The MOD/MAP Idea thread

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Dakota
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Re: The MOD/MAP Idea thread

Post by Dakota »

A surviver based map that would be good for rpgs and stuff like that.

it could have surviver looking people and they could have different territorys which would have a cp in the middle and would be walled in by primative junk pile style walls. there would be for the units, placeable walls that are destructable, a weilder for fixing, a pistol, a det pack, auto turrets, and turrets that u can get in (chainguns would be nice). the land would be like a bombed out wasteland like area. a destroyed city or town thats been bombed to the ground. there would be two modes. one mode with people vs people so that it would be a survival territory war. the other mode would be a zombie mode. the people vs a zombie invasion, i know its a bit over used but it kinda fits in this situation.


also i still like my other mod idea thats about an office war. read at your own risk.
Hidden/Spoiler:
heres a crazy idea i got at sometime past 2 in the morning trying to sleep.

office wars, it would be a 3 story office with an elevator, cubicals (ahh cubicals), and breakable windows. if you break a window you can jump out of it and explore the city. the three different stories will include: Bottom Story: the computer room, it will be a whole bunch of computer towers like you see on the IBM commercails. Middle Story: the office area with cubicals, computers (that are breakable and explode), copyer machine in a little break room the copyer will be explodable. Top Story: it will be a floor with a whole bunch of hallways that connect a few rooms with doors on them, the doors will be breakable and if you break open a door that room will be dark and you will need a flashlight (i know fiodis[did i spell that right?] has one), the dark rooms would be good for ambush when you just turn off your light and then attack people.

now speaking of attacking here are some weapon ideas:
stapler: it would be like a pistol but it shoots staples and has limited ammo (ammo driods would be office desks, copier machines, and random ammo pickups that people drop)
Fist: basically a fist fighting combo weapon that can be used well
paperball: somewhat like the ewok rock, but well paper
paper airplace: almost like a throwable rocket
flash light: not a weapon of damage but it helps when you need to see

also the ammo pickups and other power ups would be custom, maybe a box of staples or paper for the ammo and for the health it would be coffee (along with the other powerups like defense, offense, and energy) also for the one that is both health and ammo just put a box of staples (or sheets of paper) with coffee on top of it. (the coffee can be either in a coffee cup or in one of the starbucks like containers)

also there are 3 modes
Office Chaos: office people vs other office people, basically the 2 teams are the same and they attack each other
Reveange of the robots: there will be evil computer people will wires for arms legs and body and a computer for a head that fire lightning from their hands (like the arccaster)
then there is the always overused...
Zombie Mode: it would be office people vs a horde of zombiesm the zombies will use claws for weapons and have two times the health of the people, now how would you like seeing that in one of the dark rooms on cp3 while you hide...

anyway thats my map idea with a whole bunch of custom modeling... too bad i can't model... yet
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Re: The MOD/MAP Idea thread

Post by acryptozoo »

that would be very complex and take like forever to do XD
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Dakota
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Re: The MOD/MAP Idea thread

Post by Dakota »

acryptozoo wrote:that would be very complex and take like forever to do XD
yep all of my ideas do.
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Re: The MOD/MAP Idea thread

Post by Unlucky13 »

Would it be possible to set up a capital ship with the codes that allow units to spawn out of atats and make it driveable. You would probably not be able to have fighters but it would be a step in the right direction.
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Re: The MOD/MAP Idea thread

Post by CressAlbane »

You'd have to make new models for the capital ships for this to work.
Also, you wouldn't be able to get in the ship (you'd just fall into space when you spawn)
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Re: The MOD/MAP Idea thread

Post by Unlucky13 »

It would be worth to to get flyable capital ships with spawns in BF2. Now If only I can make something more advanced than a cube in XSI.
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Re: The MOD/MAP Idea thread

Post by Darth_Spiderpig »

Yeah, that would be cool.
Making the ships flyable isn't hard but making moveable spawns is something different.

I saw in the stock game some AI spawn next to a commandflyer while I was flying it in space, maybe I can look further into this.
Has anyone ever seen this before, or was this just for me?
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Re: The MOD/MAP Idea thread

Post by Dakota »

what if you gave the capital ship moving spawn points like command flyers and attes and atats do? couldn't you just set a moving spawn point to be in the ship at all times?
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Re: The MOD/MAP Idea thread

Post by CressAlbane »

The AI in the ship would not move with it. Maybe they could spawn in a hangar elsewhere, and upon flying out (into a reigon) they are teleported to outside the hangar on the moving ship?
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Re: The MOD/MAP Idea thread

Post by modmaster13 »

How about an "Invisible Hand" map that takes place inside Grievous' Cruiser as seen in EP3. I know it won't be movie realistic to have CW and GCW but in my opinion it sounds cool! :D
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Re: The MOD/MAP Idea thread

Post by Jendo7 »

Lord-Bandu started an Invisible Hand, and it looked extremely epic. Unfortunately he never finished it:

BanduMods: Invisible Hand
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Re: The MOD/MAP Idea thread

Post by acryptozoo »

Jendo7 wrote:Lord-Bandu started an Invisible Hand, and it looked extremely epic. Unfortunately he never finished it:

BanduMods: Invisible Hand
he released some of the assets for it too
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Re: The MOD/MAP Idea thread

Post by Darth_Spiderpig »

acryptozoo wrote:
Jendo7 wrote:Lord-Bandu started an Invisible Hand, and it looked extremely epic. Unfortunately he never finished it:

BanduMods: Invisible Hand
he released some of the assets for it too
Where? :o
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Re: The MOD/MAP Idea thread

Post by yuke5 »

Here is an idea, and it's pretty do-able. I started making this map, I don't think I quite have the skill/modeling resources to get it done. It'd be a coruscant map, but it'd be centered around one small segment of the bustling sky highways. There'd be two bridges and the overall map would take a basic rectangle shape, nothing special. Here's the gimmic: animate a bunch of civilian flyers, (they have been made) to be speeding below and above the two bridges, you keep a constant supply of ships by making fly in a circle. The two full circles would be hidden by a bunch of buildings as scenery. Like I said, this seems pretty do-able, but for some reason I'm never satisfied with my attempts. I can never get the bridges to connect, and I can't create buildings for the player to walk into too. I have no modeling skill, and my cpu won't let me use XSI. However I figure that if the concept was pulled off well, the visual appeal would be great.
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Re: The MOD/MAP Idea thread

Post by acryptozoo »

Darth_Spiderpig wrote:
acryptozoo wrote:
Jendo7 wrote:Lord-Bandu started an Invisible Hand, and it looked extremely epic. Unfortunately he never finished it:

BanduMods: Invisible Hand
he released some of the assets for it too
Where? :o
oops i was thinking of the one Dragonum made :|
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Re: The MOD/MAP Idea thread

Post by Cerfon Rournes »

Nice concept yuke! That map is totally possible. :thumbs:
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Re: The MOD/MAP Idea thread

Post by acryptozoo »

Cerfon Rournes wrote:Nice concept yuke! That map is totally possible. :thumbs:
i agree that does seem like a cool map idea
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Re: The MOD/MAP Idea thread

Post by yuke5 »

Yeah, I tried building it with coruscant assets and all the modder made coruscant/nar shadda assets I could find, but I just couldn't make the map come together. I actually tried to learn to model for it, but I figure the only way to get the map to work would be to create unique models specifically for the map. And as I said before, I can't model worth beans.
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Re: The MOD/MAP Idea thread

Post by Maveritchell »

yuke5 wrote:Yeah, I tried building it with coruscant assets and all the modder made coruscant/nar shadda assets I could find, but I just couldn't make the map come together. I actually tried to learn to model for it, but I figure the only way to get the map to work would be to create unique models specifically for the map. And as I said before, I can't model worth beans.
It may not be exactly what you describe, but I had a similar vision in creating this map:
forums/viewtopic.php?f=74&t=22539
If you haven't tried it before, give it a shot.
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Re: The MOD/MAP Idea thread

Post by yuke5 »

Maveritchell wrote:
yuke5 wrote:Yeah, I tried building it with coruscant assets and all the modder made coruscant/nar shadda assets I could find, but I just couldn't make the map come together. I actually tried to learn to model for it, but I figure the only way to get the map to work would be to create unique models specifically for the map. And as I said before, I can't model worth beans.
It may not be exactly what you describe, but I had a similar vision in creating this map:
forums/viewtopic.php?f=74&t=22539
If you haven't tried it before, give it a shot.
Yeah, I remember that map, it's my favorite from Dark Times. I actually got some inspiration from that map. The rest came from that chase scene in Episode II :)
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