 3:26 am
by Guest
the helmets look like swamptrooper helmets from jko, just white instead of green

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Nov 05, 2008 11:41 am
by FragMe!
This is truly a work of art, the from the subtle shimer on the units to the whole underwater feel.

Since I was lucky enough or right place at the right time I can also say it plays nicely online as well, Mav doesn't pay nice but the game does :D jk.

As mentioned though the only thing I'd do is add a neutral CP in the middle dome, and if not then remove or reduce the bleed.
Oh btw if you wanted my animated search lights you are welcome to them.

There are other things for hunt but I shall talk to you on Xfire about them.

This map is lots of fun!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Nov 05, 2008 4:43 pm
by Maveritchell
AlexSecura wrote:Do you plan to add another Clone Legion?
I actually like the 501st personally, but since you asked: I added a bit of scripting that, if you have the Conversion Pack installed, will randomly choose from one of six clone legions every time you start the map.
As mentioned though the only thing I'd do is add a neutral CP in the middle dome, and if not then remove or reduce the bleed.
I'm not putting a CP in the middle dome, just because having one there makes pathing even more of a nightmare. However, I did add two extra CPs on opposite sides of the facility (so two of the domes have two CPs each), which seems to help prevent easy bleeding of one team.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Nov 05, 2008 5:08 pm
by Null_1138
Maveritchell wrote:
AlexSecura wrote:Do you plan to add another Clone Legion?
I actually like the 501st personally, but since you asked: I added a bit of scripting that, if you have the Conversion Pack installed, will randomly choose from one of six clone legions every time you start the map.
:bowdown: That would awesome!

Great work on this!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Nov 06, 2008 1:54 am
by Darth Revan
That is pretty awesome does that meen a different hero every time to?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Nov 06, 2008 2:27 am
by Nova Hawk
Whoaw yeah, that would be awesome!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Nov 06, 2008 2:36 am
by Maveritchell
Darth Revan wrote:That is pretty awesome does that meen a different hero every time to?
I could do that, and I actually wrote the code out for it too - but then I realized that this would make the map online-incompatible for that mode. As long as only the legions are changing (since they're just texture changes), then technically online should still work (maybe). I'll look into it more.