Dobido: Deep Crater 1.0

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Jaspo
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Dobido: Deep Crater 1.0

Post by Jaspo »

download link: http://www.mediafire.com/?7rsdplwcs349i76
(because filefront appears to be a bit iffy at the moment)

Dobido: Deep Crater 1.0
by Jaspo

The 3 letter code for this map is DDC.

Modes:
CW and GCW era conquest and 2 flag CTF
Hero Assault
Lazer Tag if you have that mod of mine installed (ie, if LTS.lvl is in the Battlefront II side folder)

Two Easy Steps To Install:

1. Put the "space.lvl" file in the Battlefront II side folder:
C:/Program Files/LucasArts/Star Wars Battlefront II/GameData/data/_lvl_pc/side

2. Put the DDC folder in your addon folder. If you do not have one, make one in
C:/Program Files/LucasArts/Star Wars Battlefront II/GameData

This map is a total remake of the former occupant of my data_DDC folder.
I am using this new version with the Extended Galactic Conquest on which I am currently working.
Dobido is Sernpidal's smallest moon. It lacks atmosphere, so anyone wishing to occupy it must not
forget to bring a space suit. Thus the custom sides.

To use the custom units in your own map...well, here, I will simply dump the contents of that part of my mission script below:
(note that the _space units are parented by the regular ones listed above, so they must also be called, as shown below)
------------------------------------------------------------
Hidden/Spoiler:
[code] ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_bobafett",
"imp_inf_engineer_snow",
"imp_inf_sniper",
"imp_inf_marine",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_pilot")

ReadDataFile("SIDE\\all.lvl",
"all_inf_engineer",
"all_inf_sniper",
"all_inf_marine",
"all_inf_officer",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_pilot")

ReadDataFile("SIDE\\space.lvl",
"all_inf_rifleman_space",
"all_inf_rocketeer_space",
"all_inf_sniper_space",
"all_inf_marine_space",
"all_inf_pilot_space",
"all_inf_engineer_space",
"all_inf_officer_space",
"all_inf_special_space",
"imp_inf_engineer_space",
"imp_inf_rifleman_space",
"imp_inf_rocketeer_space",
"imp_inf_sniper_space",
"imp_inf_marine_space",
"imp_inf_dark_trooper_space",
"imp_inf_officer_space")



SetupTeams{
all = {
team = ALL,
units = 60,
reinforcements = 300,
soldier = { "all_inf_pilot_space", 5,15},
pilot = { "all_inf_rifleman_space",10,40},
assault = { "all_inf_rocketeer_space",5,15},
engineer = { "all_inf_engineer_space",2,10},
sniper = { "all_inf_sniper_space",5,15},
marine = { "all_inf_marine_space", 5,15},
officer = { "all_inf_officer_space",2,10},
special = { "all_inf_special_space",2,10},
},
imp = {
team = IMP,
units = 60,
reinforcements = 300,
soldier = { "imp_inf_pilot", 5,15},
pilot = { "imp_inf_rifleman_space",10,40},
assault = { "imp_inf_rocketeer_space",5,15},
engineer = { "imp_inf_engineer_space",2,10},
sniper = { "imp_inf_sniper_space",5,15},
marine = { "imp_inf_marine_space",5,15},
officer = { "imp_inf_officer_space",2,10},
special = { "imp_inf_dark_trooper_space",2,10},
},
}



SetHeroClass(ALL, "imp_hero_bobafett")
SetHeroClass(IMP, "imp_hero_darthvader")[/code]
-----------------------------------------------------------------

Changes since beta version:
-Enabled Shadows
-Increased light brightness (higher RGB values)
-color balanced prop textures to better match terrain textures
-added cliffs to crater walls
-updated the loadscreen image
-altered the location of one of the 2 flag CTF flags
-altered the location of the 2 flag CTF paths
-decreased unit count from 24 per side to 16 per side for 2 flag CTF
-SetAIDifficulty(0,5) for 2 flag CTF
-increased the view distances in the DDC.SKY file so that even at LOD of 0 all props remain fully visible (they have no lowrez geometry)
-streamlined the side file to reduce filesize, some changes with this are as follows:
-dark trooper is now regular dark trooper, but still takes 20 points to unlock
-gcw engineer units now require 5 pts to unlock, same as all other of the same class level
-rebel sniper now has female VO again, I guess I didn't see the need to change it the second time
-modified the rebel space suit slightly by making helmet lenses orangish rather than white
-decided to put the side file in the game's side folder, so I and others can use it elsewhere

Credits:

Lucas Arts/Pandemic for everything that's there that I didn't make.

Unofficial beta testers:
most notably:
WULFMAN
DarthD.U.C.K
and then check the beta release topic on Gametoast.com for anyone else who made suggestions.

Contact me if you wish to have any of these models to use in your map. You may use them but must give me credit.

pictures:
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
contents of the beta readme below, for reference
------------------------------------------------

This is a beta release of my redone DDC map. It is now Dobido: Deep Crater. Dobido is Sernpidal's smallest moon.
It is finished except for some polish issues; the most glaring is that the AI still run into rocks in
quite a few places, even though there are barriers placed over them.
Also, if anyone has suggestions for decreasing the size of the side file, fire away.
Because the map is on a moon without an atmosphere, I modified the rebel pilot skin to fit the imperial
pilot model, so that the rebels could also have functional space suits. Heroes for both sides are also
the stock units with no exposed skin; that meant putting the Fetts on the Rep and Reb sides, but I assume
that bounty hunters will work for anyone if the pay is high enough. That leaves Grevious for the CIS (his
spacewalking abilities were proven in EP3) and Darth Vader (not sure about the spaceworthyness of his suit,
but if I understand correctly at least in the initial creation of the character it was assumed that it would
in fact be spaceworthy).
All standard units use either the imp pilot model/new rebel skin, the imp pilot model/skin, or the ATAT pilot
model/skin. Weapons are stock but are included in the side file because I assume it is necessary; so they
are what is taking up the most filesize. if it is not necessary, please let me know.
Changes to the sides:
-normal units now unlocked after 5 points, but pilots and marines are included; pilots start unlocked, marines
unlock after 8 points. Exception is that engineers also start unlocked, because I am using the stock imp snow
engineer, and so couldn't change this, and I had to make it even for both sides so I left the rebel engineer
unlocked as well. Special class units now unlock after 20 points, and officer class after 12.
Dark trooper no longer has flight abilities, but hp is increased to 600 and agility maintained.
Wookiee warrior replaced by rebel warrior, which retains weaponry but also has 600 hp and sniper agility.
Bothan spy replaced by rebel spy, changes are simply cosmetic.
Game modes are cw/gcw conquest, cw/gcw 2 flag ctf (which is extreme close quarters), hero assault, and also
lazer tag if that mod is installed.
I intend to use this map with Extended Galactic Conquest.
Last edited by Jaspo on Mon May 23, 2011 2:51 pm, edited 2 times in total.
Lephenix

Re: Dobido: Deep Crater 1.0

Post by Lephenix »

Looks great, downloading :thumbs: .
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Re: Dobido: Deep Crater 1.0

Post by acryptozoo »

looks awesome
i love the tie pilot with the rebel skin as a space suit
DL'ing
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Re: Dobido: Deep Crater 1.0

Post by ShadowWing »

I don't think the side file is necessary if there are stock sides with stock skins with stock weapon skins.
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Re: Dobido: Deep Crater 1.0

Post by THEWULFMAN »

ShadowWing wrote:I don't think the side file is necessary if there are stock sides with stock skins with stock weapon skins.
They are not stock skins :roll:
Jaspo
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Re: Dobido: Deep Crater 1.0

Post by Jaspo »

Just to note, there are no weapon files in the side file; thus it is smaller than it was in the beta but now requires the parent units to be called in the mission script.
An exception to the no weapons part actually: the wookiee replacement actually uses the imperial officer as it's parent, because the base wookiee has dreads which apparently aren't removable and really look funny sticking out of the back of a pilot helmet:
Hidden/Spoiler:
Image
but in doing so did need the weapon files for the bowcaster and thermal dets to be included. Unless I am badly mistaken about the side making process. But I doubt it.
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Re: Dobido: Deep Crater 1.0

Post by CalvaryCptMike »

HAHAHA!!! :funny2: that looks cool from behind actually. But I've done it before too and it looks awful from the front so I know.
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Re: Dobido: Deep Crater 1.0

Post by [Padawan]Helkaan »

That was cool to play this map, a fresh gameplay, a nice objects placement and decent sides. Another great map by Jaspo!
I'll rate this map as "great" in the map archive. :P
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Re: Dobido: Deep Crater 1.0

Post by naru1305 »

[Padawan]Helkaan wrote:That was cool to play this map, a fresh gameplay, a nice objects placement and decent sides. Another great map by Jaspo!
I'll rate this map as "great" in the map archive. :P
what can i add, it is awesome :thumbs:
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Re: Dobido: Deep Crater 1.0

Post by Eaol »

Doesn't work for me. Strange. When I move the mouse over either "Empire", "Rebels" or "Auto-Assign", it crashes all the time.
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Re: Dobido: Deep Crater 1.0

Post by Jaspo »

Did you put space.lvl in the game's side folder? Sure sounds like you didn't. Or maybe you did and it's some other strange problem, in which case I unfortunately can't help you.
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Re: Dobido: Deep Crater 1.0

Post by Eaol »

Yeah, my bad. That's it.
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Re: Dobido: Deep Crater 1.0

Post by THEWULFMAN »

I recomend never forcing someone to move files around. There is no reason to ever move files, unless its a CGC script.
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