The MOD/MAP Idea thread
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- Jedi
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Re: The MOD/MAP Idea thread
Cool! Is it part of his Evolution of Warfare mod?
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Re: The MOD/MAP Idea thread
Yep. It looks pretty promising from what he's shown me so far. That being said, he still has a ton of work to do.
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Re: The MOD/MAP Idea thread
Maybe something of a tower defense game mode where you need to build shield generators, turret defenses and spawn points for reinforcements to aid you in a fight against waves of enemies. Heck, maybe even place something of a scenario for it. Exp: Rebels taking shelter in an old clone wares bunker and trying to fortify the defenses against imperial forces. Or something like that. If we learned anything from AQT or GAB, its that you can make some pretty cool maps with just vanilla assets and some good placement and re-textures. You could make a map that makes the game mode work very well. It could be timed if you wanted and you could get people to take screen shots of their best kills or scores. Just throwing my two cents.Noobasaurus wrote:I'm in the mood to make some lame gamemode. Throw some ideas out there, whether they be from other games or completely new! I just need some ideas. Try to have them able to work on stock maps please, because making maps is a pain.
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Re: The MOD/MAP Idea thread
whats the RTS mod is it posted on Gametoast?jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
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- Jedi
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Re: The MOD/MAP Idea thread
http://www.moddb.com/mods/evolution-of-warfareIsaac1138 wrote:whats the RTS mod is it posted on Gametoast?jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
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Re: The MOD/MAP Idea thread
Evolution of Warfare by Nedarb7. No it's not on GT, and it's barely on ModDB. You won't find much to look at there, I just know from talking to him that there's a lot of work still to be done on it. It does hold a lot of promise. PM him if you have questions I guess.
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- Droid Pilot Assassin
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Re: The MOD/MAP Idea thread
HaTWINKEYRUNAWAY wrote:Maybe something of a tower defense game mode where you need to build shield generators, turret defenses and spawn points for reinforcements to aid you in a fight against waves of enemies. Heck, maybe even place something of a scenario for it. Exp: Rebels taking shelter in an old clone wares bunker and trying to fortify the defenses against imperial forces. Or something like that. If we learned anything from AQT or GAB, its that you can make some pretty cool maps with just vanilla assets and some good placement and re-textures. You could make a map that makes the game mode work very well. It could be timed if you wanted and you could get people to take screen shots of their best kills or scores. Just throwing my two cents.
Ha
Ha...
So if I were to make this again, what different features would you want to see? Persistent game scores/stats/items? More star wars themed?
I was looking about all of the posts about RTS things, and I thought about it in a slightly different way: What if you command a squadron of troops from the air (top down) to go secure an objective? You would see everything including the enemies so you could plan how many troops go where. It could be pretty interesting. In MP, you would be controlling your troops against other human players with troops. What do you think about this?
Or it could even be combined with a tower defense of sorts.
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Re: The MOD/MAP Idea thread
IT's not dead? AWESOME, I will be nicking his work fo my own if I can, it looks awesome. XD Esp. the waypoint system, not sure about the scoring though.jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
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Re: The MOD/MAP Idea thread
Hide and seek from GMod would be awesome, and quite easy to make.
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- Droid Pilot Assassin
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Re: The MOD/MAP Idea thread
Done and done. It's SP and MP playable, and I even tested it in MP and it works great. I'm just waiting on someone with some assistance with blinding (I've got a hackjob of it right now, doesn't work too well in MP) and then I'll add it to all the stock maps and then I'll release it.
Not as simple as one would've hoped, because I needed to track all the units, and this caused many problems, but I've managed to solve all of them. Hopefully we can get a group together to play this once it's out.
Slightly Off-Topic
Not as simple as one would've hoped, because I needed to track all the units, and this caused many problems, but I've managed to solve all of them. Hopefully we can get a group together to play this once it's out.
Slightly Off-Topic
Hidden/Spoiler:
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- Recruit Womprat Killer
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Re: The MOD/MAP Idea thread
Someone desperately needs to make an Utapau map based off the movie if it hasn't been done already.
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Re: The MOD/MAP Idea thread
The stock Utapau is already pretty close to what's shown in the movie I think. Maybe not laid out in exactly the same way but pretty close.
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Re: The MOD/MAP Idea thread
That is true, but it could be expanded and touched up, with more vehicles and gunships. And CRAB DROIDS.jedimoose32 wrote:The stock Utapau is already pretty close to what's shown in the movie I think. Maybe not laid out in exactly the same way but pretty close.
- commanderawesome
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Re: The MOD/MAP Idea thread
If you could stand waiting a little while, ARC1778, Jedimoose32 and I plan to do JUST THAT! In the meantime, if you have SWBF1, you could try this awesome conversion of Utapau by the amazing Sereja: http://www.gametoast.com/viewtopic.php?f=1&t=29427
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Re: The MOD/MAP Idea thread
Sounds amazing. I will wait patiently!
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Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA
I'm not sure where to post this, so I'm just going to slap it into the general BF2 section. I've been playing Dark Souls 2 for awhile and I realized that some of the areas there could be a great layout for BF2. So I narrowed the possible areas down to an early area called "Heide's Tower Of Flame". Not only is it one of the best looking areas, but it's layout is sort of like a fork in the road. Let me explain:
When you first come in the area, you go through about 200 meters of fighting these Old Knights...
until you get to this central tower. It's seems like it would be a very nice arena.
To the right you can go down a long staircase until you get to a second tower. Smaller than the central location, there is also a boss seated within the tower, the Dragonrider
Now after that boss there's a staircase you can go up to and then it branches off into another area. The left side, however, is slightly different. The path to get to your ultimate objective on this path (The Blue Cathedral) is a bit longer than the way to the right.
So you basically go up a staircase after about 75 meters of fighting and take a left turn. Now you go straight for about 90 meters and to the right there will be a drawbridge. It is very large, and after walking up you finally get to this giant cathedral and inside a large room you fight a second boss, The Old Dragonslayer.
After you beat him there is a lookout where you can talk to Blue Sentinel Targray, but that's not really important.
If that confused you you could always check out this video (it takes him a good minute and a half to actually get to the area)
https://www.youtube.com/watch?v=4yjfTxRnjfI
So, after all of that, here are my ideas:
Before you get to the fork in the road, maybe I could use that area to spawn the Old Knights as locals
I have no idea what the two playable sides should play as (maybe DS2-based units?), but I do know that the bosses in those should be the heroes for their corresponding sides.
For the CP layout, I was thinking just five straight CP's across and then one CP for the Old Knights
Problems:
-I would need an entire map layout in .msh form (the whole area is above water, and it's all brick path)
-Some way to make bosses/old knights to scale without making it look weird
-New anim sets
-new models for everything
-I'm not sure if it would look good with BF2's lighting systems (not that great)
-I have no idea what to do for melee in terms of physics (hitboxes, etc.) especially the dragonslayer spear, because BF2 doesn't have anything in terms of thrusting type melee
-I don't know what to do with the sky
-I have no idea what my playable sides should be
-And the biggest one: Since DS2 is mainly melee based, it's pretty open (I guess it might work, like Naboo did in both Plains and Theed)
So this project will take a lot of work. My plan is to start creating a basic layout, make sure everything works fine, then working on meelee physics. After that, we can create and refine models and anim sets, and polish it with good lighting and sky in place. That's a real load of work. I'll definitely need some help, because this is a complete overhaul. I know it's possible, but it will take time, and a lot of work.
UPDATE: I have an idea on the playable sides, but it doesn't really match with the boss idea of heroes. But, it's an idea.
So in Dark Souls 2 their multiplayer system lets you summon other players to assist you as phantoms, which are generally white. On the other hand, you can also invade other worlds as a red or blue spirit, depending on certain conditions
Since the Blue and Red spirits are tied to different groups that have very different opinions on things, so to sum it up red and blue spirits are enemies. Maybe I could just use those phantoms as different sides. The problem with that is:
The Blue Sentinels are based in the Blue Cathedral, but there's no connection between the Dragonslayer and the Blue Sentinels other than being in the same spot. I guess that would work. The Brotherhood Of Blood (red spirits/phantoms) have no connection at all with the Dragonrider, so I'm not sure if that'd work. The Old Knights are everywhere, so I'd assume they'd be locals. But come to think of it, not many BF2 players know anything about DS2, and for me it's more about the experience than the accuracy, unless it's a topic everybody would know is wrong (as if someone put Sith in on the fall of the Jedi Temple), so it seems like this would work
When you first come in the area, you go through about 200 meters of fighting these Old Knights...
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
If that confused you you could always check out this video (it takes him a good minute and a half to actually get to the area)
https://www.youtube.com/watch?v=4yjfTxRnjfI
So, after all of that, here are my ideas:
Before you get to the fork in the road, maybe I could use that area to spawn the Old Knights as locals
I have no idea what the two playable sides should play as (maybe DS2-based units?), but I do know that the bosses in those should be the heroes for their corresponding sides.
For the CP layout, I was thinking just five straight CP's across and then one CP for the Old Knights
Problems:
-I would need an entire map layout in .msh form (the whole area is above water, and it's all brick path)
-Some way to make bosses/old knights to scale without making it look weird
-New anim sets
-new models for everything
-I'm not sure if it would look good with BF2's lighting systems (not that great)
-I have no idea what to do for melee in terms of physics (hitboxes, etc.) especially the dragonslayer spear, because BF2 doesn't have anything in terms of thrusting type melee
-I don't know what to do with the sky
-I have no idea what my playable sides should be
-And the biggest one: Since DS2 is mainly melee based, it's pretty open (I guess it might work, like Naboo did in both Plains and Theed)
So this project will take a lot of work. My plan is to start creating a basic layout, make sure everything works fine, then working on meelee physics. After that, we can create and refine models and anim sets, and polish it with good lighting and sky in place. That's a real load of work. I'll definitely need some help, because this is a complete overhaul. I know it's possible, but it will take time, and a lot of work.
UPDATE: I have an idea on the playable sides, but it doesn't really match with the boss idea of heroes. But, it's an idea.
So in Dark Souls 2 their multiplayer system lets you summon other players to assist you as phantoms, which are generally white. On the other hand, you can also invade other worlds as a red or blue spirit, depending on certain conditions
Hidden/Spoiler:
The Blue Sentinels are based in the Blue Cathedral, but there's no connection between the Dragonslayer and the Blue Sentinels other than being in the same spot. I guess that would work. The Brotherhood Of Blood (red spirits/phantoms) have no connection at all with the Dragonrider, so I'm not sure if that'd work. The Old Knights are everywhere, so I'd assume they'd be locals. But come to think of it, not many BF2 players know anything about DS2, and for me it's more about the experience than the accuracy, unless it's a topic everybody would know is wrong (as if someone put Sith in on the fall of the Jedi Temple), so it seems like this would work
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- Jedi
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Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA
Well if you can get a rip of those models you are probably able to port them into the game. It will probably be very laggy on the engine. Thrusting melee weapons and big soldiers are all possible. Good luck. Be warned optimistic project often fail, especially with newer modders.
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Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA
I don't think ripping the models is much of an option, as the game is only a year old, so either it would be hard to rip the models themselves, and even if I was able to it would end up very laggy on a 10-year old game.
I think I should first figure out the physics for melee attacks and shield blocking. So do you add collision to the msh or is there a script I should change?
I think I should first figure out the physics for melee attacks and shield blocking. So do you add collision to the msh or is there a script I should change?
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- Jedi
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Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA
I have seen models ripped from the game before. But you are right it would be laggy and it is questionable legally. I wrote a custom soldier collision tutorial in 3D modeling and the melee is controlled by the combo file. When you define custom collision it also makes the unit always perpendicular to the ground so it looks weird.
this gives info on combo files (its also in your documentation)
https://sites.google.com/site/swbf2modt ... tion/combo
To do your idea you would need experience 3D modeling.
this gives info on combo files (its also in your documentation)
https://sites.google.com/site/swbf2modt ... tion/combo
To do your idea you would need experience 3D modeling.
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Re: The MOD/MAP Idea thread
Why not Jabiim?
There was only ever one map based off of it.
There was only ever one map based off of it.