The MOD/MAP Idea thread

Talk and share anything related to Star Wars Battlefront 2. No maps or mod announcements here. Use Work in Progress forum.

Moderator: Moderators

Post Reply
GrownCow
Private Recruit
Posts: 27
Joined: Thu Jul 28, 2011 4:43 pm
Projects :: idk
Games I'm Playing :: MOH EuropeanAssualt
xbox live or psn: GrownCow
Location: climbing Mamayev Hill

Re: The MOD/MAP Idea thread

Post by GrownCow »

war beasts. i havent seen a lot of mods with animals heavily used (other then the obvious like acklays and wookies and kaadus) but i feel like there could be a ton of good sides or vehicles involving monsters from star wars like the creature that attacks Padme on geonosis during the failed execution. you could have monsters as locals running around in the battle killing randomly on some weird dangerous planet

it could be like the attack dogs on blackops. just an idea
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: The MOD/MAP Idea thread

Post by Marth8880 »

GrownCow wrote:war beasts. i havent seen a lot of mods with animals heavily used (other then the obvious like acklays and wookies and kaadus) but i feel like there could be a ton of good sides or vehicles involving monsters from star wars like the creature that attacks Padme on geonosis during the failed execution. you could have monsters as locals running around in the battle killing randomly on some weird dangerous planet

it could be like the attack dogs on blackops. just an idea
The problem with this is most animals would require their own, new animations.
GrownCow
Private Recruit
Posts: 27
Joined: Thu Jul 28, 2011 4:43 pm
Projects :: idk
Games I'm Playing :: MOH EuropeanAssualt
xbox live or psn: GrownCow
Location: climbing Mamayev Hill

Re: The MOD/MAP Idea thread

Post by GrownCow »

yea i guess thats why we dont see em very often idk it just seemed like a bunch of good ideas could come from the animals of the star wars universe. maybe template animations of animals could be made then just used for different meshes like the bones that govern animations for infantry in swbf2
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: The MOD/MAP Idea thread

Post by yuke5 »

I've got a new idea. It's a Geonosis map, but it's not set on an arid dusty plain. One end of the map is the interior of a spire, and the spire leads into the Geonosian catacombs. I think that'd make a cool, dark map. It's just another option for Geonosis besides the rocky, barren, plain.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: The MOD/MAP Idea thread

Post by THEWULFMAN »

yuke5 wrote:I've got a new idea. It's a Geonosis map, but it's not set on an arid dusty plain. One end of the map is the interior of a spire, and the spire leads into the Geonosian catacombs. I think that'd make a cool, dark map. It's just another option for Geonosis besides the rocky, barren, plain.

Darth_Spiderpig and I are making a Geonosis: Dark Caverns map.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: The MOD/MAP Idea thread

Post by yuke5 »

THEWULFMAN wrote:
yuke5 wrote:I've got a new idea. It's a Geonosis map, but it's not set on an arid dusty plain. One end of the map is the interior of a spire, and the spire leads into the Geonosian catacombs. I think that'd make a cool, dark map. It's just another option for Geonosis besides the rocky, barren, plain.

Darth_Spiderpig and I are making a Geonosis: Dark Caverns map.
Sounds AWESOME! Can't wait to see it.

Off-topic:
Hidden/Spoiler:
Will it be in the TCW mod?
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: The MOD/MAP Idea thread

Post by THEWULFMAN »

yuke5 wrote:Will it be in the TCW mod?

Technically, no.
User avatar
jdee/barc
1st Lieutenant
1st Lieutenant
Posts: 444
Joined: Wed Aug 25, 2010 2:47 pm
Projects :: Battlefront One and a Half
xbox live or psn: No gamertag set
Location: Boston

Re: The MOD/MAP Idea thread

Post by jdee/barc »

Idea for a game mode. Assassination and Invasion.

Objective: kill off a high-ranking official in a planet's government/army (ie. a jedi/sith, a republic senator representing the planet, an imperial officer keeping control of the planet), which then allows you to invade the planet


You start off as an assassin unit (custom): Sniper Rifle, Blaster Pistol, Disguise Kit or Stealth, Detpack, Thermal Detonator, Neuro-Poison ,and shielding

and 4-5 other assassins.

The official who must be killed is armed with a pistol, long-lasting stealth, and a few grenades, surrounded by a small personal guard (let's say 6-8, and elite units like Magnaguards or Clone Commandos,), who are have heavier weapons for dealing with your group. you have to kill all of them and the official, who tries to flee the small battle. The enemy soldiers not guarding the official are notified of the killing and suddenly appear (they spawn), and begin tracking you down. you and your assassin group have to capture a command post before the soldiers get to you. from there, units spawn, and your battle begins. If you die before the cp is captured and you are the last assassin left, then you lose.

an ideal map for this would be map set in a city-like environment or an map with few vehicles, and lots of props to walk around in and on, like Rend's Coruscant maps, Mos Eisley, Utapau, Kashyyyk, or Psych0fred's Chainisle.

A Space variant would be like this:

One enemy capital ship spread far apart close to a planet, your side capital ship is higher up, and unknown to the enemy. The official who needs to be killed is about to travel in a shuttle (or personal starfigther)from the planet, to its side's capital ship, you either have to intercept the official's shuttle and destroy it, effectively killing the official, or wait for the shuttle to land in it's destination and then infiltrate the destination and kill the official. If the ship is destroyed in space, the end result is a space battle, if the official is killed in the capital ship, then several transport fighters of your side land in it's hangar, act as command posts, and the battle takes place inside the hangar until its captured.

Ideal vehicles
a shuttle/personal fighter: like an Imperial Shuttle, a LAAT, or something like Vader's TIE X1

the space unit: the same as above, but the pistol is replaced with a fusion cutter

Heroes are disabled for this mode.
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: The MOD/MAP Idea thread

Post by yuke5 »

Hidden/Spoiler:
[quote="jdee/barc"]Idea for a game mode. Assassination and Invasion.

Objective: kill off a high-ranking official in a planet's government/army (ie. a jedi/sith, a republic senator representing the planet, an imperial officer keeping control of the planet), which then allows you to invade the planet


You start off as an assassin unit (custom): Sniper Rifle, Blaster Pistol, Disguise Kit or Stealth, Detpack, Thermal Detonator, Neuro-Poison ,and shielding

and 4-5 other assassins.

The official who must be killed is armed with a pistol, long-lasting stealth, and a few grenades, surrounded by a small personal guard (let's say 6-8, and elite units like Magnaguards or Clone Commandos,), who are have heavier weapons for dealing with your group. you have to kill all of them and the official, who tries to flee the small battle. The enemy soldiers not guarding the official are notified of the killing and suddenly appear (they spawn), and begin tracking you down. you and your assassin group have to capture a command post before the soldiers get to you. from there, units spawn, and your battle begins. If you die before the cp is captured and you are the last assassin left, then you lose.

an ideal map for this would be map set in a city-like environment or an map with few vehicles, and lots of props to walk around in and on, like Rend's Coruscant maps, Mos Eisley, Utapau, Kashyyyk, or Psych0fred's Chainisle.

A Space variant would be like this:

One enemy capital ship spread far apart close to a planet, your side capital ship is higher up, and unknown to the enemy. The official who needs to be killed is about to travel in a shuttle (or personal starfigther)from the planet, to its side's capital ship, you either have to intercept the official's shuttle and destroy it, effectively killing the official, or wait for the shuttle to land in it's destination and then infiltrate the destination and kill the official. If the ship is destroyed in space, the end result is a space battle, if the official is killed in the capital ship, then several transport fighters of your side land in it's hangar, act as command posts, and the battle takes place inside the hangar until its captured.

Ideal vehicles
a shuttle/personal fighter: like an Imperial Shuttle, a LAAT, or something like Vader's TIE X1

the space unit: the same as above, but the pistol is replaced with a fusion cutter

Heroes are disabled for this mode.[/quote]
That is an excellent idea. I'll see if I can get something close to that working. If I do, I'll send you the script.
starwarsfan541
Posts: 4
Joined: Thu Aug 18, 2011 8:49 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: The MOD/MAP Idea thread

Post by starwarsfan541 »

My idea for a new mod would be a second Galactic Civil War Mod or Legacy Era Mod
Sides

2nd GCW
-Galactic Alliance
-Imperial Remnant
-Coalition
-Jedi
-Mandalorians
-Correlia
-Hapes
-Admiral Daala's Experimental Maw expeditionary Fleet

Units
2nd GCW
-Galactic Alliance
Galactic Alliance Guard
Galactic Alliance Guard Demolitions expert
Galactic Alliance Guard Sniper
Galactic Alliance Guard Officer
Galactic Alliance Engineer
Imperial Navy Commando

-Coalition
Corellian Trooper
Mandalorian Warrior
Hapan Sniper
Coalition Officer
Corellian Engineer
Jedi Knight

New Maps
Centerpoint Station
Ossus
Roche
Corellia
Coruscant (Post Vong)
Lumiyas Asteroid
Ziost

I just started modding BF2 over the last week, and noticed there wasn't any mods for this period.
GrownCow
Private Recruit
Posts: 27
Joined: Thu Jul 28, 2011 4:43 pm
Projects :: idk
Games I'm Playing :: MOH EuropeanAssualt
xbox live or psn: GrownCow
Location: climbing Mamayev Hill

Re: The MOD/MAP Idea thread

Post by GrownCow »

yea im working on a map with that stuff in it now like i will have a-9 vigiliances, im currently working on a Scythe class cruiser for the New Rep and a Palleon class star destroyer for the Imps-Sith
User avatar
RedFaceofAwesomeness
Private
Posts: 33
Joined: Tue Aug 30, 2011 5:42 pm
Games I'm Playing :: SWBF2 BF2 AvP BF2142
Location: New York, USA
Contact:

Re: The MOD/MAP Idea thread

Post by RedFaceofAwesomeness »

My idea for a mod is to make a really detailed map with at least 5 sides fighting each other!
If possible!
User avatar
Unlucky13
Sergeant Major
Sergeant Major
Posts: 239
Joined: Mon Jan 24, 2011 11:11 am
Projects :: Models models models
Games I'm Playing :: Random stuff

Re: The MOD/MAP Idea thread

Post by Unlucky13 »

Not sure what you mean by detailed but I pretty sure you can have 5 sides fighting eachother by making 3 local teams that are enemys of eachother and teams 1 and 2. You can only be on team 1 or 2 though.
User avatar
RedFaceofAwesomeness
Private
Posts: 33
Joined: Tue Aug 30, 2011 5:42 pm
Games I'm Playing :: SWBF2 BF2 AvP BF2142
Location: New York, USA
Contact:

Re: The MOD/MAP Idea thread

Post by RedFaceofAwesomeness »

Like a take a map for instance and add 5 or more sides to it with more Command posts!
User avatar
Dorin
Private
Posts: 32
Joined: Tue Jul 05, 2011 8:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: Star Wars
xbox live or psn: No gamertag set
Location: United States, NY

Re: The MOD/MAP Idea thread

Post by Dorin »

I think you point is res,you want like 5 sides (For Example,Empire,Rebels,Zann Consortium,Jabba's Mercinaries,and locals). That wouldn't be possible (except for pro modders :P) and that would rock...but it would be a terror,just like XL,even more crazier. 5 Huge Armys,come out of nowhere and dwell in battle. Thats a good idea though,but probably not possible. :(
User avatar
RedFaceofAwesomeness
Private
Posts: 33
Joined: Tue Aug 30, 2011 5:42 pm
Games I'm Playing :: SWBF2 BF2 AvP BF2142
Location: New York, USA
Contact:

Re: The MOD/MAP Idea thread

Post by RedFaceofAwesomeness »

That's what I said if possible!
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: The MOD/MAP Idea thread

Post by AQT »

@RedFaceofAwesomeness: Calm the heck down, dude. Unlucky13 already told you it was possible to an extent. You can have up to nine opposing teams, but, like Unlucky13 already stated, only two teams (factions) are accessible. This means you can only choose to play as units from either of these two teams, and the author of the map decides which two teams these will be.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: The MOD/MAP Idea thread

Post by Marth8880 »

AQT wrote:@RedFaceofAwesomeness: Calm the heck down, dude. Unlucky13 already told you it was possible to an extent. You can have up to nine opposing teams, but, like Unlucky13 already stated, only two teams (factions) are accessible. This means you can only choose to play as units from either of these two teams, and the author of the map decides which two teams these will be.
I thought the max was 12...

Hidden/Spoiler:
Oh hey look, I almost have enough posts where I can have a badge under my status. :mrgreen:
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: The MOD/MAP Idea thread

Post by THEWULFMAN »

Marth8880 wrote:I thought the max was 12...
2 normal teams + 7 Local/ambush teams = 9 max.
Last edited by THEWULFMAN on Fri Sep 02, 2011 9:08 pm, edited 1 time in total.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: The MOD/MAP Idea thread

Post by AQT »

The supposed maximum is nine teams total. A team is a team regardless of how you use it. However, I personally have only been able to get seven teams to work. So if you somehow managed to get 11 to 12 teams to work, then great.
Post Reply