The MOD/MAP Idea thread

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Re: The MOD/MAP Idea thread

Post by lucasfart »

I'm really surprised that nobody has attempted a death star based space map for bf2. Make it so that one side of the Deathstar fills the area of the map, so that you can't go around behind it, and it has several hangars placed through it. It would be relatively simple for a fairly experienced modeller to achieve, and it would be an awesomely unique space map.
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Re: The MOD/MAP Idea thread

Post by CommanderFixer »

I need a team. I'm good at making the maps and giving ideas, but I need an experts on modeling, scripting, and skinning. If anyone would mind helping by supplying skins or models, or even forming a mod team, I'd be very happy. Is it possible to have a new era *only* on the mod maps? Any other suggestions or intel on a certain planet? Thanks! :D
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Re: The MOD/MAP Idea thread

Post by MercuryNoodles »

lucasfart wrote:I'm really surprised that nobody has attempted a death star based space map for bf2. Make it so that one side of the Deathstar fills the area of the map, so that you can't go around behind it, and it has several hangars placed through it. It would be relatively simple for a fairly experienced modeller to achieve, and it would be an awesomely unique space map.

Someone has, actually.

http://starwarsbattlefront.filefront.co ... Star;60764

http://www.gametoast.com/forums/viewtop ... ar#p352567

Also, if I remember correctly, redline's map is a bit graphically intensive.
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Re: The MOD/MAP Idea thread

Post by Sky_216 »

CommanderFixer wrote:I need a team. I'm good at making the maps and giving ideas, but I need an experts on modeling, scripting, and skinning. If anyone would mind helping by supplying skins or models, or even forming a mod team, I'd be very happy. Is it possible to have a new era *only* on the mod maps? Any other suggestions or intel on a certain planet? Thanks! :D
Make a few good maps/side mods by yourself first, then try and form a mod team, and even then only once you've made a fair chunk of the mod yourself.

Oh and giving ideas is not a talent at all, especially since your ideas seem to be making mods of other peoples ideas. Implementing them is the bit that takes knowledge and skill.
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Re: The MOD/MAP Idea thread

Post by lucasfart »

MercuryNoodles wrote:
lucasfart wrote:I'm really surprised that nobody has attempted a death star based space map for bf2. Make it so that one side of the Deathstar fills the area of the map, so that you can't go around behind it, and it has several hangars placed through it. It would be relatively simple for a fairly experienced modeller to achieve, and it would be an awesomely unique space map.

Someone has, actually.

http://starwarsbattlefront.filefront.co ... Star;60764

http://www.gametoast.com/forums/viewtop ... ar#p352567

Also, if I remember correctly, redline's map is a bit graphically intensive.
That map on starwarsbattlefront.filefront.com looks pretty good. Someone posted a pic:
Hidden/Spoiler:
Image
I did mean more of a capital ship based thing, but that looks alright. I didn't download redlines one or the other one, but were they more of a trench run map as well?
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Re: The MOD/MAP Idea thread

Post by CommanderFixer »

Okay, good point. I'd like to start with Bothawui. What should I have in? I've only seen that timeline video, and that gives very vague knowledge. I can imagine it as a large canyon with rain and a few overlooking buildings built into the rocks. I don't have any XSI tools, so I'll have to rely on released assets for things like the Imperial Warships, the troopers, and probably mountain bunkers. I don't know how I can scale the actual battle, though. The Jedi side was 4,000 strong, and the Sith side was 50,000 strong. It would take forever, and nobody would want to play that, so would 400 to 500 be sensible?
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Re: The MOD/MAP Idea thread

Post by MercuryNoodles »

lucasfart wrote: I did mean more of a capital ship based thing, but that looks alright. I didn't download redlines one or the other one, but were they more of a trench run map as well?
I think both links for redline's map are the same level, but archived in different formats, which would make sense considering some comments I've seen on filefront.

I think it was a similar concept to 11of3's, from what little I remember of the posts regarding it, but I never tried it myself due to some mention of low framerates that were centered around the DS model that was used. Even with a decent system, I still don't particularly care for community made content that goes overboard with things like the poly count on new models. I like my games stable, and my framerate over 2 fps. :P
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Re: The MOD/MAP Idea thread

Post by Sky_216 »

CommanderFixer wrote:Okay, good point. I'd like to start with Bothawui. What should I have in? I've only seen that timeline video, and that gives very vague knowledge. I can imagine it as a large canyon with rain and a few overlooking buildings built into the rocks. I don't have any XSI tools, so I'll have to rely on released assets for things like the Imperial Warships, the troopers, and probably mountain bunkers. I don't know how I can scale the actual battle, though. The Jedi side was 4,000 strong, and the Sith side was 50,000 strong. It would take forever, and nobody would want to play that, so would 400 to 500 be sensible?
No. 40-50 if its a very big map.
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Re: The MOD/MAP Idea thread

Post by Obi-Wan Kenobi »

It depends on your computers specs and the setting you have battlefront 2 on. Also consider others framerate too. :)
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Re: The MOD/MAP Idea thread

Post by Sky_216 »

Obi-Wan Kenobi wrote:It depends on your computers specs and the setting you have battlefront 2 on. Also consider others framerate too. :)
True, but even on a 256x256 map (4 times the area of the normal 128x128 map) 40-50 units is a lot.
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Re: The MOD/MAP Idea thread

Post by CressAlbane »

I think he meant reinforcements, so 400-500 would be a long battle and difficult for the jedi to win.
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Re: The MOD/MAP Idea thread

Post by mswf »

400 to 500 reinforcements is still waaaay too much. Keep it at 100 to 150, or 250 max. for a big battle, because otherwise people are fairly likely to play your map only once or twice, while a shorter battle may be played up to a total 10, 15 times. (so in the end it'll be played much more and people remember it better)
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Re: The MOD/MAP Idea thread

Post by Xavious »

mswf wrote:400 to 500 reinforcements is still waaaay too much. Keep it at 100 to 150, or 250 max. for a big battle, because otherwise people are fairly likely to play your map only once or twice, while a shorter battle may be played up to a total 10, 15 times. (so in the end it'll be played much more and people remember it better)
That, and the reinforcement count can be modified via ingame settings or the fake console, for those who may wish for a longer battle.
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Re: The MOD/MAP Idea thread

Post by lucasfart »

Still, i hate using the fake console, and if i had to fiddle with stuff every time i wanted to play a map, i doubt I'd play it that much. Its best to just go with what everybody wants, not just one person, although it is your map so nobodies going to stop you from doing it.
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Re: The MOD/MAP Idea thread

Post by Press_Tilty »

Xavious wrote:That's the whole point of this thread.
Thought so. Just double checking.
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Re: The MOD/MAP Idea thread

Post by AgentSmith_#27 »

lucasfart wrote:Still, i hate using the fake console, and if i had to fiddle with stuff every time i wanted to play a map, i doubt I'd play it that much. Its best to just go with what everybody wants, not just one person, although it is your map so nobodies going to stop you from doing it.
I think there needs to be a sort of a middle-ground where you can accept input from other people, but you shouldn't have to compromise your vision of what you want (unless it makes your map un-playable) If nobody else played my mods would I still try to mod? Probably not, but I'm still going to stick to my guns and make what I want to make, my friends get mad at me because I don't implement their Ideas that would either change game-play too much or just wouldn't fit.
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Re: The MOD/MAP Idea thread

Post by agentsmith38 »

AgentSmith_#27 wrote:
lucasfart wrote:Still, i hate using the fake console, and if i had to fiddle with stuff every time i wanted to play a map, i doubt I'd play it that much. Its best to just go with what everybody wants, not just one person, although it is your map so nobodies going to stop you from doing it.
I think there needs to be a sort of a middle-ground where you can accept input from other people, but you shouldn't have to compromise your vision of what you want (unless it makes your map un-playable) If nobody else played my mods would I still try to mod? Probably not, but I'm still going to stick to my guns and make what I want to make, my friends get mad at me because I don't implement their Ideas that would either change game-play too much or just wouldn't fit.
Mmmhmmm. That's mostly correct there 27, but it wouldn't hurt to experiment with the ideas, always take into consideration what other people come up with. I know from expirience that a few people have given me ideas that i didn't like in the first place. I did, indeed, try out those ideas just to see what they actually had in mind, and i must say, they were brilliant.

It's always a good idea to take those suggestions and try 'em out even if they do seem like they're from a movie or another game, where do you think they got the ideas from? Other movies or Other games? who knows? (they do :P)

But it is your mod/map so, you can do whatever you like to it. But i'm just saying, always take into consideration about other ideas people have.
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Re: The MOD/MAP Idea thread

Post by Obi-Wan Kenobi »

Compromise is usually the best in this instance.
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Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

I don't know if this idea has been already purposed, but why not a high security prison?

High Security Prison
Part.1 The Mandalorian Escape

Era: Clone Wars
GameModes: Campaign (Escape)
Scenario: The Mandalorian escape :bobba:

1. A Mandalorian prisonner of the republic escape from his cellule.
2. The alert is taked, the guards go to the prisonner.
3. But the prisonner kill the guards with his knife.
4. He go to a tunnel, very long, and about to a hanger, with a BARC speeder (or a KotOr swoop).
5. He take the speeder, and run in a corridor, with glasses around. Outdoor, we can see few spires or rocks.
6. The corridor about to a bunker. Our hero (the prisonner) enter in the bunker but in this bunker,
there are clones! A clone sergeant, a clone lieutnant, a clone prison supervisor and an ARF trooper!
7. Our hero kill them with his knife, but he is blessed. He find a EE-3 blaster carbine, and he takes it.
8. He go out of the bunker, and with the swoop, he go to another corridor.
9. He about to a little hospital. He go in, and he see an Bacta tank, he enter in, and he is saved.
10. He continue his exploration. With his swoop, He about to an outcast village. Abandonned.
11. He go out of the outcast village, but he must enter in a labyrinth and about to another hanger, with a spaceship!
12. In front of the spaceship, a jedi! She's armed, but our prisonner kill her with his carbine.
13. He go in the space ship, launch it and fly in an giant tunnel.
14. But in the tunnel, there are big bars. With the laser canon, he destroys them.
15. To the end of the tunnel he go out of the prison. He's free!

End (Victory).
Details:

UNITS:
The mandalorian prisonner: Boba Fett with a Bountyhunter skin (ex: by DEV). No jetpack. At start, no weapon, just a knife.
The clone guards: phase I clone troopers, with a two-hands gripped DC-15s pistol.
The clone lieutnant: phase I clone trooper, with the lieutnant skin by eggman and a DC-15s rifle.
The clone sergeant: phase I clone trooper, with the sergeant skin by eggman and a WESTAR-M5 rifle.
The clone commander: the Deviss's helmetless clone commander with a DC-15A blaster rifle
The clone prison supervisor: phase I clone trooper, with the commander skin by eggman and a DC-15A blaster rifle.
The ARF Trooper: by ANDEWEGET, with a DC-15 carbine or a SFOR carbine
The jedi: robed jedi knight (female) by kinetosimptus

WEAPONS:
Knife: A simple knife (by DarthD.U.C.K.) or an improved knife (by L.5.R) with the melee attack ODF by MasterSaitek009. Effect: Blood Spray by ANDEWEGET
DC-15s pistol: pistol of CodaRez with two-hands gripped animation by DarthD.U.C.K.
DC-15s blaster rifle: the original rifle from BF2 by Pandemic.
WESTAR-M5 rifle: model converted from JKA.
DC-15A blaster rifle: by Pahricida (or the model converted from JKA)
DC-15 blaster carbine: by OOM-9 | SFOR carbine: by fai222
EE-3 blaster carbine: GCMod team for model/RepSharpShooter for converting it
Weapons can be from Gametoast members, converted from other videogames (JKA) or created by a team or a clan (GCMOD team)

VEHICLES:
BARC speeder from BF2 by Pandemic or KotOr swoop by Maveritchell
Spacehip by YoungJediJunkie from his model pack

PROP ASSETS:
Tunnel/Corridor: by Sky_216 (bare Hoth tunnel, Mygeeto tunnels) and/or Wazmol (Felucia tunnels), and/or Caleb (Tunnel bit)
Hanger: by Wazmol and/or by Pandemic (Hoth hanger)
Glazed tunnel: from Polis Massa assets by Pandemic
Outdoor: Spires from Thule assets by Teancum/Pandemic (in TeancumSecretFiles) and a sky (night). In horizon, we can see buildings from Vyse's Mesh pack I.
Several assets can be taked from assets packs of Caleb (ex: Computer, Soda machine, cave, toilets, sinks...)
Bunker, boxes: by WideBoy
In hanger: service trucks by Maveritchell
In outcast village: Buildings from Mos Eisley by Pandemic and/or assets from Mos Eisley: Spaceport (vehicles, buildings) by Rends, and Tatooine buildings by ANDEWEGET
Also, we can put assets by squipple (they're greats)
Labyrinth: Tusken enclave by Caleb from his yet at large assets. In the enclave, there are dead tuskens (with a cutted hand) by ANDEWEGET
Giant Tunnel: Hoth tunnel increased. for the bars, they are from Bespin, but the texture is modified and the .msh file is increased.
Also, the bars are destroyables (ODF changes).

DETAILS:
Mode: The "Escape" mode can be really a campaign mode. I think it's the best solution.
Loading screen: I think to a screen where we see the prisonner when he's killing a guard with his knife.
[Padawan]Helkaan wrote:He find a EE-3 blaster carbine, and he takes it.
Like in Bakura: Rogue Assault by Maveritchell.

That's all for the 1st part.

And the second...

High Security Prison
Part.2 Freedom

///////////////STORY\\\\\\\\\\\\\\\

Era: Galactic civil war
GameModes: Uber (modified XL mode)
Scenario: Freedom

4 years after the order 66
The prison is under the propriety of the Empire. A Bothan general, Lyyn Ask'Maro, commands a
legion of the Alliance. A few months ago, he commanded a small group of spies who worked for the
rebellion. But while he led a raid in the prison of the Empire, many of his valiant warriors
were captured or killed. Forced to fight in retirement, he returned to the basis of the
Alliance with only half of its workforce.

Today, he is determined to deliver his friends.

It was then that it restarts to prison, with a group of elite soldiers.
The group is composed of over 80 soldiers, 30 heavy artillerymen, 25 spies,
12 saboteurs, 25 SpecOps troopers, 8 swordmens, 5 captains, 3 commanders,
and one General, him.
Details:

//////////////UNITS\\\\\\\\\\\\\\\

REBELS:
Lyyn Ask'Maro: Bothan with kama, armed of an A-295 blaster rifle and a DL-18 blaster pistol.
Soldiers (riflemans): Tantive 4 troopers, with DH-17 blaster rifle and 2 concussion grenades.
Heavy artillerymen: Rebel with clone armory and backpack by DEV, a underhand chaingun, a CR-23 rifle, and rage.
Spies: 3 different units. 10 Bothan spies (with backpack -by DEV), 10 enginners (with Han Solo head -by DEV)
and 5 Tantive 4 troopers (with Jango head -still by DEV). They're armed of DP-23 tactical shotgun,
DL-44 blaster pistol, mines, deguise kit and sniper rifle.
Saboteurs: by icemember, with JKA sniper rifle, knife, 1 bomb, fusioncutter and deguise kit.
SpecOps troopers: from BFX, with E-11 carbine, E-11 slugthrower and thermal dethonators.
Swordmen: Sword, detpack and DH-17 blaster pistol.
Captains: by Syth from BFX assets, DH-17 blaster pistols with doubleweapon skeleton by DarthD.U.C.K, rally and rage.
Commanders: Differents units. A Wookie commander (Ahorroshyan), a rogue clone commander ("Orb"),
and a General Crix Madine-styled rebel commander.

General Madine: from BFX. A-280 blaster rifle, DH-17 repetition blaster pistol, thermal detonators, rally,
electrobinoculars, renforts (+5), and shield.

Ahorroshyan: A wookie. :chew: Bowcaster, roquet launcher, 3 bombs and rage.

Commander "Orb": :clone: Helmet-less clone trooper (by NullCommando) with rex pauldron (by RogueKnight). DC-15A blaster rifle, DC-17 pistol, electrobinoculars, 5 EMP grenades, rally, and knife with ODF melee attack file by MasterSaitek009.

EMPIRE:

Prison guard: stormtrooper by Pandemic with kylan blaster pistol with two-hands gripped pistol animation -by DarthD.U.C.K
Stormtrooper: from BF2 with E-11 blaster rifle and Q-4 holdout blaster pistol
Shocktrooper: from BF2 with imperial heavy repeater DLT-20A rifle, 2 thermal detonators.
Officer: enginner from BF2 with DLT-19 All-in-on rifle, rally and knife with melee attack ODF.
Storm Commando: from BFX with EE-3 blaster carbine and DLT-19s sniper rifle. (I true it's DEVISS who made it)
EVO trooper: by Codarez. With T-21 rifle, DC-17 pistol an shotgun.
Royal guard : By DarthD.U.C.K, with forcepick, punch, rage and 3 thermal detonators.
Commander: Imperial Commander from BFX with DLT-20A rifle, se-14 repeating pistol, rage and remote droid
Bounty Hunter: Mercenary by sky_216, with heavy flamethrower, custom sniper rifle, knife with melee attack ODF and extra-bomb.
Trandoshan gunner: by Crichton, with rocket launcher and poisondart.
Sith apprentice: an apprentice of Lord Vader. A jedi knight by Pandemic, reskinned, with a red lightsaber, force drain an invisibility.

//////////////WEAPONS\\\\\\\\\\\\\\\

REBELS:
A-280/A-295/DH-17: from BFX by Syth.
DL-18/DL-44/DH-17: DL-18 by Syth, DL-44 by Pandemic, DH-17 by Rekubot.
Underhand chaingun: by VF501
CR-23: by ANDEWEGET
DP-23 shotgun: by RogueKnight/shotgun from BF2 by Pandemic
Sniper rifle: from JKA by NeoMarz.
sword/knife/improved knife: sword by Vyse/knife by L5R/improved knife by DarthD.U.C.K
bowcaster/wookie roquet launcher: bowcaster by Pandemic / roquet launcher from BFX by AceMastermind
DC-15A rifle/DC-17 pistol: DC-15 by Parhicida and pistol by kinetosimpetus.
thermal detonators/detpack/rally/rage/bomb/fusioncutter/electrobinoculars/BF2 assets: by Pandemic

EMPIRE:
E-11 blaster: By CodaRez
ALSO other model: GCMod team: model/ RepSharpShooter: model convertion
DLT-19/DLT-20/T-21: DLT-19 and T-21 by Walord28, DLT-20A from BFX by (?)(I don't know)
forcepick/knife: forcepick by taivyx, knife by... you know...
DC-17: kinetosimpetus
Heavy repeater: still kinetosimptus
DLT-19s: from BFX. I don't know who made it.
Flamethrower/thermal detonators/roquet launcher/shotgun/mines/rage/rally/remote droid/electrobinoculars/invisibility and the rest: Pandemic.

poison dart/force drain: by Syth

Now, the list of assets I don't know who made*:
- kylan blaster pistol from BFX
- Q4 holdout blaster from BFX
- DLT-19s from BFX
- DLT-20A from BFX
- se-14 from BFX
- E-11 slugthrower from BFX
- EE-3 carbine *FOUNDED* GCMod team: model/ RepSharpShooter: model convertion
- DLT-19 All-in-on rifle *FOUNDED* by AQT
- EMP grenades *FOUNDED* by 666rulerofclones or the model by sky_216 from287th Legion source files
- concussion grenades
- and others... but I can't find all... and I wait before asking in "The help me find an assets author topic".

*I just know they're on SWBFiles and GT.

OTHER WEAPONS:
punch: noweapon.msh with melee attack ODF
deguise kit: from 123+
custom sniper: I can't find the model I want. If someone can made it, good.
renforts(+5): the number of units is increased to each use of this option (or weapon, if you want).
Extra bomb: High explosive bomb.

//////////////VEHICLES\\\\\\\\\\\\\\\

No vehicles.

//////////////PROP ASSETS\\\\\\\\\\\\\\\

Same assets of the previous story.
But few changes;
- Droids. There are probe droid, which turn around and in front of the cells, and in corridors. Like in " The big "L" " by Mav.
I remember we can create AI controlled units. That's good for droids. They're from "Playable droid pack" by General_Nate.
They strike on rebels when they see one.
I think we should add corridors, that of the Acclamator (by Wazmol), as the rebels can planquer behind walls to avoid penalties
and take in the corridors.

- In bunker, new Endor bunker control panel by Executer94.

///////////////OTHER DETAILS\\\\\\\\\\\\\\\

The principe of the mission is kill all ennemies. But the player can also deliver the rebel pilots in their cells.
-----------------------------------------------------------
Units: the player(s) must unlock units.

REBELS:
-Soldier: no unlock
-Heavy Artillerymen: 3 pts to unlock.
-Spies: 8 pts to unlock.
-Saboteurs: 12 pts to unlock.
-SpecOps troopers: 15 pts to unlock.
-Swordmen: 18 pts to unlock.
-Captains: 25 pts to unlock.
-Commanders: no playables. (from 3rd command post)
-Hero: Lyyn Ask'Maro.

EMPIRE:

-guard: no unlock
-stormtrooper: no unlock
-shocktrooper: 3 pts to unlock.
-officer: 12 pts to unlock.
-storm commando: 15 pts to unlock.
-EVO trooper: 18 pts to unlock.
-Royal guard: 20 pts to unlock.
-Commander: 25 pts to unlock.
-Bounty hunter: no playable. (from 4th command post)
-Trandoshan gunner: no playable. (from 4th command post)
-Hero: Sith apprentice.
-----------------------------------------------------------
Tips and loadscreen

TIPS:

-1st idea: the scenario (freedom)
-2nd idea: "Objectives: kill all ennemies"
-3rd idea: "Objectives: deliver the rebels pilots"
-4th idea: "Watch out the guards and probe droids!"
-5th idea: "Visit GT for details and support about SWBF1/SWBF2 modding, help, requests... -www.gametoast.com"
-6th idea: Credits. Only the most important modders are listed (example: "Thank to xxx for assets, www for modding help, GT for support"...)

LOADSCREEN:

1st idea: an indoor view
2nd idea: an outcast village view
3rd idea: "rebels vs empire" composition (like in Telos: Mandalorian war by Elfie)
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Minor details

AI controlled spawned units: droids.
AIHero support (by archer01) can be enabled, because it's more hard for the player :maulsaber:
4CP support: *IMPORTANT for several units* by [RDH]Zerted

Ok I stop, that's very long. :quotes:
That's all for the 2nd part.
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If you like these idea, I've got 2 other scenarios in my head.

-[Padawan]Helkaan
Last edited by [Padawan]Helkaan on Tue Sep 28, 2010 12:26 pm, edited 9 times in total.
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: The MOD/MAP Idea thread

Post by fasty »

You're very descriptive, and you seem to know exactly what you want in the map. You have a very large list of assets that are all already made. I'd say just go ahead and start working on it and when you run into problems you can always ask on here. Of course, campaigns need a lot of lua scripting. You're gonna need to learn some stuff for this! :wink:
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