Kashyyyk: Jungle Outpost [Update 5/14]
Moderator: Moderators
- AirspeedRedux
- Private Second Class
- Posts: 67
- Joined: Mon Feb 27, 2012 9:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Canada
Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he
The clone captain looks slick.
I cannot wait for this map to come out, but take your time Yuke! It looks like it's going to be amazing!
I cannot wait for this map to come out, but take your time Yuke! It looks like it's going to be amazing!
-
- Jedi
- Posts: 1161
- Joined: Mon Mar 21, 2011 8:12 pm
- Projects :: Star Wars Battlefront - Tides of War
- xbox live or psn: I have ps4
- Location: STALKER!
- Contact:
Re: Flooded Oil Refinery FINAL [3/10/12 Update 2, bombs + he
I agree, Captain Keil looks really cool! Can't wait to play as him ingame! :clone: 

- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [3/28/12 Videos]
Republic Side:
http://beta.xfire.com/videos/55e962/
CIS Side:
http://beta.xfire.com/videos/55e99e
Imperial Side:
http://beta.xfire.com/videos/55ea05
Wookiee Side:
[Link much, much later]
Enjoy! If you notice anything you find odd or don't like, please let me know and I'll fix it.
http://beta.xfire.com/videos/55e962/
CIS Side:
http://beta.xfire.com/videos/55e99e
Imperial Side:
http://beta.xfire.com/videos/55ea05
Wookiee Side:
[Link much, much later]
Enjoy! If you notice anything you find odd or don't like, please let me know and I'll fix it.
Last edited by yuke5 on Wed Mar 28, 2012 8:39 pm, edited 4 times in total.
- willinator
- Major
- Posts: 517
- Joined: Sun Mar 13, 2011 3:11 pm
- Projects :: [Coming of the Sentinels]
- xbox live or psn: PC pwns all!
- Location: The rings of Saturn...
Re: Flooded Oil Refinery FINAL [3/28/12] Videos]
Wow Yuke, the environment of this map looks amazing! @ the post above however, please make the "imperial side" title a bit of a nicer color, those of us with the black background can hardly see it.
- AirspeedRedux
- Private Second Class
- Posts: 67
- Joined: Mon Feb 27, 2012 9:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Canada
Re: Flooded Oil Refinery FINAL [3/28/12] Videos]
Have to agree, rainstorms are the best.willinator wrote:Wow Yuke, the environment of this map looks amazing!
- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [3/28/12] Videos]
Wave Mode
It's pretty basic, not nearly as complex as Mav's in Dark Times, but it's still pretty fun. The game mode is heavily inspired by AQT's first clone extraction map. Basically, the player holds the center cp, and all the others are held by the droid forces which outnumber the clones 4 to 1. Clones win if all the droid reinforcements are destroyed, and droids win if they capture the cp. However, I've added a few new units for the clones. Featured in the picture above is the Clone Medic. He has a semi-auto DC-15 blaster, and bacta-waves. Also featured is a revamped version of the Jet Trooper (for wave mode only). I just replaced the EMP launcher with a DC-15A blaster on full auto. The wave mode isn't done yet, but once it is, it should be pretty fun!
Hidden/Spoiler:
-
- Master Bounty Hunter
- Posts: 1519
- Joined: Fri Dec 18, 2009 8:02 am
- Projects :: CTF Arenas
- Location: ¿uoıʇɐɔoן ʎɯ sıɥʇ sı
Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE
Bacta-waves? Sounds neat!
- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE
It's not that neat, it's just the stock regeneration boost thing the Bothan Spy has. I just edited it to work a little faster but have a slower heal time. Meaning, it doesn't act as a buff, but it heals those in vicinity very quickly. Once you've been healed, you don't keep on regenerating health.
- AirspeedRedux
- Private Second Class
- Posts: 67
- Joined: Mon Feb 27, 2012 9:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Canada
Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE
Looks like an extraction/wave-esque mode will work very well here, especially with the central CP designed the way it is (I'm guessing there's only bridge's to access it?)
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Flooded Oil Refinery FINAL [4/11/12] WAVE MODE
Heh, did you get the idea for that from my medi-gel?yuke5 wrote:It's not that neat, it's just the stock regeneration boost thing the Bothan Spy has. I just edited it to work a little faster but have a slower heal time. Meaning, it doesn't act as a buff, but it heals those in vicinity very quickly. Once you've been healed, you don't keep on regenerating health.

- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Side Update
Well, I have made progress with my GCW sides.
WOOKIEES
Wookiee Warrior:
Wookiee Rocketeer:
Wookiee Longshot:
Wookiee Mechanic:
Wookiee Scavenger:
Wookiee Hunter:
Imperial Update:
The Imperial Side now has a new officer - The Navy Commando
Also, thanks to the Frayed Wires modding team and Darth_Spiderpig the Stormtroopers have a new reload animation. It was featured in the Battlefront 3 WIP thread if you're curious.
WOOKIEES
Wookiee Warrior:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Imperial Update:
The Imperial Side now has a new officer - The Navy Commando
Hidden/Spoiler:
Hidden/Spoiler:
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Flooded Oil Refinery FINAL [5/2/12] Update
Interesting update. The wookiees look interesting, but for one thing, you say one of them has a 'claw' ability, but in KotOR it's a fairly important piece of information that wookiees never fight with their claws because if they do they are considered insane/outcast. Not a big deal as a simple rename would satisfy, assuming you even named it claw, it's not stated exactly what the name is.
-
- Jedi
- Posts: 1161
- Joined: Mon Mar 21, 2011 8:12 pm
- Projects :: Star Wars Battlefront - Tides of War
- xbox live or psn: I have ps4
- Location: STALKER!
- Contact:
Re: Flooded Oil Refinery FINAL [5/2/12] Update
I think the Wookiee Hunter should have a slightly better Bowcaster, if I were you I'd scrap the pistol, it wouldn't make much sense for such a large creature to use such a tiny gun. 

- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [5/2/12] Update
@kinetosimpetus Duly noted. I'll be sure to adjust the unit. I'm actually really stuck on what the final Wookiee unit should be. I think I may ditch the Ceremonial Bowcaster and see if I can't find equip it with some smuggled Alliance weaponry. Maybe something heavy that a Wookiee could use well. I think I'll go off to Wookieepedia and do some research...
@ARCTroopaNate
The pistol actually fits pretty well in the Wookiee hands. They need sidearms for balance reasons, so I am relatively satisfied with a standard pistol. However, any suggestions for side-arms are certainly welcome.
As a side note, I actually have the Scavenger hold his flechette shotgun like a pistol because it would be ridiculous for the weapon to be held with both hands (for a Wookiee).
@ARCTroopaNate
The pistol actually fits pretty well in the Wookiee hands. They need sidearms for balance reasons, so I am relatively satisfied with a standard pistol. However, any suggestions for side-arms are certainly welcome.
As a side note, I actually have the Scavenger hold his flechette shotgun like a pistol because it would be ridiculous for the weapon to be held with both hands (for a Wookiee).

-
- Jedi
- Posts: 1161
- Joined: Mon Mar 21, 2011 8:12 pm
- Projects :: Star Wars Battlefront - Tides of War
- xbox live or psn: I have ps4
- Location: STALKER!
- Contact:
Re: Flooded Oil Refinery FINAL [5/2/12] Update
Perhaps he could use a Wookiee Disruptor has a side-arm, it would require a new model though, there's a picture of it on Wookieepedia.
- AirspeedRedux
- Private Second Class
- Posts: 67
- Joined: Mon Feb 27, 2012 9:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Canada
Re: Flooded Oil Refinery FINAL [5/2/12] Update
Lol, indeed. Nice update Yuke, I really like the imperial navy troop!yuke5 wrote: As a side note, I actually have the Scavenger hold his flechette shotgun like a pistol because it would be ridiculous for the weapon to be held with both hands (for a Wookiee).
- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [Bad News][12/2/12]
It's been a few months since I've posted anything. I've got some news, but it's not good. The entire map crashed. I managed to resurrect it a while back, but there were a bunch of bugs. At the time, I also busy (and still am) with Coruscant: Skyline, so this map took a back seat. I'm posting now because I have just now managed to re-create the bare bones of the map. I still need to add props, fx, edit the sky, and so on. However, I have learned quite a bit while making Skylines, so what I am working on now will be a significant improvement. Once I get back to where I was, I'll let you guys know.
-
- Droid Pilot Assassin
- Posts: 2006
- Joined: Tue Aug 17, 2010 5:56 pm
Re: Flooded Oil Refinery FINAL [Bad News] [12/2/12]
Great to see this is still in progress. I played a version of it once and enjoyed it greatly. Looking forward to future updates! 

-
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Flooded Oil Refinery FINAL [Bad News] [12/2/12]
Good luck and know you have Frayed Wires Studios' support.
- yuke5
- Field Commander
- Posts: 945
- Joined: Wed Jun 29, 2011 10:42 pm
- xbox live or psn: My steam is yuke5.
- Location: Vermont
Re: Flooded Oil Refinery FINAL [Re-worked map]
I have been mapping like a Diet Dr. Pepper over these past couple of days. While what I have now isn't finished, it's getting close to my goal design and ambiance-wise. I have completely re-hauled the look of the map. It now resembles a Wookiee village more than an Oil Refinery. In fact, the pipes I used to have everywhere are now only in one corner of the map. In the current, re-worked map, each command post has different props around it, so the feel isn't the same throughout the map. (Is that the right word?)
The Docks:
Mini-Village:
Oil Refinery:
SeaShore:
Capturable Center CP:
The upper levels have also been greatly expanded, and they are also no longer structually identical. Each also has a command post.
Upper Level Command Post 1:
I currently don't have any photos for two, as I am not yet satisfied with its appearance. I'm going for a decaying village look, and I don't have it quite right yet.
Also, the two sniper platforms have been greatly expanded. Snipers have greater range in the revised version, but there is plenty of cover as well.
That is all I have for now. Time for me to go to sleep. 
The Docks:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Upper Level Command Post 1:
Hidden/Spoiler:
Also, the two sniper platforms have been greatly expanded. Snipers have greater range in the revised version, but there is plenty of cover as well.
Hidden/Spoiler:

Last edited by yuke5 on Fri Dec 07, 2012 5:32 pm, edited 1 time in total.