Strangers era mod [dead, premature release]

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Bob
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Strangers era mod [dead, premature release]

Post by Bob »

Yo, wassup


This is my second attempt on an era mod. The "Strangers" are the future version of the white and black knights from my map Sword Fighting 2 who somehow found their way into the StarWars galaxy, now battling each other on the stock SWBF2 maps, eventually even some custom maps.
Both sides have 7 classes so far:
Hidden/Spoiler:
Rifleman

white
Gauss Rifle - A rapid fire projectile gun
Lighning Pistol - A pistol with limited range that doesn't really hurt, but buys you
some time by stunning the enemy

black
Agressor Rifle - A precise and powerfull rifle with low rate of fire
Protegus MP - An MP that deals low damage and spreads a lot. Effective against
close enemies and to break a Knights block

Heavy Trooper

white
Beamgun - heavy anti-vehicle rifle. Also good against infantery, but overheats fast.
Lightning Pistol

black
Rocket Launcher - classic anti-armor weapon
Protegus MP

Sniping Trooper

white
Sniper Rifle - Gauss sniper rifle
Lighning Pistol

black
Long-Range Rifle - assault/sniper rifle hybrid. 2 shots in a row.
Protegus MP

Engineer

white
light Shotgun - Gauss shotgun for close range combat
Fusioncutter - classic repairing and hacking tool
Turret dispenser - dispenses a mountable turret that fires its lazors

black
Flamethrower - burns stuff
Fusioncutter
Shield dispenser - dispenses a small but powerfull shieldgenerator

Special

white (Skytrooper, with jetpack)
Heavy Gaus Rifle - has a strong recoil and impressive rate of fire, wich makes
this thing hard to control, but it easily cuts down enemy infantery
Lightning Pistol

black (Avatar)
light Agressor Rifle - a weaker version of the Rifleman's gun
Watergrenades - explodes in form of a water fountain. Throws people away and hurts them.
Useless against armor.
Firegrenades - incinerates people and hurts them badly, useless against armor.
Earthgrenades - causes an earthquake that does low damage to people in a big area and
knocks them down. The damage dealt to armored targets is moderate.

Supoorter

white
Supporter Pistol - precise pistol with low damage. Knocks people down with an electric shock.
offensive buffer dispenser - dispenses a little autoturret wich emits an offensive buff every
2 seconds, that lasts for 2 seconds. Stay in range to enjoy.
Usefull when the frontlines are stuck.
defensive buffer dispenser - same, but with a defensive buff

black
Protegus MP
offensive buffer dispenser
defensive buffer dispenser

Melee

white (Knight, officers of the Kingdom's army)
Knight's Pistol - heavy Gauss pistol
Knight's Sword - Big sword. Good against almost everything.

black (Assasin, with stealth)
Twinblades - 2 swords
Only playable map currently is Hoth. Modes are conquest and campain, while campain is just another conquest - black dudes vs Rebels. Actually, every map will have a mode where you can fight a StarWars side with one of the "Strangers". The StarWars sides are not stock though.

Credits:
Maveritchell - reference for emitter-grenades
RepSharpshooter - Alderaan pistol, mountable E-Net (feat. trainmaster611)
acryptozoo - Vexa Flechette pistol
CodaRez - SWG Rocket Launcher, DLT-20, republic sniper rifle, Tusken rifle
icemember - PH1 Airborne, Neimoidian
Kinetos Impetus - imperial heavy repeater, Skytrooper
MetroidNut - MA37
Sereja - RT-97c
JabbaLovesLava - Disruptor
Lord_Bertie - Westar M5, Recusant cruiser
Darth_Spiderpig - republic flamethrower
DarthD.U.C.K. - converting the weequayaxe
RogueKnight - RI-21 rifle
The_Emperor - Weequay skin
Taivyx - Force Pike
Wazmol - Gaderffii stick
GCMod Team - A280 rifle (converted by RepSharpshooter)
RavenSoft - JKA Swamptrooper
FragMe! + Mike Z - floating icons fix
Pandemic - a lot
Gametoast - being awesome
Last edited by Bob on Tue Jan 07, 2014 4:57 pm, edited 15 times in total.
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TWINKEYRUNAWAY
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Re: Strangers era mod

Post by TWINKEYRUNAWAY »

Ok....after playing this allow me to say "Salutes" this is one heck of a good job!!!!

Everyone that reads this, download this right now, I promise you will not be disappointed!!!

Cover Art :
Hidden/Spoiler:
Image
Bob
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Re: Strangers era mod

Post by Bob »

TWINKEYRUNAWAY wrote: Cover Art :
Hidden/Spoiler:
Image
Holy cow, that looks... impressive :shock:
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Re: Strangers era mod

Post by yuke5 »

So far, I really like the look of everything. I like how you aren't trying to make anything specifically set in the Star Wars universe, and as a result, things looks really fresh. Once I download the beta I'll let you know what I think in greater detail.
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Re: Strangers era mod

Post by DarthSolous »

Haha I downloaded it before the link was removed.
(Nice reskinned JKA swamptroopers)
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Re: Strangers era mod

Post by Bob »

UPDATE


Mos Eisley and Mustafar are now playable. In campain mode you can fight the CIS and the Neimoidian guard with the good guys on Mustafar and a troop of Jabba's mercenaries with the bad guys in Mos Eisley.
Hidden/Spoiler:
Image
Image
Image
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Credit list has been updated, please let me now if I'm missing someone.
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Re: Strangers era mod [updated Oct. 7th 2012]

Post by TWINKEYRUNAWAY »

Its looking great! One thing I think probably needs to be done is replacing the weapon icons, some of them float to the middle of the screen.
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Re: Strangers era mod [updated Oct. 7th 2012]

Post by Bob »

TWINKEYRUNAWAY wrote:One thing I think probably needs to be done is replacing the weapon icons, some of them float to the middle of the screen.
That's one of the things that will be done shortly before release, along with localizing. My main goal for now is to make the sides and get them ingame.
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Re: Strangers era mod [updated Oct. 7th 2012]

Post by Anakin »

very very nice mod
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Re: Strangers era mod [updated Oct. 7th 2012]

Post by Bob »

UPDATE


I was a little bit lazy, but some progress was still made. The Whiteys now have 3 different Knight
classes. When you start a map, one of these will be randomly choosen and be aviable to the good team. This is done with some LUA-magic. At this point, thanks to Ace_Azzameen_5, I referenced his random side script a bit for that. Also, there is a new game mode in the place of Hero assault mode. It's some sort of Siege/Survival, in wich the good side has to face an endless army of the blacky's Spambots. The bad team has won if they conquered all CPs or simply killed all the whiteys. The good team has won if it manages to hold out for 10 minutes, the timer is visible for both teams. Ammunition is a valuable resource for the whiteys in this mode, for the Spambots are weak, but come in big numbers. They are also very fast and agile and are therefore good at flanking.

And now...
Hidden/Spoiler:
Image
Image
This dude wields a spear. It has good range, but the blade is short, so you will most likely not hit more than 2 people at once. The mace like part doesn't hurt as much as the blade, but throws people to the ground. This lancer has a wrist-gun as secondary weapon, wich is a good riot weapon. Has good health, but is slower than the other Knight classes (but not actually slow). A defensive unit.
Image
Image
Uses two blades and a Railgun. Mediocore in melee, but the Railgun is a pretty cool sniping weapon. The longer you charge it, the faster is the bullet: If you only tap the trigger, the bullet simply falls out of the barrel. If you charge it to teh max it pierces armor as well as flesh. Effective against turrets. The knight himself is fast and agile, but has lower health than the other knights. A long-range/scouting unit.
Image
Spambots assaulting the Temple on Yavin IV.
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Re: Strangers era mod [updated Nov. 8th 2012]

Post by Zapattack1234 »

Looking good :thumbs:
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Re: Strangers era mod [updated Nov. 8th 2012]

Post by AcaelusThorne »

I really love your melee weapons. They make this mod individual and not so starwars-like, what when I am correct is what you are shooting for. Also the new Gamemod is nice ^^. (Also wonder where you got the idear for it ;D)
Keep it up. :wink:
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Re: Strangers era mod [updated Nov. 8th 2012]

Post by Anakin »

that's a really great mod. i like your units and special effects. if you maybe can add more realistic to the armors?
I don't mean to make them all dirty. But if you play around with the contrast you can reach higher and more realistically textures.
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Re: Strangers era mod [updated Nov. 8th 2012]

Post by Bob »

UPDATE


A little update to prove that I was not sleeping for the last few weeks. At least not the whole time.
Yavin IV has now a rebel side for the campain mode. It's Alliance vs. white dudes.
The first custom map is under construction, it's set on some moon/asteroid/planetoid or something.
Hidden/Spoiler:
Image
Image
Image
Image
Notice how it's the black dudes that are beeing harassed this time.
Things I need to do:
1. Find a name for the sides. Black dudes and white dudes sounds somewhat racist.
2. Remove charging from the red knight's Railgun. It may be a realistic and neat feature, but the AI are to dumb to use it.
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Re: Strangers era mod [updated Dec. 25th 2012]

Post by Zapattack1234 »

Nice update, keep up the good work :thumbs:
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Re: Strangers era mod [updated Dec. 25th 2012]

Post by yuke5 »

As far as names for the two sides, you could just choose two titles the sounded knightly.

The map also looks really cool.
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Re: Strangers era mod [updated Dec. 25th 2012]

Post by Bob »

Yep


Some updates on the map:
Blocks and Obelisks to provide cover for the attackers
Hidden/Spoiler:
Image
Twin suns, a blue giant and a red dwarf, casting two shadows
Hidden/Spoiler:
Image
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Big wallblocks are now destroyable now, but the dest geometry serves the same purpose. It just looks a bit broken
Hidden/Spoiler:
Image

Third CP. Owned by the blackys at the beginning of the match. The tower is a good sniping position and the attackers spawn the AT-TX thingies I already used on Hoth here. An important post for both sides.
Hidden/Spoiler:
Image
Also, check out this crazy asteroid belt
Hidden/Spoiler:
Image
Also, got names for the sides:
Mullistava Order for the blackies and
Kingdom of Ikivanha for the whiteys
Both words mean something, but I forgot what. Sounds still cool.
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Re: Strangers era mod [updated Dec. 25th 2012]

Post by Ant »

This mod looks incredible, i love how the guys look and the weapons look awesome to! Do u have any idea when it will be realeased or for Beta testing? I have the second largest SWBF2 channel and would love to spread around the mod :D
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Re: Strangers era mod [updated Dec. 25th 2012]

Post by TWINKEYRUNAWAY »

Speaking of which Bob, Im not sure if you were able to see these videos we posted up.


Image

http://www.youtube.com/watch?v=vCPdoPH7 ... dg&index=2

and this hoth one

http://www.youtube.com/watch?v=6GB3vaa3 ... dg&index=9

:D
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Re: Strangers era mod [updated Jan. 3rd 2013]

Post by Bob »

@Twinkey: I did see them and I like them. Do you still make vids with commentaries? I remember lol'ing thruout the whole vid you made for the TOR mod, you guys have a talent for that.
@Ant: There will be a closed beta somewhen, but there are no fixed dates. I don't have something like a working shedule but a big lack of discipline, so it could still take a loooong time. Or the full version will be released in about a month, depends on my mood. But I really don't think so.
--------------------------------------------------------------------------------------------------------------

Update

Improved some ordenance effects, for example
Hidden/Spoiler:
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and changed some other things. The Skytrooper's rifle fires now a little bit slower than the Trooper's, does more damage in exchange. It still has 200 rounds in one clip.
The Beamrifle is more effective against shields, but the bolts move slower (not much).
The Order's Rocket Launcher is less effective against shields, but does better damage against everything else.
Also, the WIP map features rocket artillery now.
Hidden/Spoiler:
Image
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