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The Corellian Resistance Beta
Posted: Tue Feb 01, 2011 12:37 am
by wishihadaname
Its been a long time since i've released anything on GT, I forgot that I was supposed to move my map to the released maps and mods forum after it went beta. Sorry about the rule breach.
I would like some feedback on what you guys think of my map, I would appreciate any reports you guys can give me on where I screwed up, every bit helps. Also, what faction would you guys rather play as in the campaign that will be included with the full (hopefully bug free) release.
Here is the story overview for the Imperials
Here is the story as the Rebels
Play the Conquest mode and pitch in your votes folks.
A picture gallery for your viewing pleasure.
Credit given where credit is due
And finally, here is the download link to the Corellian Resistance Beta
http://www.filefront.com/17873805/TCR.7z
Re: The Corellian Resistance Beta
Posted: Tue Feb 01, 2011 7:28 am
by Anakin
Wow the map is great!!!
but i don't like your imperial trooper. it looks too... i don't know how to explain.
if you look on them by side.
the helmet doesn't go with the visor. the break out is too clean. can you make the helmet a bit longer so that it project/overlap??
Re: The Corellian Resistance Beta
Posted: Tue Feb 01, 2011 11:54 am
by acryptozoo
really fun map :
and i love those mountains in the background
Re: The Corellian Resistance Beta
Posted: Wed Feb 02, 2011 1:28 pm
by [Padawan]Helkaan
Whaa, it was fast. Thanks for sharing it with us. Of course I DL.
Re: The Corellian Resistance Beta
Posted: Wed Feb 02, 2011 8:03 pm
by wishihadaname
Thanks for the 40+ downloads guys, but for all of that I only got 1 review. Could I please get some detailed feedback on my map? This version isn't ready yet and if you've been downloading it just to play for fun then you don't have the best version, i've already nailed a few really annoying things (like the underpowered imperial officer and his disfunctional grenade launcher). Also what side do you guys want to see in the campaign? I haven't heard anything about that yet.
Re: The Corellian Resistance Beta
Posted: Thu Feb 03, 2011 11:00 am
by ACEwithSPADES
Oh hi, well i downloaded this map and i was really impressed
![Very Happy :D](./images/smilies/icon_biggrin.gif)
I really like the spray on the weapons. I realized that going up hills it is best to crouch walk and that improves accuracy and the ai can't hit you. I also like the alternating class's skins. One thing though is that the imperial atst instantly locks on to you and kills you....when in line of sight....and that was saddening especially when surrounded by many other correllian militia. I think the hintnodes are placed very well cus i really noticed them, and i was just wondering how do you make the ai take different paths that are not the fastest? Ai deathmatch added? I also really thought the militia having the hunting wepons was spot on with the story of the map. I would also really like to see the imps have a campaign here
![Wink :wink:](./images/smilies/icon_wink.gif)
The only other problem i would have is the timebomb fails... the ai will place timebombs on mine hintnodes...and wait and die and kill other soldiers as well. The thing i am most impressed with is the imperial shock weapon and the planning and barriering
![eek :eek:](./images/smilies/eek2.gif)
no ai jump off at all! The last thing is one i forgot, cus im at school uploading this, but the floating weapon glitches on the rebel sniper, engineer, and the pistols. Other than this i was very impressed! still though, i couldn't find the tiebomber spawn lol where is it? Great Job Sir!
Re: The Corellian Resistance Beta
Posted: Thu Feb 03, 2011 6:40 pm
by wishihadaname
I didn't do anything to the AI to make them take random paths, I just included the extra path and most of them took it. The reason they took the long way around was because the of the midway command post, it was closer then the jamming station. The floating weapons has been a headache for me for a while, the script for fixing them has worked perfectly for the imps but doesn't seem to want to work for the rebels, I really don't know why, i'll keep fiddling with it. The Imperial engineer is kind of a wimpy class right now, I was thinking of giving them a 5 bolt, 3 shot shotgun instead of the SMG and having them use dropshields instead of timebombs. FYI, the AI will always blow themselves up on mine nodes, that why I generally don't give detpacks of timebombs to AI. The tie-bombers spawn in the canyon, they are self piloted and cannot be used by the player, sorta like the rebels AA gun. I think that covers all of it, thanks for the feedback and the vote.
Re: The Corellian Resistance Beta
Posted: Sun Feb 06, 2011 12:00 pm
by Eaol
1) The Imperials may have state of the art armour when it comes to energy weapons, but a good ol' fashion bullet can still punch clean through
There is a reason for the armor. It would, realistically, take a modern artillery round to penetrate the armor. It's more likely the Rebels would be faced with projectile weaponry, as their uniforms are just uniforms, and cannot stop a modern sniper bullet. Also, if you are trying to look more realistic, make the projectile invisible.
Re: The Corellian Resistance Beta
Posted: Sun Feb 06, 2011 7:18 pm
by wishihadaname
Actually, a matterials ability to withstand heat and penetration by sub-atomic particles (the principles by which Star Wars weapons work) has nothing to do with its ability to withstand kinetic impact. For example, the tiles on the Space Shuttle can withstand infernal temperature and hold out the radiation of open space but will fracture if hit with a fast moving paint chip. The same applies, most likely, for stormtrooper armour. Just from the look of it, it appears to be made of some sort of light alloy, plastic, or ceramic, all of which shatter when hit by a bullet. And since energy weapons have been the norm in the Star Wars universe for over 3000 years, its unlikely that the stormtroopers would be carrying any sort of kinetic protection. Hence a sniper round made of metal rather than charged particles may actually be more effective. Also, in Star Wars Republic Commando, the trandoshans use kinetic based SMG's and shotguns which are quite deadly to the commandoes, just goes to show that bullets do still have some use. Finally, I can't change the texture of the sniper bullet to be invisible because it would make the AI snipers too much of a pain, the short trail behind a sniper round is meant to give away the fact that the player is being sniped and removing this hint would make for some annoying moments of unexpected death.
Re: The Corellian Resistance Beta
Posted: Tue Feb 08, 2011 2:08 am
by bamdur123
Very nice map god job
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
also the units were switching wierd and cultist is cool
![Smile :)](./images/smilies/icon_smile.gif)
Re: The Corellian Resistance Beta
Posted: Wed Feb 09, 2011 2:59 pm
by DarthEste01
The only wrong thingsi noticed were that the empire starts loosing reinforcements and CP #2 is floating,the rest is great
![thumbs_up :thumbs:](./images/smilies/thumbsup2.gif)
Re: The Corellian Resistance Beta
Posted: Sat Feb 12, 2011 5:10 pm
by sampip
Fantastic map, I loved the background with the mountains and the feel of the map itself when I was wandering around. The map was very large but the good battle compensated for this. The scenery was very nice and the mini map was very nicely done. Some of the objects placed could do with a slight reskin, they did not quite fit with the scenery I thought the map was very nice, it was nice to try something a little bit new and the sides were very different meaning playing as each team was very fun, unlike having the same guns with a different character model.
I liked the way you went for realism on the map but I do think this hinders gameplay slightly too much on the dark trooper class, I think he moves a bit too slow with that huge chaingun and then suddenly leaps across the map with his jetpack, but this is just my opinion.
I also think you could do with a bit more cover in very open but generally crowded areas (for instance, the bridges and steep slopes) as these can be a pain to cross with guns that are harder to use.
I really like the way you set up the Empire and rebels, the Empire had very agressive guns that required reasonably close action fighting, and the rebels had more defensive weapons that were suited to their position in the batttle.
All in all, I can tell a lot of thought went into this map and the gameplay really reflects this, good work!
Since I cannot do polls on GT, I would say it would be more fun to play as the Empire the campaign
![Smile :)](./images/smilies/icon_smile.gif)
Re: The Corellian Resistance Beta
Posted: Sun Feb 13, 2011 12:07 pm
by Fiodis
Simply reading over the two stories, I would say that the Rebels' seems far more original and interesting, so I would vote that way. The old "capture or kill enemy leader" spiel is rather old, while the Rebel one seems a bit more out of the ordinary.
FileFront keeps telling me that the file is unavailable. What could be wrong?
Re: The Corellian Resistance Beta
Posted: Sun Feb 13, 2011 3:04 pm
by wishihadaname
It looks like filefront reset my download counter, seems like they moved the file. Right now its showing up just fine for me though, you may want to try again.