The MOD/MAP Idea thread

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[Padawan]Helkaan
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Some of my ideas cannot be created by me...
But I try.
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Re: The MOD/MAP Idea thread

Post by ps2owner »

I've got an idea for a corusant speeder race map. i might put it in a cousant map i might make
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Re: The MOD/MAP Idea thread

Post by jdee/barc »

I have an idea for a Geonosis map for BF1
sides consist of delta squad clone commandos (DC-17M ICWS and grappling hooks), Geonosians (sonic blaster and electrostaffs), and B1 Battle Droids (e5 blaster rifle, se-9 pistol, thermal detonator)
you start out right outside the ruins of another arena, and have to infiltrate and kill all the geonosians and droids inside. you have 2 LAAT/i Gunships, for flying over the arena and landing inside. Once you land, you have to fight your way out, the droids have no vehicles, so you could just stay in the ship and take them out like that. The AI probably are too stupid to wallhack through the arena with grappling hooks, so you'd either just pick up soldiers 4 at atime, or leave them there struggling to walk through the wall, and get all the kills yourself.
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Well, why not? I haven't got BF1 but I think it's possible with BF2 too.
Another idea: Geonosis EP2 story (mix of BF1 Geonosis+Geonosis: Arena+Geonosis: Landing at point rain+EP2 Geonosis+ Geonosis: Final battle).
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Re: The MOD/MAP Idea thread

Post by commander501stappo »

do you mean like a campaign, or?
Hidden/Spoiler:
cause that would be cool
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Yes, and I'm making the complete map guide (ideas+assets to use+links+credits), next you just have to follow the guide and you can make the map!
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Re: The MOD/MAP Idea thread

Post by commander501stappo »

sound cool, too bad the modtools don't work for me for the moment.
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

:( I think a experimented modder can done that.
To make the make, must:*
-Make a campaign script
-Add animation
-Make AI ambush
-Make/request new models
-Make AI-controlled spawned units
-Make convert player models assets to animated props
-Add all Geonosis stuff in ZE (stock+arena+custom models)
-Done new units and weapons
*Please don't spam me with "How to?" messages, because I'm not the best modder and I don't know how to done all these.
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Re: The MOD/MAP Idea thread

Post by jdee/barc »

one problem i'm having is that the Geonosis Arena (from the Clone Wars Assets) is way too big. did someone ever make a scaled down version of the geonosis arena?
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Re: The MOD/MAP Idea thread

Post by DarthD.U.C.K. »

[Padawan]Helkaan wrote::( I think a experimented modder can done that.
To make the make, must:*
-Make a campaign script
-Add animation
-Make AI ambush
-Make/request new models
-Make AI-controlled spawned units
-Make convert player models assets to animated props
-Add all Geonosis stuff in ZE (stock+arena+custom models)
-Done new units and weapons
*Please don't spam me with "How to?" messages, because I'm not the best modder and I don't know how to done all these.
tutorials to pretty much all of these features can be found in the everythingyouneedthread, just in case somebody thinks "How to?"
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Re: The MOD/MAP Idea thread

Post by gen4321 »

you should create a mod based around the mandalorian warrior stories :bowdown: :jango:
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Re: The MOD/MAP Idea thread

Post by jdee/barc »

for my BF1 sides mod, i'm making the following layouts for Sniper Units
They have
Sniper Rifle (x244)
Blaster Pistol
Thermal Detonator (2)
Speederbike Dispenser: you fire and a speeder bike, STAP, or light attack speeder (from convopack) spawns, you use as an escape vehicle. I made it by using the Time Bomb odf and changing the ordnance name to a vehicle (cis_hover_stap, com_hover_light_attack_speeder, imp_hover_speederbike, all_hover_speeder_bike). Not sure if this works in BF2

For Commander units i'm giving them
a heavy blaster pistol
a command vehicle dispenser. you place the dispenser, and after a short delay a command vehicle (ATAT, Hovernaut, MTT, ATTE) spawns
an orbital strike or recon droid
a grenade of sorts (like the emp grenade)

what you would do as a sniper
you take your shots until enemy units start surround you
dispense your escape speeder, and escape

what you'd do as a command unit
don't really bother fighting as the pistols fire slowly
dispense the command vehicle
friendly ai will spawn from it
enter the vehicle, and start fighting that way.

this actually works, but i want to know what people think of this idea and whether it's a good idea for putting in a BF1 mod.
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Re: The MOD/MAP Idea thread

Post by Slime615 »

The speeder bike was my idea, Ifd you look in the the The "Help me find a known PRE-EXISTING asset..."
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Re: The MOD/MAP Idea thread

Post by jdee/barc »

oh, i didn't look there.
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Re: The MOD/MAP Idea thread

Post by ShadowClaw »

I had some ideas for a(nother?) multiplayer "Zombie-Survival-Mod".
(I was requested to post them in 'this' Topic so please do not shoot me! xD)

It would be some kind of "Death Troopers" Mod.
So the map would be a Stardestroyer or another Spacestation with dark corridors, sparks and waverin' lights. (I hope "wavering" was the correct word... if not I have to use my alternate version: lights turning on and off again... :oops: Oh god is that embarrassing! >_<' ).

The survivors would be some imperials or other guys.
The infected should be mixed types of zombies: Those who are not able to run (human prisoners and stormtroopers/officers for example), those who are able to run fast and smash you down (raged wookie-zombies or something like that)... and if you get hit by a zombie, you would be 'infected' as you were hit by the magna guards poison.

I would also remove / reduce the "knockback" for the 'normal' zombie's "punch". It would look very strange, if a zombie would hit you and you fell back as you were hit by a wampa. :lol:

My final idea was to make it a bit harder for the survivors but 'just to shoot them down':

- The survivors would have (as in a 'real' lone, infected starship) less ammo and only 1 or 2 bacta-packs.

- The undeads would have more energy (remember: the normal zombies would be slow, so they need much energy to be able to reach the survivors).

- There would be no / less medic-droids and gonks.

- The survivor's side would not be able to spawn bots (That would be better. If you want to play it in singleplayer and there are as many survivors as zombies, the mod would be easy as riding a bike - and i know what i mean cause I...don't have...a bike. :| )
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Re: The MOD/MAP Idea thread

Post by Slime615 »

If your useing the book, death troopers for reference, then I would have very few survivors, against hords of weaker zombies... but that just me...
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Re: The MOD/MAP Idea thread

Post by ShadowClaw »

Slime615 wrote:If your useing the book, death troopers for reference, then I would have very few survivors, against hords of weaker zombies... but that just me...
Jeah thats what i was thinking about. :)

My idea to increase the zombie's energy was just a thought cause of the easyness to kill them if they have the normal 'energy-level'.

Maybe there should be 3 and not 2 different types of zombies:

Cause of the prisoners different species and abilities, the humans (or rodians, twi'leks, whatever... ^^ ) would be the "normal" ones, the wookies (for example) the stronger ones (with the ability to make greater "smashes" than just a little '*punsh* "Muhaha! You are infected >D"' and a 3rd species could be a weaker but faster zombie. :)

The other idea is:
Hidden/Spoiler:
In the book, the zombies are able to 'learn'. So some of them shoot with blasters. The 3rd zombie-class could be a bit faster and armed with a blaster rifle which has only single shots, or chargeble shots or something like that. I mean... if a zombie would use a blaster, it wouldn't fire as fast as a normal soldier... right? :mrgreen:
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Time for me to "release" most of my old and news ideas. Just ideas, I can't do them. PM or Xfire for more info.

Maps:

High Security Prison part.1: The mandalorian escape
High Security Prison part.2: Freedom
Geonosis: Attack of the clones
The Taris Rebuild Project
Taris: Street
Vanquo: Forest
Tython: Mountain
Ambria: Desert
Ziost: Sith Temple
Belgaroth: Spatial Outlet
Rodia: Equator City

Gamemodes:

Command mode
Sniper mode
CTF3 mode
Terror mode
Escape mode
Explore mode
Orbital strike mode
Bacta mode (or "Medic" mode)
Recon mode

Mods/Mappacks

Rogue Battlefront
Sith Domination~Jedi Revenge
The Bounty Hunters War

The story of Commander Orb

1. Kamino: The legend begins
2. Geonosis: Desert mission
3. Thule: Orbital destroy
4. Sullust: Lava valley
5. Alderaan: Murder at the palace
6. Coruscant: Jedi training has begun
8. Felucia: S.O.S from commandos
9. Taris: The Reborn project
10. SpecOps mission: Holowan Mechanicals ending
11. Kashyyyk: Last tip from the Jedi
12. Rhen Var: The last command
12. Despayre: On the Way of the Death Star
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Re: The MOD/MAP Idea thread

Post by ps2owner »

here's an idea for a map
a haunted house with MJ's thriller for music
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Battle on a frozen planet. Rep vs CIS.

Image


Water+death zone
Iceberg
Water MTT and swampspeeders
Island/mountain
REP CP
CIS CP
CP to capture
CIS bunker
REP bunker
Bridge
Underground passage
REP snipers CP
(AI-controlled, the player can't play as them)
Grey = Outcast village, there are snipers here. The player can't go into.
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