Kashyyyk: Jungle Outpost [Update 5/14]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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SpartanA259
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Post by SpartanA259 »

Looking good.
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Post by Cerfon Rournes »

kinetosimpetus wrote:
yuke5 wrote:Off the top of my head, I know kinesemtous made the DC-17.
If that's me, that's a pretty... creative... spelling. :o
Offtopic: Sometimes on GT and BF2 online, people call me Cerforn Rournes.. :P
Ontopic: Good to hear that this map is still being worked on. :)
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Post by yuke5 »

kinetosimpetus wrote:
yuke5 wrote:Off the top of my head, I know kinetosimpetus made the DC-17.
If that's me, that's a pretty... creative... spelling. :o
Fixed

EDIT:

KOTOR Conquest added. I'll be adding hero assault as well very soon.
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Re: Flooded Oil Refinery FINAL [UPDATE 1/25]

Post by Cerfon Rournes »

yuke5 wrote: KOTOR Conquest added. I'll be adding hero assault as well very soon.
KOTOR? Awesome. :) I haven't seen those sides in a while.
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Re: Flooded Oil Refinery FINAL [KOTOR Added]

Post by CressAlbane »

KOTOR should play well, from what I remember of the beta. I expect it'll fit right in.
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Re: Flooded Oil Refinery FINAL [Big Update]

Post by yuke5 »

Alrighty, I've got a lot of stuff to cover.

NEW HEROES
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BX Commander
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Modified Rifle
Vibroblade
Clone Captain
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DC-15A Rifle
DC-17 Pistol
Orbital Strike Droid (Eggman's)
CIS SIDE

Super Battle Droid
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The super battle droid is now an unlockable unit. He's really just a suped up version of the stock SBD.
BX-Commando Droid
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Modified Rifle (Fires in bursts, but more damage)
Commando Pistol
Disguise Kit
Timebombs
New Shotgun Model
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Made by Sky 216
Republic Update

Jet Trooper
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Not much of a difference from stock. I added the amount of Jet Time, and replaced the commando pistol with a machine pistol, the DP-18p. The DP-18p reheats, but fires quickly. The JetTrooper is unlockable at 16 points instead of 12 (This is subject to change)
CONTEST

I've made a Clone Captain, but I don't have a name for him. PM me if you have a name idea. If it's really cool, I'll make it that Clone Captain's name. For example, Captain ______

That's about it. I've just got to localize everything and get rid of all the floating icons and the map will be ready. If anyone has any ideas for the sides or in general, I'd be happy to consider them. Expect Flooded Oil Refinery FINAL to be released in two weeks, tops.
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Re: Flooded Oil Refinery FINAL [2/12/2012 Update]

Post by yuke5 »

Okay, I'm sorry that I'm taking so long, but I'm trying to make the map as good as it can be. So,

Bad News: Release Date is being pushed back.

Good News: New Game Modes!

DT Hunt:
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Description:
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This game mode is essentially a carbon copy of the one in RAS Prosecutor: Hangars I found the gamemode a lot of fun, so I added it to Flooded Oil Refinery. I hope AQT doesn't mind.
BFX Hunt:
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Description:
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Alliance Commandos VS Imperial Commandos Death Match
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Apparently the Matrix runs on zero-engine. :funny2:
Plans:

I plan to add a mandalorians vs Republic Hunt mode for KOTOR among some other super-secret gamemodes. I'm currently also in progress with a Wookiee side in GCW. It should be balanced out to work with stock IMP sides. Right now the side is still pretty WIP, but I'll post pics/info once more work has been done. Feel free to ask any questions or pose any suggestions. I value your input greatly.

EDIT: Oh yeah, and I've got iron sights working for CW. I'll see what I can do in GCW later.
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Re: Flooded Oil Refinery FINAL [2/12/2012 Update]

Post by Unlucky13 »

yuke5 wrote:Release Date is being pushed back.
Take as long as you want, this map is worth the wait.
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Re: Flooded Oil Refinery FINAL [2/12/2012 Update]

Post by Cerfon Rournes »

Unlucky13 wrote:
yuke5 wrote:Release Date is being pushed back.
Take as long as you want, this map is worth the wait.
QFT
Nice update. :thumbs:
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by yuke5 »

GCW UPDATE:

Imperial:

The Empire is still young. In fact, the 41st elite still sports its green armor.

Stormtrooper:
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The skin pictured is an edited version of AQT's 501st stormtrooper skin from the "feel free to use my skin thread." The unit (as of now) does not deviate from stock gameplay.

Shocktrooper
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The shocktrooper features a rocket with a two shot clip, and the ability to lock on to infantry, but the reload is six seconds as apposed to four.

Scout Trooper
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The sniper rifle is closer to stock than the clone one. Damage rates are normal, however, there is increased kick (but a reticule is available when not scoped)

Imperial Engineer
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The Imperial Engineer is ready for CQC. His shotgun has twice the stock clip size, and although semi-auto, the delay between shots is far less than the stock shotgun as well, although less damage is done.

Mystery Officer Class
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I have not yet decided what to add as an officer unit. I have a couple ideas, but I haven't decided which yet. I may add a trandoshan mercenary, but it doesn't seem like to empire to cooperate with alien scum. I added an officer unit, but he seems out of place in the TFU era. I think I may just add an evo trooper or a jet trooper.
Storm Commando
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This unit is still very WIP. Details will be posted later.

WOOKIEE SIDE

So far, the wookiees feature stock models and such, so I don't feel the need to post pictures (also because I'm lazy :sleep: )

Wookiee Warrior

The wookiee warrior uses a semi-auto single shot-at-a-time bowcaster. However, it is more accurate than the Imperial Rifle.

Wookiee Rocketeer

Uses a single shot rocket launcher, with a four second reload. However, it can lock on to infantry.

Wookiee Longshot

Equipped with a long range bowcaster, the wookiee longshot is a match for any Imperial scout.

Wookiee Mechanic

Holding a standard Flechette launcher like a pistol, the Wookiee Mechanic fires the entire clip at once. The range may be short, but it is very wide, capable of killing multiple foes at once. (Sort-of like a sawn-off.)

The two unique Wookiee units are both very WIP.

OTHER STUFF

I'm working a new weapon, a flare gun, for the Imperial hero. The gun shoots an orb similar to a grenade which sticks to anything. (Hebe's Orbital strike beacon). Once stuck, the orb gives off smoke (busterkinkade's smoke fx) which calls in a bombing run. I'm also considering a version which calls in reinforcements, (if possible, I remember seeing a thread about it somewhere. If not, oh well.)

BUGS

-Fire not displayed in firepit. A real head scratcher, if I can't fix it, I'll just have to find some new props to fill that area.

-glowy stuff around props when lighting set on high. I saw the thread about it, and I'll fix it. I've just been preoccupied with other stuff.

-getting the smoke to spew at the right moment and last for the right amount of time.
Last edited by yuke5 on Sat Mar 10, 2012 5:26 am, edited 2 times in total.
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by CressAlbane »

Exciting update! The new imperial units look great - they match the enivronment well.
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by Webster27 »

Could it be that the flare gun idea is a bit of a copy of DTII ? I like the way the map is coming together, a must download !! :thumbs:
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by Maveritchell »

Webster27 wrote:Could it be that the flare gun idea is a bit of a copy of DTII ?
An orbital strike beacon is nothing really new.
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by yuke5 »

Webster27 wrote:Could it be that the flare gun idea is a bit of a copy of DTII ? I like the way the map is coming together, a must download !! :thumbs:
Well, my overall idea isn't original really, it's just another way to call in an orbital strike. I just like the idea of a flare gun method. I was considering changing the delivery of the orbital strike, where instead it was a bombing run, or it could be a designation for snipers to shoot at, or units could spawn in where the smoke is present.
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by Cerfon Rournes »

Nice job. :thumbs:
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Re: Flooded Oil Refinery FINAL [3/6/2012 Update]

Post by yuke5 »

I don't have the "flare" parts of the flare gun working, but I do have the mechanics down. Then again, Hebe's Simple Orbital Strike Beacon was the base for my flare gun, so I guess the mechanics should be fine. Nonetheless, there were a few bugs I had to squash. Check out this video:

http://www.youtube.com/watch?v=cjapU_GK ... e=youtu.be
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I didn't mean to cut out the end so soon, but it only occurred to me after I uploaded the video, and that took 30 minutes. In case you didn't see it, instead of laser bolts, they were proton torpedoes.
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Re: Flooded Oil Refinery FINAL [3/10/2012 Update] [VIDEO!]

Post by Noobasaurus »

Looks great! I do like orbital strikes!
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Re: Flooded Oil Refinery FINAL [3/10/2012 Update] [VIDEO!]

Post by Marth8880 »

So I've been secretly watching this map for quite a little while, and I must say that it's really looking spectacular! Great work, yuke5! :thumbs:
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Also, I have a little proposal for you: even though this map is not from the same universe, would you be interested in plugging this map in with my mod? I really feel that the two would fit very well together, and I am very interested in your map. If this is something you would be interested in doing, send me a PM or message me on Xfire. Oh, and by accepting, you will be made a beta tester for the mod, obviously, since, well, you know, you kinda' have to be able to test your map and make sure it works with the mod, of course. :lol: (Also because I feel you would be a good asset to the team. :P)
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Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he

Post by yuke5 »

Clone Captain Update

Well, I've given Captain Keil a makeover.

Congrats to Marth 8880 who won the name contest.

He has his helmet back on, but is wearing full gear, complete with pack and kama. Not only that, but now Captain Keil sports two DC-18p blaster pistols. Although inaccurate, they are fully auto and tear up any enemy at close range.
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And that's about it. Further work will probably be done on Captain Keil, I'll probably mess around with his secondaries, but I'm enjoying this as a base setup.

EDIT
Mass Effect!

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Flooded Oil Refinery is now compatible with Marth's Mass Effect mod!

Double posting is against the RULES; please EDIT your post instead -Staff

Edit: Sorry, it was late, and I wasn't thinking. I'll be sure to catch it in the future.
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Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he

Post by CressAlbane »

Cool! I suggest darkening the pistols some, however, as they seem off a little bit.
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