map2.0

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Deviss
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Re: DEV's Mod 2.0

Post by Deviss »

Masterdestroyer38 wrote:Woho you´re the best man :thumbs: . I´ll try it out tomorrow can´t wait (I can only fully enjoy a mod when it´s "perfect" if you now what I want to say :) )
lol yeah many times i had the same problem XD is very problematic have floatin icons XD, don't allow kill many droids lol
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Re: DEV's Mod 2.0

Post by CodaRez »

Ok:

1. When I instantly put this on, my Mission slider came to 583>500 LOL Man is cus I got Con. Pack, DT AND BFX. This is also after i removed the BF0 maps(btw the eras are also overloaded for me, they go behind the "Launch" button now)
(don't worry, all this obviously ain't your fault)

OFF TOPIC: Anyone know how to turn of DT and BFX without losing significant core data?(like a quick but reversable uninstall)

On other notes, quite an awesome job you did on this mod :thumbs:

Some localizations were still missing though(maybe cus of my high mission output buuut)
Some clone commander rallies and rages were blank
the metallic commander gun was blank too.

Nice use of sounds, which were my favourite.


Also, lol thnx for using my rocket launcher. Sry it looks a bit low-rez textured.

And I personally liked the new DC-17 rifle used
(why hasn't it been released yet? I heard it was cus of illegality? if so its ok to be used here :? )

Overall, NICE work dude. :thumbs:
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Re: DEV's Mod 2.0

Post by Deviss »

CodaRez wrote:Ok:

1. When I instantly put this on, my Mission slider came to 583>500 LOL Man is cus I got Con. Pack, DT AND BFX. This is also after i removed the BF0 maps(btw the eras are also overloaded for me, they go behind the "Launch" button now)
(don't worry, all this obviously ain't your fault)

OFF TOPIC: Anyone know how to turn of DT and BFX without losing significant core data?(like a quick but reversable uninstall)

On other notes, quite an awesome job you did on this mod :thumbs:

Some localizations were still missing though(maybe cus of my high mission output buuut)
Some clone commander rallies and rages were blank
the metallic commander gun was blank too.

Nice use of sounds, which were my favourite.


Also, lol thnx for using my rocket launcher. Sry it looks a bit low-rez textured.

And I personally liked the new DC-17 rifle used
(why hasn't it been released yet? I heard it was cus of illegality? if so its ok to be used here :? )

Overall, NICE work dude. :thumbs:
1: lol i don't know i haven't installed others modsXD only mygeeto improved and Rend's Mos Eisley :P

2: hey your rocket launcher is great haven't low-rez textured and become unic to the 41st legion many thanks to you for the great weapon :wink:

3: yeah is the version from VF501 but is illegal??
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Re: DEV's Mod 2.0

Post by RogueKnight »

CodaRez wrote:And I personally liked the new DC-17 rifle used
(why hasn't it been released yet? I heard it was cus of illegality? if so its ok to be used here :? )
It was released about a year and a half ago, but it was removed due to the fact that the texture was ported from RC....

I really don't get the texture porting rules around here....
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Re: DEV's Mod 2.0

Post by CodaRez »

DEVISS-REX wrote:
2: hey your rocket launcher is great haven't low-rez textured and become unic to the 41st legion many thanks to you for the great weapon :wink:
Nah didn't mean u USED a lowrez texture(which i didn't make :P )

Meaning to say since the texture is screenie ripped, its a bit low quality. I saw the contrast of detail between the other weapons, the guy holding the rocket, and the rocket itself. Didn't quite matchup :oops:

But still I am much obliged :yes:
DarthRogueKnight wrote:
CodaRez wrote:And I personally liked the new DC-17 rifle used
(why hasn't it been released yet? I heard it was cus of illegality? if so its ok to be used here :? )
It was released about a year and a half ago, but it was removed due to the fact that the texture was ported from RC....

I really don't get the texture porting rules around here....
Yeah(as said above, I screenie ripped the texture. Isn't that about the same?)

And to make the fact even more ridiculous, if its illegal, why is the running of this mod WITH it allowed? :?
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Re: DEV's Mod 2.0

Post by RogueKnight »

CodaRez wrote:
DEVISS-REX wrote:
2: hey your rocket launcher is great haven't low-rez textured and become unic to the 41st legion many thanks to you for the great weapon :wink:
Nah didn't mean u USED a lowrez texture(which i didn't make :P )

Meaning to say since the texture is screenie ripped, its a bit low quality. I saw the contrast of detail between the other weapons, the guy holding the rocket, and the rocket itself. Didn't quite matchup :oops:

But still I am much obliged :yes:
DarthRogueKnight wrote:
CodaRez wrote:And I personally liked the new DC-17 rifle used
(why hasn't it been released yet? I heard it was cus of illegality? if so its ok to be used here :? )
It was released about a year and a half ago, but it was removed due to the fact that the texture was ported from RC....

I really don't get the texture porting rules around here....
Yeah(as said above, I screenie ripped the texture. Isn't that about the same?)

And to make the fact even more ridiculous, if its illegal, why is the running of this mod WITH it allowed? :?
Well, HK-47 was allowed to be in conversion pack even though his texture was ripped from KotOR, so I'm not sure....

Could some admin clear this up?
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Re: DEV's Mod 2.0

Post by Masterdestroyer38 »

I played a few hours on this mod now and I can say that much that this mod gets better and better. While playing I wrote down the things I liked and disliked and some bugs (wich I think to be bugs :wink: ). And although there are more cons than pros let me tell you in advance the pros and cons don´t need to be right they just represent my opinion. Ok now here we go

Pro
-fast gameplay (no overheat for the weapons)
-looks of the DC-17m blaster system (one word: AWESOME)
-Bulldog RLR model
-AT-TE moves faster (YEEEEEEEEEESSSSSSSSSSS)
-new classes (droid commando, officier etc.)
-new weapons (shotgun etc.)
-nice skins (especially the Galactic Marines)
-new mps or modified maps/ new looks for old maps)
-nice new sounds for weapons (chaingun, shotgun etc.)
- nice new animations (327th Commander holding his pistol!!!!)

Con
Clone Commando (dual laser)
-overpowered (thanks to the dual laser)
-shots of the dual laser

TX-130S and AAT
-rockets look like laser

Clone Comando (RC)
- in some cases unlimited ammo for DC-17 blaster (it detroys in my opinion one of the RCs)
- in some cases unlimited ammo for the sniper attachment + no overheat make it too overpowered
- mortar attachment funtions like rocket launcher (intended?)

-LAAT/i doors should open after take off
-Order 66 modea bit too hard (jedis too powerful in this mode)
-different or missing weapons for some units in different modes or on different maps (RC Clone Commando, equipment varies and ammo limit is often different (300, 400, unlimited))
-sometimes the dark underground doesn´t fit the maps (Hoth: Prison Break + Rhen Var: Harbor)

Bugs
- strange shadows (Clone officer)
-you can´t see the weapons of the Clone Commando (RC) in the ego perspective (for example on Hoth: Prison Break, 50th Gamma Legion)
Grievous
- I just press Mouse1 (attack) one time and he attacks with his full combo (intended?)
- sprinting then jumping and then pressing mouse1 (attack) causes him to repeat the jump attack several times (intended?)
- I don´t know if this is a bug, but you sure get a lot of points for conquering a CP :lol:

This is it! Most of the cons are just minor things (except for the things concerning the RC, you knwo I LOVE SWRC) but the rest is awesome, fantastic, great whatever, THIS MOD ROCKS :thumbs:
I think it would be a good idea to give some units a melee attack as a secondary weapon. You can vary the strength of it by the classes (for example, the rocket trooper can kill an enemy with one mighty hit and the recon trooper has to attack several times). Well this is just an idea.

And now for all those guys who haven´t played this AWESOME (and I mean AWESOME) mod yet:

DOWNLAOD IT NOW!!!!!!!!!!!
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Re: DEV's Mod 2.0

Post by Hawk »

hey dev,
The mod is a big, cool mod and your map is the best!
I find the easter egg. :thumbs:
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Re: DEV's Mod 2.0

Post by CodaRez »

Masterdestroyer38 wrote:
Hidden/Spoiler:
Pro
-fast gameplay (no overheat for the weapons)
-looks of the DC-17m blaster system (one word: AWESOME)
-Bulldog RLR model
-AT-TE moves faster (YEEEEEEEEEESSSSSSSSSSS)
-new classes (droid commando, officier etc.)
-new weapons (shotgun etc.)
-nice skins (especially the Galactic Marines)
-new mps or modified maps/ new looks for old maps)
-nice new sounds for weapons (chaingun, shotgun etc.)
- nice new animations (327th Commander holding his pistol!!!!)

Con
Clone Commando (dual laser)
-overpowered (thanks to the dual laser)
-shots of the dual laser

TX-130S and AAT
-rockets look like laser

Clone Comando (RC)
- in some cases unlimited ammo for DC-17 blaster (it detroys in my opinion one of the RCs)
- in some cases unlimited ammo for the sniper attachment + no overheat make it too overpowered
- mortar attachment funtions like rocket launcher (intended?)

-LAAT/i doors should open after take off
-Order 66 modea bit too hard (jedis too powerful in this mode)
-different or missing weapons for some units in different modes or on different maps (RC Clone Commando, equipment varies and ammo limit is often different (300, 400, unlimited))
-sometimes the dark underground doesn´t fit the maps (Hoth: Prison Break + Rhen Var: Harbor)

Bugs
- strange shadows (Clone officer)
-you can´t see the weapons of the Clone Commando (RC) in the ego perspective (for example on Hoth: Prison Break, 50th Gamma Legion)
Grievous
- I just press Mouse1 (attack) one time and he attacks with his full combo (intended?)
- sprinting then jumping and then pressing mouse1 (attack) causes him to repeat the jump attack several times (intended?)
- I don´t know if this is a bug, but you sure get a lot of points for conquering a CP :lol:
Nice bug reporting dude, but I believe I should elaborate on some points.

-For one thing, "fast gameplay" such as unlimited ammo, is in itself imbalanced. Check out the Z-6 Rotary, not a single overheat.
-Most units are easily accessible, there is no unlock points? :?
-The Rep Commando mortar launcher actually does just shoot mortars, not missiles.
And yes, some first person arms are missing.
-An ATTE moving faster seems weird too. Do u have a balance for that?

Now I just realized, u may need to do a bit of tweaking to make this mod balanced and professional

But still, its quite a peace of work. Keep it up :thumbs:
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Re: DEV's Mod 2.0

Post by Masterdestroyer38 »

CodaRez wrote: Nice bug reporting dude, but I believe I should elaborate on some points.

-For one thing, "fast gameplay" such as unlimited ammo, is in itself imbalanced. Check out the Z-6 Rotary, not a single overheat.
-Most units are easily accessible, there is no unlock points? :?
-The Rep Commando mortar launcher actually does just shoot mortars, not missiles.
And yes, some first person arms are missing.
-An ATTE moving faster seems weird too. Do u have a balance for that?

Now I just realized, u may need to do a bit of tweaking to make this mod balanced and professional

But still, its quite a peace of work. Keep it up :thumbs:
1. Well ok you got a point there
2. Oh my I really appreciate that there are no unlock points anymore, the AI has all units right at the start, too :wink:
3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
4. The AT-TE dies way too fast maybe I should have said so first. It´s connected to the missing overheat of the AAts so it is a good thing the AT-TE can advance faster.

Like I said, those were just points which pleased/annoyed me and I just wrote them down while playing (maybe I should have linked them better, I apologize for that)
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Re: DEV's Mod 2.0

Post by mswf »

May I give my opinion on these points as well?
Masterdestroyer38 wrote: 2. Oh my I really appreciate that there are no unlock points anymore, the AI has all units right at the start, too :wink:
Well, there's a big difference between AI and human players. The unlockable system is there, because giving all players elite units would be unbalanced/no fun and that's why you've got to play for some time, before you gain acces to better units. (what would be the point of making weak units avaible to humans be otherwise)
Masterdestroyer38 wrote:3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
That's probably because it goes so fast, it looks like an rocket, but it's probably actually an accelarated mortar. (which is more like it was in RC)
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Re: DEV's Mod 2.0

Post by CodaRez »

Masterdestroyer38 wrote:3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
Miao wrote:That's probably because it goes so fast, it looks like an rocket, but it's probably actually an accelarated mortar. (which is more like it was in RC)
Sry, mis interpretion of words.

I am saying for me they actually DO fire missiles, and are meant to fire mortars.

And seriously, no mortar accelerates that fast, like a missile...(c'mon even RC's mortar had a clearly visible arc)
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Re: DEV's Mod 2.0

Post by Deviss »

Masterdestroyer38 wrote:
Hidden/Spoiler:
[quote="CodaRez"]
Nice bug reporting dude, but I believe I should elaborate on some points.

-For one thing, "fast gameplay" such as unlimited ammo, is in itself imbalanced. Check out the Z-6 Rotary, not a single overheat.
-Most units are easily accessible, there is no unlock points? :?
-The Rep Commando mortar launcher actually does just shoot mortars, not missiles.
And yes, some first person arms are missing.
-An ATTE moving faster seems weird too. Do u have a balance for that?

Now I just realized, u may need to do a bit of tweaking to make this mod balanced and professional

But still, its quite a peace of work. Keep it up :thumbs:
1. Well ok you got a point there
2. Oh my I really appreciate that there are no unlock points anymore, the AI has all units right at the start, too :wink:
3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
4. The AT-TE dies way too fast maybe I should have said so first. It´s connected to the missing overheat of the AAts so it is a good thing the AT-TE can advance faster.

Like I said, those were just points which pleased/annoyed me and I just wrote them down while playing (maybe I should have linked them better, I apologize for that)[/hide][/quote]
mswf wrote:
Hidden/Spoiler:
May I give my opinion on these points as well?
[quote="Masterdestroyer38"]
2. Oh my I really appreciate that there are no unlock points anymore, the AI has all units right at the start, too :wink:
Well, there's a big difference between AI and human players. The unlockable system is there, because giving all players elite units would be unbalanced/no fun and that's why you've got to play for some time, before you gain acces to better units. (what would be the point of making weak units avaible to humans be otherwise)
Masterdestroyer38 wrote:3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
That's probably because it goes so fast, it looks like an rocket, but it's probably actually an accelarated mortar. (which is more like it was in RC)[/hide][/quote]
CodaRez wrote:
Hidden/Spoiler:
[quote="Masterdestroyer38"]3. I don´t know, maybe you´ve got another version. In my case he DOES fire missiles :?
Miao wrote:That's probably because it goes so fast, it looks like an rocket, but it's probably actually an accelarated mortar. (which is more like it was in RC)
Sry, mis interpretion of words.

I am saying for me they actually DO fire missiles, and are meant to fire mortars.

And seriously, no mortar accelerates that fast, like a missile...(c'mon even RC's mortar had a clearly visible arc)[/hide][/quote]

well i took a time reading all his opinion suggest and more, and yeah i will try modify for more like everybody but there is one thing i won't change ´Únlock Points´ i won't add them because i would like use all models in special also many time i use clone trooper standard and anyway i kill many droids and survive many time lol, i tried balance weapons and more for this reason appear few magnaguards lol, many thanks for all comments and commentaries/opinion i will try improve for everybody will love this mod :mrgreen:
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Re: DEV's Mod 2.0

Post by mswf »

Thanks for your feedback on our feedback, Deviss :)
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Re: DEV's Mod 2.0

Post by Masterdestroyer38 »

@ DEVISS-REX:
I´m already looking forward to version 3.0 :thumbs:

@ mswf:
No offense but the talk about the difference between AI and human players was clear to me :wink: . But I think unlock points are now useless because the majority of players who still play SWBFII are either great SW fans or even freaks (like me :) ). It isn´t a problem for us anymore to unlock the other classes (and I don´t really think it´s a problem for you, too). And to make this clear: MY mortar launcher fires rockets! Hope this wasn´t too harsh I really don´t want to offend anybody.
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Re: DEV's Mod 2.0

Post by CodaRez »

Ok DEV, now that I cleared up my addon folder a bit, i can access ur mod a bit more

Heres a more detailed report:

-For one thing, i see repetitions of maps in my list. I have the SWBF con. pack, and since you are also adding ur legions to those maps, but not as a new era, you are simply duplicating them. It would go like this

Rhen Var: Harbor KOTOR era GCW era Clone Wars era
Rhen Var: Harbor 50th Gamma, 21st Novas

thats how they are on my list.

Its a bit weird and annoying to see 2 of the same maps in the list, so I suggest you really integrate the mod as a new era even for SWBF Con. Pack users. You could do a separate one for SWBF Con.'s and another for non-users.
Or on the other hand, maybe it ain't a good idea to even integrate the mod into SWBF maps(mission overload)
So think about it

-Minor bug: I believe most of ur clone commanders fire shots through the middle of the body. To be more realistic I believe you should check out the droideka's .odf(because the droideka fires from left and right guns)(this can also fix the first person shots, which seem to be going from the right gun but not the left)

-Minor bug: The SWBF map Naboo: Plains has un-ridable kaadu's(you can get on, but they can't budge)

-Lastly, on comment of the "new map", Hoth: Prison Break, is basically just reskinned Mos Eisley, isn't it. Maybe you could add more unique props(prison cells, guard droids, probe droids, something...), reposition buildings. Anything to make it at least different than an impposible winter in Mos Eisley. Please try and spruce it up a bit
Also, suggest you use the normal hoth snowy terrain found on the actual hoth map. Black gravel doesn't suit that ice ball of a planet.

Hope you can polish this more before you make a permanent release. Its got potential, but this version is a bit "infested".
So GL :thumbs: It really is a mod worth finishing dude.
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Re: DEV's Mod 2.0

Post by Maveritchell »

CodaRez wrote:-For one thing, i see repetitions of maps in my list. I have the SWBF con. pack, and since you are also adding ur legions to those maps, but not as a new era, you are simply duplicating them. It would go like this

Rhen Var: Harbor KOTOR era GCW era Clone Wars era
Rhen Var: Harbor 50th Gamma, 21st Novas
I haven't tried out your mod, but if you are adding your mod to the Conversion Pack, please remove any link you have and please do not add your mod to the Conversion Pack in future versions.
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Re: DEV's Mod 2.0

Post by Labj »

I have been talking with him, he said that he added those maps by himself... if that is what you mean Mav.
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Re: DEV's Mod 2.0

Post by Maveritchell »

Labj wrote:I have been talking with him, he said that he added those maps by himself... if that is what you mean Mav.
As long as he's not using the Conversion Pack .lvl files or scripts that's fine by me.
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Re: DEV's Mod 2.0

Post by Labj »

Maveritchell wrote:
Labj wrote:I have been talking with him, he said that he added those maps by himself... if that is what you mean Mav.
As long as he's not using the Conversion Pack .lvl files or scripts that's fine by me.
Yes, commanderbacara/cc-1138 gave him the assets.
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