The MOD/MAP Idea thread

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heebarino
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My dream MOD

Post by heebarino »

Heya guys. First time poster here, so bear with me. I have an idea for a pretty extensive/ambitious mod, but one that I believe could be pretty cool. I come to you humble. I know that modding, especially something like this, is hard as hell, and I don't currently have any idea how to do something like this. I will learn, eventually, but in the meantime, here's my idea.

Here's the elevator pitch: I propose a game that meshes Battlefront/field class based, multiplayer vehicle warfare with the tactical focus and resource-centered gameplay of an RTS.

Still with me? Okay, on to the two important specifics as I dream about them:

1) COMMAND AIRSHIPS
Two large airships (clone wars era frigates, perhaps?) fly over a battlefield. These airships act as a sort of mobile Command Center. If you lose your airship/frigate, you lose the match. But they are not defenseless! In these airships, the commander class can issue orders, players can man turrets and air to ground heavy ordinance, and vehicles are produced/ dispatched to the fight ( for ground based vehicles, imagine dropships from Dawn of War. The tanks are produced using resources, and then spawned on the ground within a certain proximity of the airship) The commander class can also fly these airships, taking them closer to the fight and even helping engage in air battles against the smaller fighters/bombers or the enemy's airship. The close combat players can board these airships much like the capital ships in Vanilla Battlefront and cause havoc.

2) COMMANDER CLASS
At the beginning of each match, one player from each team is randomly selected to be the commander class. This player will be restricted to a control room on board the airship, but will be far from bored. Through separate consoles in the control room, he or she can fly the airship, man heavy ordinance, research buffs or special abilities (like bacta tanks or enhanced blasters) and, most importantly view the entire battlefield RTS style and give orders to other players, or upgrade the ship. Ship upgrades are purchased with resources gathered at CP's, and can do anything from unlock class types for your soldiers to play as, or unlock vehicle production, or even beef up the airship itself with some new weapons or armor.
Orders are general, to allow the players on the ground more freedom. Think of them as "one click orders" from an RTS: attack this target, capture this point, build a turret here kinda stuff. When an actual human player follows one of these orders, they are awarded large amounts of points (perhaps an exp system? I don't know, that might be reaching just that little bit too far.) However, sometimes an order won't be followed, in which case an AI steps in after a certain amount of time at a higher cost/ lower effectiveness then if a human did it.

NOTES:

Players can spawn on the airship directly, or on the ground near the airship (another reason why positioning the airship is important!) but will not be able to spawn on a CP until a listening post (or whatever) is built on it first.

Each team will start out with only the basic unit type available to play until their team's airship is upgraded to produce the race's different classes. These basic units will be identical to the units in Vanilla Battlefront, with one important exception: the ability to build things. (After all, you start with SCV's in starcraft, right?)

Because the commander class player will be confined to the airship for the entirety of the match, they can opt out of the position at any time. To keep things fair, perhaps the players filling the direct combat roles can vote the commander player out with a 3/4 majority, if they are not performing well.

STILL with me?


WOW. Thank you so much for taking the time to read this. Again, I'd make this myself, but I just don't have the ability to do so on my own. If there are any modders out there who are interested or if you'd like to point me in the direction of a "l2mod fgt" wiki, please shoot me a PM. I'll try and cast the net out there a bit to see what I can find, so if you see this copypasta'd on a different forum, please don't cry spam. Thanks again for your time.

-Heeb <- No signatures please. -Staff

tl:dr? Sorry, nothin for ya.
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yuke5
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Re: My dream MOD

Post by yuke5 »

Hey, this is certainly more of a map idea. So should post it in this thread:

http://www.gametoast.com/forums/viewtop ... &start=920

It's the Mod/Map idea thread. That being said, your idea is pretty cool.
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Re: All-Purpose Request Thread (Mk. IV)

Post by heebarino »

Thanks. I'll move it to the other thread when I get home. Glad to see someone like the idea though.
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Re: The MOD/MAP Idea thread

Post by Bob »

The idea sure is good, but for a full game and not a BF2 mod. I really doubt that this can be realised.
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Re: The MOD/MAP Idea thread

Post by heebarino »

Yeah, that was my fear. I've had this idea for a while now, and I figured if it would ever be made, it would be a mod. And if there were a game to mod it would be this one. Thanks for the feedback guys.
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yuke5
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Re: The MOD/MAP Idea thread

Post by yuke5 »

I do believe select, simple, elements of what you mentioned could be implemented, such as the frigates, but I believe the Commander Class element could ever be implemented, or implemented well. What could (I'm not even 100% sure on this) be done would be a hero unit that spawned inside a select area with a bunch of control panels that had influence over ship turrets. However, I'm not sure how ordering A.I. could be done. There might be an ordnance type which when fired attracts A.I. What I am more sure could be done would be a spawn-in marker. The commander what fire the ordnance to a select location, an animation would play, and troopers would spawn at the location. I'm not even sure is that could even be done. Sorry. :|

EDIT:

New idea:

Revised Space Combat

Destroyable thingies in space (Comms center, command bridge and stuff) would have actual effects, but would not provide points.

Frigates are destroyed - Well, this one is sort of already implemented

Auto Turret Control Center - Same

Shields - Same

Life Support - A.I. and players can no longer access shipboard turrets.

Comms Relay -Battle chatter is disabled, and players are not told via voice-over if their shields are down or something.

Sensor Relay - Minimap is disabled (Or the visual thing detailing what part of your capital ship is operating)

Command Bridge - The A.I. on the team where the Command Bridge is destroyed no longer target certain goals on the enemy vessel, instead they only dogfight.

Engines - I'm still working on this one. I can't seem up to come up with a consequence. Maybe when they blow up, any other active destroyables on the ship are damaged by the blast, and all infantry on the ship are damaged.

Well, that is my idea, I think most of this could be implemented, but I'm not a skilled coder enough to figure out how.
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minilogoguy18
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Re: The MOD/MAP Idea thread

Post by minilogoguy18 »

^Good ideas, makes me want to do what I've wanted to for so long and make PROPER destroyable ship parts, the ISD mainly who badly needs a correct bridge model.
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jdee/barc
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Re: The MOD/MAP Idea thread

Post by jdee/barc »

here's game mode idea I came up with. partially inspired by SpeedHalo for Halo: reach

I call it: Zombie Massacre


-It's a mulitplayer mode. Several people spawn as Stormtroopers, along with some ai players maybe. One unfortunate player spawns as a Zombie Stormtrooper, along with an ai zombie (respawns infintely)to help him/her.

-The layout of the map is simple, a wide tunnel built on a tall (and i mean really tall) mountain, leading upwards to the base at the top, mortar/grenade turrets, and chaingun turrets are placed randomly on the walls, floor, ceiling, there are landmines scattered on the floor here and there. The stormtroopers are also vulnerable to the mines

-The mortar turrets fire automatically and both are rigged so they explode violently if they are destroyed.

The Stormtrooper players must do their best to keep the zombie players from getting them. While the zombie players must try to kill/infect all the stormtroopers Once a zombie kills the stormtrooper, the that player respawns as a zombie stormtrooper. The match is over when all the stormtroopers (including the ai ones) are killed/infected, or if the zombies can make it to the top and capture the command post.

The Units
Stormtrooper 1: Rifle (infinite ammo), Pistol, Grenades (3) , Fusion Cutter, Health/Ammo (4)
Stormtrooper 2 (max of 2 units): Rifle, Rocket Launcher (6), Grenades (2) (has jetpack but no sprint)

Zombie Stormtroopers: Staff, Infinite Sprint (maybe like a-two-times-faster-than-the-default-sprint-speed kind of sprint)

I don't have the bf2 modtools (working on BF1), but if this idea ever took off i think the results would be very entertaining.
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Re: The MOD/MAP Idea thread

Post by Bob »

So in the beginning, 2 lonely zombies have to somehow get into that uber fortress to get their first zomb comrades? That could be very difficult, I strongly recomment a bigger starting force.
Good is that this idea can be fully realized.
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Re: The MOD/MAP Idea thread

Post by Starzwarz »

I just had a great idea for a map.

SO. I'm sure you have all heard. read, or watched the Hunger Games.

I'm thinking someone should make a Hunger Games map for SWBF2.

Everyone spawns in a circle of a arena. This arena is decent size, best would be a little smaller then Geonosis. So 24 people spawn in a circle, and the goal is to be the last one standing.

Arena: Could be Forest, Jungle, Island, etc.

Weapons:

As in the books and movies, a boy and girl are picked from each district, so I think there should be a boy and girl class with different weapons.

Boy Class:
Knifes, Ewok Throwing Spear.

Girl Class:
Skinned Crossbow that shoots arrows, Ewok Rocks

Player Count: 12

Lives: 1, after you die once, you are out and have to spectate. I dont know if you can mod it to do this, or if it would have to be done from the Admin remote manager. Just kicked people from the server after they die.

So there would need to be platforms that each player would spawn on. Decently close together.

Let me know what you think ! And if someone wants to work on it tell me. I can give you idea's for it.
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Re: The MOD/MAP Idea thread

Post by Marth8880 »

ha-HAH!! ^^ This would actually be pretty interesting! :o So would this map/mod be directed towards multiplayer mode then, I'm guessing?
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Re: The MOD/MAP Idea thread

Post by Starzwarz »

Yes. It would be directed towards multiplayer. I have a clan, and we should be getting 2 server in the next couple weeks if all goes as planned. I'd be willing to set up on of the server to run this map when we schedule to play it.

If you have other questions let me know.
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ps2owner
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Creating a Coruscant map, have questions

Post by ps2owner »

Hey GT. It's been a while since I've made a map, but I'm making a new one now. From the title, you can probably guess what planet it will be set on. It's set in the Undercity of Coruscant, around an old smelting plant or something. It would use almost all custom models. Anyway, I have 3 questions. I'll start with #1

1. How interested are you guys in a map set in this location.

2. What do you guys think about this layout:
Hidden/Spoiler:
Image
3. What do you guys think about random rain. It would occurer randomly, sometimes you would see when playing, other times it wouldn't.
(The Coruscant Undercity is pretty much sealed off from the upper part of Coruscant, and has rainstorms sometimes. See this article for more info: http://starwars.wikia.com/wiki/Coruscan ... cteristics)
Thanks for reading!
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Re: The MOD/MAP Idea thread

Post by lucasfart »

Stop caring so much about our opinions and make it already. :P

I reckon it sounds and looks like a fairly awesome plan. Whether or not you make it work depends on how much effort you're willing to put into it.
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yuke5
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Re: The MOD/MAP Idea thread

Post by yuke5 »

The map sounds cool, you should make it. I would leave out the rain though. Although it may be accurate to the article, most players wouldn't understand why it was raining, you know? It wouldn't be worth the effort explaining. Besides that, everything seems super awesome, and it has the potential to be a map with tons of atmosphere.
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Re: The MOD/MAP Idea thread

Post by lucasfart »

Sorry, what's so bad about adding rain? I think rain would make it look/feel a lot better, although the choice is ultimately ps2owner's to make. Who cares if people don't understand it properly - if they don't know why it's there, they most likely don't care.
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Re: The MOD/MAP Idea thread

Post by JAWSFreelao »

I'd like to see a map where you could transport from ground combat to space combat in the map's upper orbit.
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Re: The MOD/MAP Idea thread

Post by kinetosimpetus »

FiWe
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Re: The MOD/MAP Idea thread

Post by FiWe »

Hi,

unfortunately I'm not a modder by myself but I would love some more Mods which contain the Republic Commandos. I really enjoyed playing the (imo) very highly qualified Extraction Mod, the Prosecutor Map and I'm a huge fan of the "realism" in the BFX Mod and its RCs. :thumbs:

So I thought about a side Mod with Commandos (like the Deltas in the CTF Mode of the Prosecutor map) against maybe mercenary groups or something like that. I wouldn't mind if it would be RC against CIS but I think some new rogues would be really cool.

Would be great if the RCs are outnumbered like in the mentioned CTF mode so the gameplay itself gets a bit more difficult and challenging which is one of the few things which really disturb me on SFBW.

I have no clue if anyone of you modders would be interessted in creating something like this but for me as a total fan of the RC Story it would be one of the best things ever.

I really enjoy your work, guys! :bowdown:
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Re: The MOD/MAP Idea thread

Post by JAWSFreelao »

kinetosimpetus wrote:Apparently, you missed this.
Apparently I Did. :oops:
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