So who IS the baddest Bounty Hunter of them all?

Hello Everyone,

Welcome to our one of several November Updates. We have finished the ARC Troopers as well as many other units for the mod. One of our newest additions is the Bounty Hunter “Durge” who will be making an appearance in the mod as a CIS hero. Luckily for us this unit is not in Battlefront so sorry guys. Durge is one bad mo-fo, and his abilities will be “Weapon Swap” and “Swamp Gas”. Yes, thats right, Durge can contaminate an area with Swamp Gas, switch to a flame thrower, and just be an all around kick ass unit. He also can regenerate his body, and can use his personal shields to block some attacks. The ARC troopers on the other hand use tactics and when needed raw brute force compliments of the Z6 Rotary Cannon. We hope to have some more updates very soon perhaps of Dooku, Sora Bulq, and some other goodies. On the mapping front we have completed several new maps, PyschoDuck and myself are hard at work. To date we have completed Coruscant, Duros, Rothana, Rodia, Boz Pity, and we are working on many more. Stay Tuned cause good things are coming. We know there will be some “wannabe” mods coming out soon however you as the players will have the pride in knowing that the best is yet to come. We also have a update on system specs. The minimum Specs required to play this mod will be P4 2.8 2GB RAM 512mb AGP Video Card. So if you have less than that.. you may be frustrated with the mod. Final build size WILL be approx. 2gb. So make sure you delete some of that un-needed music and porn to make room for the mod. Until next time………

P.S.

More pics can be found in the Gallery located to your left with the link “GALLERY” ;) also some unique pics can be found on the mods ModDB Profile located here

durge2

aarc2

Delta Squad reporting for duty!

The team have been hard at work and we have a first day of fall update for you. Delta Squad is now complete. From left to right we have RC-1138 aka Boss, RC-1262 aka Scorch, RC-1140 aka Fixer, and RC-1207 aka Sec. They will deploy as a team but each will have their own distinct abilities.  Since we seem be on a credit kick these days.. Delta Squad was modeled and animated by Tjil, with addtional mesh work by z3r0x, Skinned by z3r0x.

deltasquad_Final_1

We need YOU!

Previously, we had asked people who wanted to help us with writing all the unit, and planet descriptions to show us what they can do. You all responded in force, and to date we have added two new writers to the staff, with a third on the way. Now we are asking for assistance again. We are in the final push to get the mod done and into your hands. To accomplish that goal, we are seeking some new additions to the staff. We need an additional rigger, a mapper, and of course TESTERS!. As for the rigging goes, you would be rigging various items for the mod, mainly our new structures. If you are interested PM me on the eeaw forums or hit me up on MSN. If you are interested in mapping apply the same way. The mapping position would entail a apprenticeship under my expert tutelage. Mapping projects would vary, but you would be learning new texturing techniques, prop placement, and game-play mechanics.  If you are interested in any of these positions then please, submit pics of sample work, and PM me on eeaw or message me via MSN. If you are interested in the open beta tester positions you may submit your request via the forums also. Please note we need about 10 testers. We are looking for people who can be un-biased in their opinions, and who will actually TEST the mod.  Fanboys need not apply. With your help we can ship the mod faster. We are in final stages of development and we need one last big push to get this massive, history making mod finished.

Hard at work, or hardly working?

Thats the question of the day. Good news, the team have been hard at work. I have been coding, modeling, skinning, etc, other team members have been keeping busy, rigging, animating, etc. Lots O updates to be seen. Handful of new units finished and some others on the way. As for new units, we have lots of pics, and yes the TX-130 WILL have a little clonetrooper in the turret. The new version just needs to be swapped out, so we will post pics of that soon.  We also have the Droid Tank, HAG, and some other things in game. Fiirst below we have the Droid Tank. This giant tank is great for plowing over squads of un-ruly clone troopers.

droidtank2

Next we have the Heavy Artillery Gun or “HAG”.

hag3

Below we have the IFT-X or TX-130 Sabertank, whichever you prefer.

saber4

Ok, on the skinning front, I finally finished the Turbotank. Below in all its glory is the HaVW A6 Juggernaut

a6_juggernaut_turbotank

Next, we finished some models… below I wrapped up work on the controversial Droid Bomber, and the new Republic Artillery Cannon.

droid bomber

cannon_wip

Thats, all for now. I may post some pics of the Theta Shuttle in game. We will keep you posted.

Text Writers Wanted for Staff

Yes, we need you, someone who has some decent writing ability to write all the new planet descriptions, unit descriptions, etc. I am not the best writer and the rest of the staff (myself included) are busy with other tasks. If you wish to be a part of this wonderful team, submit some of your work ie. Write a unit description for me and PM it to me via the forums. If you are chosen you will be given the a tool to edit the text, the mods official dat file, and a list of items to write in and detailed instuctions on how to accomplish this. No modding experience is needed for this job.

That’s Droideka with a “D”

I finally got some time to code in the new Droideka’s and let me tell you after a few minutes of tweaking the code and testing these things are total kick ass. The function much the same way as the TIE Mauler in vanilla EaW/FoC do. Meaning they are a anti-infantry vehicle. Props to our staff who modeled and skinned these. I am sure when the mod is released you all will have as much using these as I did in the tests.

Droideka Droideka1

A map is born

Most of you that know me know that I take pride in the maps that I create. Some of you who have known me for years and years know that I used to be a Level Designer for a game studio. That was many years ago and many gray hairs ago. Designing RTS maps is nothing like designing FPS maps. However many of the lessons learned from FPS maps are relevant for RTS maps. Layout, Playability, eye-candy, fun factor, authenticity, etc are all things that make great FPS levels and same for RTS levels. I cant stress enough that texturing is very important. Many maps I see released these days, have little to no texturing. Even worse are maps with texture placement that seems odd or out of place. When I was in college, (seems like a hundred years ago) I had a course in graphic design. We touched briefly on level design in the movie and gaming industry as it relates to computers and CGI. My professor at the time told us that the best people in the world to look at who are masters at texture placement are model railroaders. Yes, Model railroaders. Google any model railroad site and you will see what I mean. The lessons learned from them are huge. When laying out texture you have to remember the terrain type you are placing it on. Take a cue from the real world around you. Go to your window and look at your lawn even. Its not just one shade of green. Its many shades. Also, transition is key. In nature if there is grass and then dirt there is usually a transition from the dirt to the grass. If you place grass then dirt.. well it looks odd and the eye is usually drawn to this spot as it knows something is out of place. I usually spend 16-24 hours on a map. Smaller maps that are basic I can usually knock out in 6-5 hours. If you are spending less than this on a map there will be issues. My point is, take your time and your levels will look better in the end. Props are another contention; too many people spam props and try to cram as much junk on a map as possible. Props should be used to set a theme, and when needed to cover up rough areas or to hide things you do not want seen. Lately, I have been working on a map for Boz Pity. The last map I made for Boz Pity for my 3.5 mod was small and I was un-happy with it. This new map is triple the size and I must say I am much more happy with the results thus far. Below you will see various in progress shots of the map. The map is supposed to show a lost civilization that has been buried by time and nature. I think the map conveys that. While far from being done..its coming along nicely.

bozpity_new_wip bozpity_wip4 bozpity_wip2 bozpity_wip3

New Site Launch!

Well this is long overdue, but we now have a semi-official site. I know its nothing fancy, but it will do the job. Content may change here and there as I modify things but this it for now. Also, we are migrating away from the old gallery.  The old gallery used Coppermine which was not as feature rich as the new gallery software. Please update your bookmarks to use the new gallery

You may also use the links on the main page. I have added a ton of content to the gallery. Some of it is interesting but don’t get any ideas as some things were made as tests only. Some of the content has nothing to do with SW or RaW so dont pay attention to that unless you want to.

FYI: IA2 Merges with RaW

I know this has been posted all over but.. its still news ;)

(Written by Bryant with edits by z3r0x)

Hello Everyone,

By now many of you are aware that Imperial Assault 2 ran into a near grinding halt a few months ago. We have gone through many plans for the mod. Releasing it as Open Source, Space Only, or just canceling it all together. Needless to say all of those options fell short of the great mod we wanted to deliver to the public. At the end of May, I was approached by my old friend Z3r0x regarding Version 4 of his mod, known as Republic At War. Republic at War aimed at creating a Clone War experience very similar to Imperial Assault 2. Both mods had lost most of their staff, and were moving at a slow pace. It was decided that we would pool all the resources and create one great Clone Wars mod, it would be beneficial for not only both mods, but for the community as well. Now, IA2 and RaW have some creative differences, so combining them could cause problems for both fans and staff alike. After many debates we have finally reached a compromise that I believe everyone will be happy with.

The Details:
Imperial Assault 2 and Republic at War will both be released at the same time. Each version will have identical code that allows them to be compatible for online play. The only differences between them will be cosmetic. IA2 and RaW will both have different splash screens and some audio depending on were you download it from. If you download it from IA2, it will have IA2 themes, skins and audio. If you download it from EEaW, it will include RaW themes music and audio. If you download the mod from filefront it will have a custom mix of the two showcasing the two mods seamless integration. Additionally there will be a special unit ingame skin that will identify which version you are using during online play. Republic at War has many non cannon units that IA2 does not, but to allow us to make one Supermod we decided to have one standard skirmish faction, but change unit lists for Galactic Conquest. There will be two main GC campaigns, Rise of the Empire and Republic at War. Both of these will follow the clone wars and use the same tech style, but Rise of the Empire will follow much of the cannon material, while Republic at War will allow you to experience many of the non cannon events and battles from the comics and clonewars cartoon series.

Imperial Assault 2: http://www.imperialassault.com/rote/
Republic at War: http://www.everythingeaw.com/forumdisplay.php?f=31

Q: Will IA2 Still be Released?
A: Yes! IA2 will be released in its entirety.

Q: Will Republic at War still be Released?
A: Yes! Z3r0x is decided to releasing the mod as well as supporting IA2.

Q: So, who is incharge here?
A: Z3r0x is incharge of Republic at War, as well as the ground portion of IA2. Swgbex helps run IA2, and is incharge of the Space portion. I am incharge of IA2 and am of making sure both partys are satisfied upon release.

Q: There are two websites, which one should I use?
A: You can use either of the websites. IA2 and RaW both have dedicated fanbases, so I encourage you to check both. The IA2 website will be dedicated to the mod only while Everything Empire at War is a more general EaW site.

Q: So both mods are the same mod?
A: Yes, the code is the same, the only differences are cosmetic depending on the download source.

Q: Sounds good, when can I play?
A: We are working on a “Beta” that will be released at the end of August, full version to follow in the following months.

Q: Awesome! What will this Beta have? Space? Land?
A: The beta will have both space and land, but will not include the full unit list. We still have work to do.

Q: Will Raw have any special things besides the graphics differences?
A: Yes, the mod on eeaw will have a addional GC called “Outer Rim Sieges”
plus there will be a additional skirmish map unique for RaW.

Q: What about the SP Campaign?
A: The Core mod will be released soon. The SP Campaign which is being built as we speak will be released some time after as a Addon or Expansion to the mod.

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