The MOD/MAP Idea thread
Moderator: Moderators
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: The MOD/MAP Idea thread
It's better to do the tech for a mod first then the artwork, right?
On another note I may still make an accuracy mod for SWBF1 alongside or after I finish Uprising for SWBF2.
On another note I may still make an accuracy mod for SWBF1 alongside or after I finish Uprising for SWBF2.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: The MOD/MAP Idea thread
As a staff member, I'll just say that a mod featuring Indiana Jones would be acceptable. Others were right in that back then we were much more strict about political statements, and the World War II mod that featured nazis was offensive to multiple users (I got several messages in my PMs). As long as Indy would always defeat the nazi party I think nobody would be offended.MikeTheBeast55 wrote:I am not sure if this idea has been thrown around before but has anyone considered doing a mod based off the Indiana Jones Books or movies? It would make sense if it could not be done because of copyright reasons or there really is no certain location that can be made into a map since the books and films seem to not be focused on one particular place for a very long time. I was just curious, again if this has been mentioned or attempted.
My question though is why do an Indy mod in this engine? It's not exactly suited to making Indiana Jones fun. Indy doesn't command an army, you can't realistically do a whip, etc.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: The MOD/MAP Idea thread
Without a doubt. This applies to games as a whole, too. You create a working prototype featuring rough ideas of the tech while keeping all art in greyblock/placeholder form only, then you flesh out the tech in alpha and start working on art, then you polish the tech in beta while continuing to polish/work on art, and then everything is (hopefully) finished in release.ggctuk wrote:It's better to do the tech for a mod first then the artwork, right?
-
- 1st Lieutenant
- Posts: 463
- Joined: Sat Feb 01, 2014 10:05 am
- Projects :: N.A.
- xbox live or psn: MikeTheeBeast55
- Location: New Jersey
- Contact:
Re: The MOD/MAP Idea thread
You do make really good points. I was just curious to see if an Indiana Jones Mod was possible or not but now I know it could be if someone wanted to do one. Metalcore Rancor's Avatar: Sozin's Comet mod was definitely different to me since it was the use of "bending" instead of guns. I think the closest someone can get to an Indiana Jones whip would probably be using a claw-type weapon which you shoot and it attaches and you swing over the opening in the ground. I believe this was used in one of Maveritchell's Rebel Ops Missions.Teancum wrote:My question though is why do an Indy mod in this engine? It's not exactly suited to making Indiana Jones fun. Indy doesn't command an army, you can't realistically do a whip, etc.
-
- 2nd Lieutenant
- Posts: 379
- Joined: Wed Feb 17, 2016 8:51 am
- Projects :: BUC and Designated Days
- xbox live or psn: No gamertag set
- Location: France
- Contact:
Re: The MOD/MAP Idea thread
Actually this is my favorite star wars novel...(I really love the siths.. you will think I'm crazy ).
For those who have it, you should remember that 30% of the book's content takes place on a planet named "Ruusan" with spaces battles & grounds ones.
The world istself is very well described and I think it will be really nice if someone want to make a map based on this?? Like it's described a forest/Jungle (with some endors trees but a little more light -green...I suppose) on one side of the map and carverns, rocks on the other side...Good Idea?
Here, some aliens/species living on Ruusan the "Bouncer":
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: The MOD/MAP Idea thread
Ruusan is also where the Valley of the Jedi is, a location featured prominently in Star Wars: Dark Forces II: Jedi Knight. If you haven't played that game, you should. Ruusan is an awesome place. I'd love to see a Valley of the Jedi-type map.
- commanderawesome
- Field Commander
- Posts: 971
- Joined: Tue Aug 13, 2013 11:58 pm
- Projects :: Skin Changer - Warfront - Other stuff
- xbox live or psn: AaTc_CmdrAwesome
- Location: The Universe
Re: The MOD/MAP Idea thread
Not really, a lot of people like the Sith.CdtFox wrote:I really love the siths.. you will think I'm crazy
Also, love the idea. That era and planet don't get anywhere near enough love.
-
- 1st Lieutenant
- Posts: 463
- Joined: Sat Feb 01, 2014 10:05 am
- Projects :: N.A.
- xbox live or psn: MikeTheeBeast55
- Location: New Jersey
- Contact:
Re: The MOD/MAP Idea thread
I do not think Ruusan was a map anyone with the exception of one modder who made Ruusan: Frost Valley for a mapping contest years ago really made into a map for Battlefront 2. If someone were to take the time and make the map and sides look like those pictures, then this could be a really good map.CdtFox wrote:The world itself is very well described and I think it will be really nice if someone want to make a map based on this?? Like it's described a forest/Jungle (with some endors trees but a little more light -green...I suppose) on one side of the map and carverns, rocks on the other side...Good Idea?
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: The MOD/MAP Idea thread
viewtopic.php?f=35&t=30328CdtFox wrote:...(I really love the siths.. you will think I'm crazy ).
https://www.youtube.com/watch?v=H_fcL31fBQ4
-
- Private
- Posts: 30
- Joined: Sun Jun 22, 2014 2:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: The MOD/MAP Idea thread
So, I have an idea for a first map and I was wondering if you guys could give some feedback on the rough concepts - How hard it would be to make (being my first map), how fun it would be to play/if it is designed well, what would work and what wouldn't, etc. This is still a very rough concept, mind you, but I'd like to try and get this to be as good as possible.
It's called Mustafar: Remnants. It would be like a mix between Hoth and Mustafar, with some Kashyyyk elements thrown in. It's kinda hard to explain it more from there, so I'll let my rough map do the rest of the talking:
http://imgur.com/WT3BKQx
It would be structured similarly to Hoth - Except, the bunkers would be main entrances to the base and the "back door"/long way around entrance would be hidden off. Similar to Mustafar in looks and the base in the back, and similar to the high "houses" (villas? whatever the big brown things are) up top. One team would start in the base and have to work down, while another would have to start at the bottom (at the CP beside the bridge) and have to work up. Stock side because I have no idea how to balance lol.
It's called Mustafar: Remnants. It would be like a mix between Hoth and Mustafar, with some Kashyyyk elements thrown in. It's kinda hard to explain it more from there, so I'll let my rough map do the rest of the talking:
http://imgur.com/WT3BKQx
It would be structured similarly to Hoth - Except, the bunkers would be main entrances to the base and the "back door"/long way around entrance would be hidden off. Similar to Mustafar in looks and the base in the back, and similar to the high "houses" (villas? whatever the big brown things are) up top. One team would start in the base and have to work down, while another would have to start at the bottom (at the CP beside the bridge) and have to work up. Stock side because I have no idea how to balance lol.
-
- 2nd Lieutenant
- Posts: 379
- Joined: Wed Feb 17, 2016 8:51 am
- Projects :: BUC and Designated Days
- xbox live or psn: No gamertag set
- Location: France
- Contact:
Re: The MOD/MAP Idea thread
That's why your mod is in my top 10!Kingpin wrote:viewtopic.php?f=35&t=30328CdtFox wrote:...(I really love the siths.. you will think I'm crazy ).
https://www.youtube.com/watch?v=H_fcL31fBQ4
I didn't know someone made a Ruusan map...I should play it!!MikeTheBeast55 wrote: I do not think Ruusan was a map anyone with the exception of one modder who made Ruusan: Frost Valley for a mapping contest years ago really made into a map for Battlefront 2. If someone were to take the time and make the map and sides look like those pictures, then this could be a really good map.
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: The MOD/MAP Idea thread
Out of curiosity, has anybody ever rebuilt a level's sound effects from scratch? Given how sound memory is used in both games, if I want a lot of sounds in my mod, I'm wondering if this is the best way to do things.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: The MOD/MAP Idea thread
What do you mean exactly? Like create each sound effect from scratch, like, without simply sourcing it from the original sound?ggctuk wrote:Out of curiosity, has anybody ever rebuilt a level's sound effects from scratch?
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: The MOD/MAP Idea thread
No, I mean rebuilding the sound LVL files. It would be the only way of outright replacing certain sound effects, am I right?Marth8880 wrote:What do you mean exactly? Like create each sound effect from scratch, like, without simply sourcing it from the original sound?ggctuk wrote:Out of curiosity, has anybody ever rebuilt a level's sound effects from scratch?
-
- Private Recruit
- Posts: 25
- Joined: Fri Sep 25, 2015 11:58 pm
- Projects :: Fallout power armor and era
- xbox live or psn: No gamertag set
Re: The MOD/MAP Idea thread
Hotline miami
-
- Recruit Womprat Killer
- Posts: 14
- Joined: Tue Jun 16, 2015 12:30 am
Re: The MOD/MAP Idea thread
Is anyone working on any of the planets from The Force Awakens yet? I know there's some stuff for Jakku, but what about Takadona, D'Qar, Hosnian Prime, Starkiller Base, or Ahch-To?
-
- 1st Lieutenant
- Posts: 463
- Joined: Sat Feb 01, 2014 10:05 am
- Projects :: N.A.
- xbox live or psn: MikeTheeBeast55
- Location: New Jersey
- Contact:
Re: The MOD/MAP Idea thread
I am pretty sure there are some modders working on some planets. It is going to be challenging nevertheless. It would be nice to see a couple new planets being portrayed.DasLlama wrote:Is anyone working on any of the planets from The Force Awakens yet?
-
- Sith Master
- Posts: 2636
- Joined: Mon Nov 07, 2005 12:40 am
- Projects :: Designated Days + LFC + GT vs SWBFC
- xbox live or psn: Master Revan
- Location: GDSS Philadelphia
Re: The MOD/MAP Idea thread
I have to concur with this post. DF1 and DF2 really were a big part of my childhood. One of my best friends would hang out with me as we played it. I would definitely love a Ruusan VotJ map!Teancum wrote:Ruusan is also where the Valley of the Jedi is, a location featured prominently in Star Wars: Dark Forces II: Jedi Knight. If you haven't played that game, you should. Ruusan is an awesome place. I'd love to see a Valley of the Jedi-type map.
I'm planning on doing several maps based on the Dark Forces and Jedi Knight featured locale. I made a pretty comprehensive list on SWBFCustom of all the maps I'm going to attempt (and may even try a hand at a revisit of a familiar map AQT made awhile back. ) Hopefully will bring several DF related things into BF2 someday...
-
- Posts: 1
- Joined: Thu Apr 28, 2016 9:58 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: The MOD/MAP Idea thread
Somebody should make a Naboo map where Obiwan and Darth Maul fought at.
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: The MOD/MAP Idea thread
Like this? http://www.gametoast.com/viewtopic.php?f=35&t=12228 The link there is dead but I got this link: http://www.gamewatcher.com/mods/star-wa ... eed-hangarBattlefronter wrote:Somebody should make a Naboo map where Obiwan and Darth Maul fought at.
Just a thought: I noticed the rules don't mention anything about exe modding (though I think they used to). Now, obviously it's actually against the T&C of the mod tools and the game to do so. This is just me doing some out-loud thinking here, in particular towards the first game given its age. I have no intention of ever doing anything like a no-CD patch for the game, but it would be nice if I could up the model memory pools to work better on newer machines. I found out from psych0fred the basics of how the whole system in both games works (BF2 has the addition of the portal system to aid it - this is why the SWBFEA models I experimented with worked there but they don't work the same way in the first game) and from the looks of things, the game has 32MB of model memory, with a 'lower limit' of 16MB. Once the models get to 16MB, we start getting the game changing to low-res versions. I'd love to boost both to something more useable with the first game IE 96MB with a 80MB lower limit. I'd also love to hack some extra animation banks in - not full combo support or anything, but a few extra banks for things like the Wampa, or dual pistols, or custom dualsaber anims.
Just a few thoughts. I don't have any special insight and I certainly don't have much in the way of expertise in this area beyond looking at SPTest to see where things might be.
Another thought is how SWBFEA-inspired modes would be implemented:
Hidden/Spoiler: