The MOD/MAP Idea thread
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- [TFA]Padawan_Fighter
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Re: The MOD/MAP Idea thread
Naah, no blocks. Maybe a few pre-made structures that appear to be made out of blocks, but other than that, just the entities.
Ride a pig.
Ride a pig.
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- Space Ranger
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Re: The MOD/MAP Idea thread
[TFA]Padawan_Fighter wrote:Naah, no blocks. Maybe a few pre-made structures that appear to be made out of blocks, but other than that, just the entities.
Ride a pig.
You make your Minecraft map and I'll make mine.
- Dakota
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Re: The MOD/MAP Idea thread
funny thing is that i have been working on getting a working box dispenser that actually stacks instead of sliding off (i think it has to do with the velocity but i haven't checked in weeks...)
if i did get it working it would be nice. i was actually talking to a friend of mine about it and the converstation went like this
me: i'm planning on making a box dispenser and giving it to the builder unit in my game
him: ok
me: i'm wondering if i should give the boxes really high health or shield though so as soon as you just finished the roof a guy in a bomber doesn't come and say "thats a nice fort you got there, ... it'd be a ssssshame if sssssomething were to happen to it..."
him:
me: sooo yeah i'm planning on putting a shield generator turret in mine with some mines on the door, a gravity well turret (pulls people in) at the door with a shock node (turret that zaps units) right by it, ahh possiblies.....
must continue work.....
(gets ninja'd while typing this post... NUUUUUUUUUUUUUUU
if i did get it working it would be nice. i was actually talking to a friend of mine about it and the converstation went like this
me: i'm planning on making a box dispenser and giving it to the builder unit in my game
him: ok
me: i'm wondering if i should give the boxes really high health or shield though so as soon as you just finished the roof a guy in a bomber doesn't come and say "thats a nice fort you got there, ... it'd be a ssssshame if sssssomething were to happen to it..."
him:
me: sooo yeah i'm planning on putting a shield generator turret in mine with some mines on the door, a gravity well turret (pulls people in) at the door with a shock node (turret that zaps units) right by it, ahh possiblies.....
must continue work.....
(gets ninja'd while typing this post... NUUUUUUUUUUUUUUU
- Cerfon Rournes
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Re: The MOD/MAP Idea thread
A Minecraft mod would be interesting. If someone tries to make it, I'd be following closely.
And, for teh luls,
And, for teh luls,
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- PizzatheHutt
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Re: The MOD/MAP Idea thread
Yes, a Minecraft map would be GREAT !!!
I have a map / mod idea : a space map where players and AI spawn as ships: you could play a corvette ,a frigate, or a destroyer.The fighter carriers could spawn fighter swarms (as auto-turrets) or player-controlled fighters (like the remote rocket). The ships would fly like the fighters in Battlefront 2 : so there will be "3d" battles (and not like Empire at War where the ships fought on a plane (2d).
I have a map / mod idea : a space map where players and AI spawn as ships: you could play a corvette ,a frigate, or a destroyer.The fighter carriers could spawn fighter swarms (as auto-turrets) or player-controlled fighters (like the remote rocket). The ships would fly like the fighters in Battlefront 2 : so there will be "3d" battles (and not like Empire at War where the ships fought on a plane (2d).
- Dakota
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Re: The MOD/MAP Idea thread
you could probably put some trickery and set this up by getting units to spawn in vehecals and setting local teams for each player team that would be in the ships, or set up a flyable capital ship with firepoints in the hanger to fire ships from as remote rockets. you could also set the unit types to have the msh of a ship but shrink it so it fits in the menu and then you make the units of that class spawn in a vehecal of the type that they are. then it would look sorta like you are "spawning" in that ship type, sadly though i can only see this working right for human players but you could just set some fliers up on each team as auto pilot and have them in spawn points so that they respawn like regular ai do. you could then take the ai off of the playable teams and replace them with the auto pilot ships. you could also do this with the smaller ships that would be in the hangers for the capital(or is in capitol...) ships which would be much simplier than adding hardpoints to it and making it pilotable.PizzatheHutt wrote:Yes, a Minecraft map would be GREAT !!!
I have a map / mod idea : a space map where players and AI spawn as ships: you could play a corvette ,a frigate, or a destroyer.The fighter carriers could spawn fighter swarms (as auto-turrets) or player-controlled fighters (like the remote rocket). The ships would fly like the fighters in Battlefront 2 : so there will be "3d" battles (and not like Empire at War where the ships fought on a plane (2d).
there is already an asset of a flyable blockade runner on filefront and i like the idea of flying around a huge star destroyer, it would be fun to get all of the turrets on the model and have the ship be just one big model and have the turrets set up all to the pilot and then when ever you point at an enemy ship you can just press fire and all of the turrets just blast away at something like in empire at war, you could even set a secondary weapon like rockets, chainguns, or ion cannons to go with the turbo lasers, you could also set up to 6 auto turrets on the ship that could help defend it. it seems like a lot of fun, i would try to work on it but sadly i wouldn't be able to even think of making a working star destroyer model thats all put together, for now i can't even add parts of other models onto things, but maybe someone else can.
- PizzatheHutt
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Re: The MOD/MAP Idea thread
This would be a space map without capital ships , but with players spawning as ships.
There couldn't be many AI fighters, but fighter swarms dispensers would be great, and, yes , remote-controlled bombers would be awesome (great minds think alike !!!)
There could be hero ships (Executor, Home One ...)
As Battlefront 2 Renewed is outdated because THEWULFMAN's, AQT's, and D.U.C.K.'s visual sides patch looks way better, I think I will try to work on this space battle .
In the some mods for EAW, they managed to use assets from Petroglyph and SEGA.
by asking permission from SEGA and Petroglyph.
I will try to ask for using permission to use the assets from EAW.
If I cannot get permission, I will ask EAW modders to use their models.
If someone knows about converting files from EAW to Battlefront 2, please send me a PM,and explain me what I need to convert models, code firepoints in XSI ...
because I have only made a very simple mod so far, and I don't know much about modelling and I do not have XSI, I will have to use the demo versions .
I will start working on this mod, but I think it will take a long time until I create a WIP topic .
Sorry for my bad English.
There couldn't be many AI fighters, but fighter swarms dispensers would be great, and, yes , remote-controlled bombers would be awesome (great minds think alike !!!)
The star destroyer should be an unlockable unit and give many points when you kill it.Dakota wrote: i like the idea of flying around a huge star destroyer
There could be hero ships (Executor, Home One ...)
As Battlefront 2 Renewed is outdated because THEWULFMAN's, AQT's, and D.U.C.K.'s visual sides patch looks way better, I think I will try to work on this space battle .
In the some mods for EAW, they managed to use assets from Petroglyph and SEGA.
by asking permission from SEGA and Petroglyph.
I will try to ask for using permission to use the assets from EAW.
If I cannot get permission, I will ask EAW modders to use their models.
If someone knows about converting files from EAW to Battlefront 2, please send me a PM,and explain me what I need to convert models, code firepoints in XSI ...
because I have only made a very simple mod so far, and I don't know much about modelling and I do not have XSI, I will have to use the demo versions .
I will start working on this mod, but I think it will take a long time until I create a WIP topic .
Sorry for my bad English.
- Dakota
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Re: The MOD/MAP Idea thread
i've been wondering about model converting too, the dark trooper phase 3 looks pretty nice in eaw:foc, i just wonder how the scale is from that game to this one.
- DarthD.U.C.K.
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Re: The MOD/MAP Idea thread
the scale does not matter. you will have to i mport the models into xsi anyway to add hardpoints lowres etc. and units must be enveloped in xsi.
- Dakota
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question about a map idea
ok so i have an idea on a map i don't know if i should put this in the modding forum or this one so i just put it here. i will post a quote of a message that i posted on another forum and i want to see what both of the forums think. the map is a cave like map and i wanted to see your opinions on it so read my quote below please.
me wrote:well i was just looking at random maps on filefront and i see in most reviews mav says he likes tunnel maps alot. i kinda want to make a tunnel map because i think they are pretty fun, too. i'm just wondering though what props to use and if i should have some zones where there is a bunch of room to move, like an open cavity in the caves. i think having a rhen var like setting would be nice but yet i would want to know how i would get a cross between hoth caves and rhen var ice tunnels and also probably some polis massa caves and maybe a few buildings in certain areas. the map idea is coming together as i post this. i would have each team have a main base in an underground building and i would also have it so that almost all of the map is in a cave but i would also set up the map to be a cresent and have a bridge that connects the 2 main bases to each other (it would connect it to a cave path that leads to the base but you get the point) then i would have some more things too like some openings in the tunnels that are big and maybe even a big in cave lake that would be crossable only by a bridge. the map could be pretty fun if i do it right. the problem would be thinking up the sides. snipers wouldn't do too good in this map but they are still useful. i want to have a unit or 2 with melee of some sort and i also want some explosives. since this map is indoors, errr in caves, vehicles wouldn't work inside of it unless they were small but i could setup some turrets in some spots probably. i almost wish that i could model things really good because that would make making custom caves pretty easy. i also want some cool extras in the cave. maybe i could add ghosts on the locals team and even have a hunt mode. it would be pretty nice.
i feel that any unit with a close range weapon would work nice in this map. i also think some ice crystals standing up and some crates could be good cover, the map would be like a web though and a mini map that works right would help so i need to know how to make one of those.
so now its your turn to tell me what you think and maybe give a few suggestions, maybe on sides and prop types.
[note: i am also going to post this exact message on another forum i go to and see their results]
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- Resistance Leader
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Re: question about a map idea
Hmm, could you draw a basic visual representation of what you're thinking?
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- Droid Pilot Assassin
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- Dakota
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Re: question about a map idea
Marth8880 wrote:Hmm, could you draw a basic visual representation of what you're thinking?
err well i can't really draw that well or photo copy a picture so no not really but i can give a disciption.
ok the map hasen't even been fully though up on the layout yet but i'm planning a web of caves in a cresent shape. it would have a main base on each side and also there would be an outside part where you can see the sky and a bridge going from one side to the other. the map on the outside would have alot of mountains out there. i am almost just planning on setting the main bases to be kamino building things but thats the problem i am still picking. maybe i could add in some rhen var props and make the outside mountains very tall and with snow all over them and then a big cliff under the bridge (hehe maybe with a troll there as an easter egg). the indoors of the map would be something like a cross of the tunnels in the rhen var temple map by dann boeing, the tunnels of rhen var in swbf2, the tunnels of hoth, the korriban tunnels for the openings mainly, and the first level on star was jedi knight, jedi outcast in the place where there are cliffs and then there are these bridges like the polis massa tunnels that have windows that you can see into and out of (i saw a stormie walking in there once when i got bored and just looked at it). this makes me also wonder for the main bases what if i put something like the hoth bunkers but a more grey metal color or maybe something entirely different but yet metally and looking like it goes into a cliff. maybe i can find a picture of that jedi knight jedi outcase level because thats where i am getting most of my inspiration. it may make it a bit clearer.
and @twilight warrior: i know about the idea thread but this right here is an idea that i plan on doing and want to ask some people what they think would be some nice props to use and maybe get some unit and weapon ideas from them.
EDIT: heres a picture of the outpost
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Re: The MOD/MAP Idea thread
I like your idea ! Sounds really great
- Anakin
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Re: The MOD/MAP Idea thread
map looks rea like funn. can you add a capatil ship with Cp too?? i really love this Space/ground maps
- willinator
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Re: The MOD/MAP Idea thread
I don't think that this is the kind of gameplay Dakota is going for. The idea for a map is absolutely great. An underground lake is something that I don't think has been done before, but if it has it was a long time ago. I was going to make a map like that someday, but now I fully support your version. Good luck!Anakin wrote:map looks rea like funn. can you add a capatil ship with Cp too?? i really love this Space/ground maps
- PizzatheHutt
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Re: The MOD/MAP Idea thread
I concur . The underground lake looks like a great idea !!! It would be great to have an island in the center of the lake (like a research facility) !!!willinator wrote:I don't think that this is the kind of gameplay Dakota is going for.
I think the units should be the same for each team, as balance issues are way more noticeable in indoor maps .Dakota wrote:the problem would be thinking up the sides.
Some units ideas :
Rifleman (stock rifleman)
Underground combat specialist (2 points to unlock): Shotgun, mines, detpacks, grenades.
Flamethrower Specialist (6 points to unlock): Flamethrower (long range and short range modes), pistol.
Heavy trooper (2 points to unlock) : Heavy rifle (works like a sniper rifle, but inaccurate and faster firing), grenades, pistol
Medic: Carbine, pistol, bacta dispenser, health buff
Special Classes (12 points to unlock):
Rebels: Smuggler: Smuggler weapon ( a rifle that kills any unit with 2 shots that fires 2-shots salvos (very innacurate) , Cluster Grenades
Empire: Storm Commando:E-11B rifle,all sorts of grenades
Cis :BX Commando droid: Melee weapon, Bulldog RLR
Republic: EMP Specialist: "Emp-thrower": works like a flamethrower ,but with an electric effect, Emp launcher, Emp pistol, Emp grenades
- Dakota
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Weapon Ideas Thread
those seem like some nice side ideas and i actually have some of those weapons made already. but i plan on changing up the rifleman, i don't want a single stock weapon, its just one of those pet peeves of mine when someone makes an awesome map but leaves the sides with stock weapons even if they put new models for the units. i do plan on making the weapons powerful enough so that you can't take a headshot from anything without dieing so that the cover i place on the map won't just be for bots. also i do plan on making the teams have the same units so that no one talks about if auto assign is on or if one team is unbalanced, and errr i wouldn't have to work on 2 sides only 1 and reskining them.PizzatheHutt wrote:Some units ideas :
Rifleman (stock rifleman)
Underground combat specialist (2 points to unlock): Shotgun, mines, detpacks, grenades.
Flamethrower Specialist (6 points to unlock): Flamethrower (long range and short range modes), pistol.
Heavy trooper (2 points to unlock) : Heavy rifle (works like a sniper rifle, but inaccurate and faster firing), grenades, pistol
Medic: Carbine, pistol, bacta dispenser, health buff
Special Classes (12 points to unlock):
Rebels: Smuggler: Smuggler weapon ( a rifle that kills any unit with 2 shots that fires 2-shots salvos (very innacurate) , Cluster Grenades
Empire: Storm Commando:E-11B rifle,all sorts of grenades
Cis :BX Commando droid: Melee weapon, Bulldog RLR
Republic: EMP Specialist: "Emp-thrower": works like a flamethrower ,but with an electric effect, Emp launcher, Emp pistol, Emp grenades
i was planning on having certain troops that have different healths than others. some with lower healths and some with higher healths and even with shielding. i would want some blasters, flamethrowers, many types of grenades, some ion/emp type weapons for battling shields, some dispensable things like maybe some little shields or walls that you can cover behind or maybe block up a path with. i did want a sniper rifle weapon but it would be rapid fire like the one you said but i was planning on having mine be perfectly accurate but have a heat meter that only allows maybe 3-5 shots depending on how i set up the other units. i also plan on having some remote control items. i may attempt making a mini tank in xsi or something, just a little box like thing with wheels that has a little turret or 2 on the top and then figure out how to set it like the atst where you can aim and walk in different ways. i also want a few droids too, like a probe droid, a droideka and maybe some battledroids or SBDs so that ion and emp weapons would have more of a point than destroying shields. i plan on having a few people with a fistbased attack and weapons to go with it. i could try to make my own animtions after reading some tutorials on xsi. i want a more realistic looking fighting pose like maybe a posing pose or i could even try a slap combo with a back and forth slap finished off by a backhand slap that launches enemies away.
for the underground lake i am wondering if i should make it so that you have to use a bridge across or if i should just make a shallow spot in it. also i would have to put the area as the lowest cave if i want water on it so that the water doesn't have to be high and get into other caves.
i can't think of anything else to say for now so i'm just going to submit this post
EDIT
we have a map idea thread why not a weapons one?
i just got the idea to make a stealth weapon that doesn't change your visablity but since its a stealth weapon it would take you off of radar, sort of like in SW:EAW:FOC with some space ship that i can't remember. the think would be good against ai and people since ai would know you are stealthed and not fire or look for you most likly and it would be great against people online who use their radar.
also i am thinking of a mod where all weapons can charge up, put up a sniper view panel and can rapid fire like the ones in kotor, i could make one but i just haven't really had the time. (maybe have the first charge be rapid fire and the second be snipe and the last be power shot or something)
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- Droid Pilot Assassin
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Re: Weapon Ideas Thread
Why not a topic specifically for weapons ideas? 1) It just sounds like an excuse to make another topic. 2) Because it's a MOD/MAP idea thread. A custom weapon would count as a mod.Dakota wrote:we have a map idea thread why not a weapons one?
- Dakota
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Re: The MOD/MAP Idea thread
i wanted the thread because then it would be a topic not for mods or maps but just the weapon ideas, i haven't even seen just a weapon idea on this thread yet. so i decided i would make a topic about the weapons to prompt people to actually post about them. just think of all the weapons people are missing out on that someone who can't mod or do what they need to do thinks up but never tells anyone.
this is the second time one of my threads have been moved to this thread, frankly its a bit annoying to me. :/
this is the second time one of my threads have been moved to this thread, frankly its a bit annoying to me. :/