Dark Times II: Rising Son

Discussion, progress updates, and downloads for the Dark Times and Rising Son mods.

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Maveritchell
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Re: Dark Times II: Rising Son

Post by Maveritchell »

lucasfart wrote:Can you tell us what new map you're working on/the theme of the map?
Of course I can, but I won't. It won't be terribly long before I'm done and since I can make the maps I'm doing for this mod pretty quickly, I'd just as soon have people see the mostly-finished products instead of a partial picture.
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Re: Dark Times II: Rising Son

Post by AQT »

Just wondering, since Dark Times II takes place during the movie era, will the Rebels (perhaps the Imperials too), depending on the map, have appropriate environment-matching "outfits" similar to the stock sides? And will there be any variants of the Sith Stalker, again, depending on the map?
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Re: Dark Times II: Rising Son

Post by Maveritchell »

AQT wrote:Just wondering, since Dark Times II takes place during the movie era, will the Rebels (perhaps the Imperials too), depending on the map, have appropriate environment-matching "outfits" similar to the stock sides? And will there be any variants of the Sith Stalker, again, depending on the map?
Not planning to; each of the environmental outfits represented different divisions of the main Imperial or Rebel militaries. For example, the Renegade Squadron Trooper, which can show up on any map, is represented by what the game uses for the stock camouflaged Rebel. I don't have set plans to include either of the sides' snow variants in standard modes (conquest/control), but I may add it in to more scripted modes.

-------

Here's a small update:

I had wanted to add in these units a while back, but I ended up getting quite an influx of maps, and I ended up working on those instead. Since I was in between maps the past couple of days, I went ahead and added these new units.

Rebel Guard
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Image
Image
Weapons: Electrostaff, DH-17 Blaster Carbine

This unit is based off of the guards to the throne room ceremony from the end of Episode IV. You may or may not remember them. This unit replaces the Duros Mercenary for the in-movie units (pre-movie units still use Duros Mercenary). He's very similar to the Imperial Heavy Trooper.

Stormtrooper Commander
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Image
Image
Weapons: RT-97c Heavy Blaster, Flechette Mines, CryoBan Detonators, Incendiary Detonators

This unit is based off of the Mos Eisley Stormtroopers from (of course) A New Hope. We already have a Stormtrooper Commander (the hero support for Darth Vader/dark side Starkiller/Sith Stalker); the difference is that this one (like the Rebel Guard) will replace the Stormtrooper Commander for the in-movie units. This is obviously very different, equipment-wise, from the other Stormtrooper Commander, but analogous in power (the CryoBan Detonators combined with a well-tossed Flechette Mine is a particularly lethal combination).
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Re: Dark Times II: Rising Son

Post by kinetosimpetus »

Does the Cryoban actually 'freeze' or 'stun' a unit? Or just look really cool?
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Re: Dark Times II: Rising Son

Post by Maveritchell »

kinetosimpetus wrote:Does the Cryoban actually 'freeze' or 'stun' a unit? Or just look really cool?
It stuns them (I didn't want to freeze them because as I've said before, I want to avoid using lua weapons for ease of use) for about three or four seconds.
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Re: Dark Times II: Rising Son

Post by kinetosimpetus »

So it pushes them then? Maybe a little screen shake?
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Re: Dark Times II: Rising Son

Post by Nihillo »

As much as I like the Rebel Guard visually, I disapprove of his equipment; the support units really set the teams apart (in terms of tactical use) in Dark Times I, and I believe you will lose some of that distinction by adding another "mirrored" class such as this one.

This problem could be remedied with different stats for each class or different weaponry, of course... though I reckon you might have already done that.

Still, interesting update as always.
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Re: Dark Times II: Rising Son

Post by Maveritchell »

Nihillo wrote:As much as I like the Rebel Guard visually, I disapprove of his equipment; the support units really set the teams apart (in terms of tactical use) in Dark Times I, and I believe you will lose some of that distinction by adding another "mirrored" class such as this one.

This problem could be remedied with different stats for each class or different weaponry, of course... though I reckon you might have already done that.
Their blasters are different, if it counts for anything. The issue I find myself facing is that the Rebel Guard shows up in the movies carrying a big polearm (or some kind of staff), and so it only makes sense to give him the same in the game. Further, I usually try to match descriptions of the units as described in-universe (I know no one necessarily notices, but I enjoy it, and good gameplay flows pretty naturally from following these) - and he's supposed to carry a blaster and a staff. Maybe down the line I will change up the Imperial's heavy trooper - we'll have to see.

I don't think it's something to be concerned about personally, since there are a large number of variables in units that appear, but I'm always open to making small changes.
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Re: Dark Times II: Rising Son

Post by AQT »

Very nice units and setups, Mav. The ice/freeze effect looks chaotic (in a good way).
Maveritchell wrote:Maybe down the line I will change up the Imperial's heavy trooper - we'll have to see.
I suppose you could put together an in-movie counterpart for the Heavy Trooper unless you consider it to already be one. Maybe a non-melee unit if not? I know you said somewhere that you have everything already planned out so feel free to ignore this. :)
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Re: Dark Times II: Rising Son

Post by skelltor »

a comment about the rebal guard imho i think he would look better with a force pike like thing instead of the electro staff(to help distance him from the heavy trooper and to look more movie accurate)
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Re: Dark Times II: Rising Son

Post by AQT »

There's already a Rebel unit with a force pike, the Militia Elite.
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Re: Dark Times II: Rising Son

Post by Blade117 »

Which is really more of a force sword...
[offtopic] Stabbing/thrusting would be a great idea, albeit challenging.[/offtopic]
Last edited by Blade117 on Thu Mar 25, 2010 3:28 pm, edited 1 time in total.
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Re: Dark Times II: Rising Son

Post by kinetosimpetus »

[offtopic]accepted[/offtopic] :thumbs:
Last edited by kinetosimpetus on Thu Mar 25, 2010 3:42 pm, edited 1 time in total.
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Re: Dark Times II: Rising Son

Post by Blade117 »

[offtopic]Sincerest apologies/[offtopic]
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Re: Dark Times II: Rising Son

Post by Null_1138 »

Is that your own RT-97c, Mav, or Warlord28's?
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Re: Dark Times II: Rising Son

Post by Nova Hawk »

Nice units, Mav. Even though I agree with about giving a Rebel an electrostaff but if you wanted to be as movie-accurate as possible, then I guess that's all you had to go with.
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Re: Dark Times II: Rising Son

Post by Maveritchell »

Null_1138 wrote:Is that your own RT-97c, Mav, or Warlord28's?
It's mine (insomuch as a kitbash is anyone's but Pandemic's).
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Re: Dark Times II: Rising Son

Post by acryptozoo »

wow I have always wanted the play as an Rebel Honor Guard looks nice but correct me if i'am wrong i dont' remember him having a back pack
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Re: Dark Times II: Rising Son

Post by Maveritchell »

acryptozoo wrote:wow I have always wanted the play as an Rebel Honor Guard looks nice but correct me if i'am wrong i dont' remember him having a back pack
You are not wrong; I added the backpack because I liked the look it gave. It uses a separate material, so it can always be hexedited invisible or visible, but I think it's best as is.
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Re: Dark Times II: Rising Son

Post by acryptozoo »

Maveritchell wrote:
acryptozoo wrote:wow I have always wanted the play as an Rebel Honor Guard looks nice but correct me if i'am wrong i dont' remember him having a back pack
You are not wrong; I added the backpack because I liked the look it gave. It uses a separate material, so it can always be hexedited invisible or visible, but I think it's best as is.
okay just checking. it still looks very good :thumbs:
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