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Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:12 pm
by MasterSkywalker
It's been nearly two years since I started working on this map. Several comebacks have been announced throughout the year (making me feel like I'm creating Duke Nukem Forever, because I never actually had enough stuff to begin with), but now I restarted from scratch and development is going great. For the people that can't remember it, here's the storyline:

This map set about 2 months after Order 66.

A few Jedi managed to get out of the Jedi Temple on time.
After a brief meeting with rebel leader Mon Mothma, they were escorted by the Alliance to the planet of Naboo, to reinforce the local forces on the planet who are in heavy combat with the Empire. They ended up in an asteroid field, surrounded by the Imperial 9th Naval Army...

The map has been renamed, the first beta has been tested (and approved!) and a preview video is on the way!

The unit layout really has changed the past 24 hours, and the Imperial Officer has been replaced by a brandnew class: the Naval Sergeant! He's all about heavy weaponary, and I love the guy who made the helmetless Cody model! (Heil AceMastermind! xD)

The video and more information coming soon!

EDIT: The video is here! :D
http://www.youtube.com/watch?v=N0tiG-7tubo

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:19 pm
by Aman/Pinguin
Sounds good, I'll wait for screens/videos
MasterSkywalker wrote:(Can't remember who it was, I'll edit him in once I remember who he was :P)
- Soul

AceMastermind

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:48 pm
by MasterSkywalker
Aman/Pinguin wrote:Sounds good, I'll wait for screens/videos
MasterSkywalker wrote:(Can't remember who it was, I'll edit him in once I remember who he was :P)
- Soul

AceMastermind
Cheers m8!

Here's the video! :D
http://www.youtube.com/watch?v=N0tiG-7tubo

NOTE: Imperial vehicles have not been implemented yet, so you'll just see the stock ones.

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:52 pm
by Xavious
This looks great! Though I would recommend reskinning the Tantive IV hallways to fit with the rest of the ship. (The hangers and default rooms)

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:53 pm
by Aman/Pinguin
Yeah really cool, laughed a bit when i heard the music. :lol:

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 2:55 pm
by MasterSkywalker
Xavious wrote:This looks great! Though I would recommend reskinning the Tantive IV hallways to fit with the rest of the ship. (The hangers and default rooms)
I didn't get to that part yet: Next up is doing the Imperial Interior and then duplicating the Capital ships (I want 3 ships on every side)
Aman/Pinguin wrote:Yeah really cool, laughed a bit when i heard the music. :lol:
That was the entire point :P

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 3:03 pm
by Maveritchell
Work on some of that interior polishing, some things look kinda sloppy. And make sure that your interior work doesn't come at the expense of the "space" part - it looks like you've done a decent job at making sure that your interior isn't just AI clumped in a few places, but by the same token I hope this doesn't mean that the dogfighting arena is empty.

It looks interesting, though, I'm looking forward to seeing what comes out of this.

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 3:38 pm
by MasterSkywalker
Maveritchell wrote:Work on some of that interior polishing, some things look kinda sloppy. And make sure that your interior work doesn't come at the expense of the "space" part - it looks like you've done a decent job at making sure that your interior isn't just AI clumped in a few places, but by the same token I hope this doesn't mean that the dogfighting arena is empty.

It looks interesting, though, I'm looking forward to seeing what comes out of this.
It definately isn't man, there's still loads of fighters in the air (I have no idea why, but there seems to be more than usual xD)

This might become a problem when I work on the multiple capital ship part, but then I could always try upping the amount of units. I expect that'll need to push the engine to it's limits to make everything in here possible :P

I tried the easiest way of making it fit better: I simply made the texture darker :P (left the lights their original brightness though)
Image

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 4:59 pm
by Grev
Why capturable cps? Where would your other team spawn?

Re: Order 66: Mission #1: Strike Two

Posted: Sun Apr 06, 2008 7:06 pm
by ARC_Trooper_phi658
wow! I just saw the video for the first time. I think you did a really good job. Although, I like the interiors better befor eyou darkened them.

Re: Order 66: Mission #1: Strike Two

Posted: Mon Apr 07, 2008 10:50 am
by MasterSkywalker
Grev wrote:Why capturable cps? Where would your other team spawn?
There MULTIPLE Capital ships. This makes boarding a Capital ship WAY more usefull, and each Capital ship has 3 CP's to begin with! (Might need to take out the Rebel Troop Transport to make that work, but this is a huge aspect of the map.. It might sound stupid, but it's awesome :P)

Re: Order 66: Mission #1: Strike Two

Posted: Mon Apr 07, 2008 12:50 pm
by Lysia_Keyes
Cool, this sounds really good. I like the multiple capital ship idea. Itll make boarding parties way more fun as well :thumbs:

Re: Order 66: Mission #1: Strike Two

Posted: Mon Apr 07, 2008 2:07 pm
by MasterSkywalker
Alright chaps, the first Mon Calamari is as good as finished! (Bot pathing and Barriers are set, no more running into walls :P)
Work on the Imperial interior has begun, which is going to be very tight and everything will need to fit perfectly into place.

I won't clear up the flaws in the Rebel Capital Ship, but cover them with obvious objects. The reason for is, is because I want to make it look like the Rebels were panicking and quickly threw everything they had out there to slow the Imperials advance.

The corridors will remain as dark as shown before, to create the illusion that the lightning is running on Emergency power (all the regular power being re-routed to the Turret defenses)

I'll try to get some pictures out there later today! :D

Re: Order 66: Mission #1: Strike Two

Posted: Sun Jul 20, 2008 1:02 am
by Hornet5509
ive been waiting for this map far quiet some time now, lol im glad to see you back up and working on it, i can wait to jump into that N1 and shoot down some baddies,

Re: Order 66: Mission #1: Strike Two

Posted: Sun Jul 20, 2008 1:14 am
by Lord Bardar
looks nice, gj on the space marine, face looks just like Jango. also, the white corridor is just fine for a Mon Calamari cruiser. if you remember in RotJ, on Home One, the interior walls were white.