Big Battle 3 (v0.9 beta)

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Bob
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Big Battle 3 (v0.9 beta)

Post by Bob »

Some of the older members maybe remember these 2 things claiming to be maps I pumped out in my early days as modder.
Now guess what, it's back. But this time it's not a disgrace of the trash-map genre. It's a map.
While there are still lots of units and vehicles, there is now also a landscape to support the atmosphere and fighting fractions and fully grown custom sides.

Pics
Hidden/Spoiler:
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Setting

A svampy planet during the Clone Wars. Mostly hills and plains, but also some mountains at the border. Slight rain.

Tactical information

Rep's advantages
strong defense: The GAR fields barriers, artillery, AT-guns and a shieldgenerator
high ground: hills surrounding the base provide cover, good sniping spots and bottlenecks
secured flank: The Republic holds a nearly untakeable CP in the mountains from which the heroic soldiers of the GAR can attack the enemy's flank

CIS' advantages
strong offense: HAGs can bombard the republican base from far away, while AATs and the resilient Snaildroids build up pressure on the enemy's defense
majority: The Confederacy has more of everything, be it soldiers or armor
air superiority: 2 Gunships patrol the battlefield to ensure the advancement of friendly ground forces

Units

Republic
Rifleman: classic multi-purpose unit
Fusilage Trooper: medium ranged sniper (think of it as a futuristic musqueteer)
Support Trooper: builds/repairs stuff, lays health/ammo packs, Anti-Infantery and Anti-Tank mines
Heavy Trooper: Anti-Tank/ambush
Republic Commando: strong all-purpose unit
Jettrooper: sabotage unit

CIS
B1 BD: cannonfodder
B2 SBD: slow armored anti-infantery
B1 BD Commander: multi-purpose unit
BX CD: fast armored sniper/support
Magnaguard: Anti-Tank/Melee unit
Droideka: rolling anti-infantery with a shield

Unique grenades
EMP Grenade: Used by the Republic. Disables turrets and vehicles, does heavy damage to shields and droids and is harmless to organic life forms.
Poisongrenade: Hurts only organic units.

Credits

Code: Select all

Fai222 		        - republic carbine
Maveritchell                   - reference for emitter-grenades
DarthD.U.C.K.               - RC
NeoMarz		        - RC
Vyse                             - RC
icemember                    - most of the models used for the reptroopers + parts of the skins
DEVISS                        - BX fpm, most DC-15 variants used, Bly goggles, white clone skin i used as a base
FragMe!                        - BX fpm
RougeKnight                  - most DC-15 variants used
CodaRez                       - DC-15s
ANDEWEGET               - DC-17m
kinetosimpetus              - BX droid
B.I.G_Cookie                 - CIS vehicle skins
ForceMaster                  - Republic Arty
Teancum                       - Naboo Prototype assets (2 ground textures, hangar, comtower, little barriers)
TAW Clan                      - Naboo Prototype assets (2 ground textures, hangar, comtower, little barriers)
Conversionpack Team     - HAG
Sky                               - Jetpack
who ever added the cape to the stock Magnaguard (BFX version, not Tuskencamp) and made the staff (Lord_Bandu I guess)
Me, Pandemic, Gametoast, bla - everything else 
If I forgot someone or got something wrong, contact me ASAP.

What is still to be done

Polishing. That means localization, fixing weapon icons, making some units need points to be unlocked and changing the order of units at the selection screen.
If noone of you finds any terrible bugs or multiple people want something added/changed I'll call it v1.0 after that.

The link

Dropbox
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Maveritchell
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Re: Big Battle 3 (v0.9 beta)

Post by Maveritchell »

In the future, I suggest you make sure that your releases extract a single folder that can be dumped in the addon folder (instead of turning the top-level folder into the archive directory). What you have here won't (or shouldn't) confuse most people on the site, anyone unfamiliar with SWBF2 mods may be in the dark.
Bob
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Re: Big Battle 3 (v0.9 beta)

Post by Bob »

Maveritchell wrote:I suggest you make sure that your releases extract a single folder that can be dumped in the addon folder
But that's exactly what happens when it's extraced with WinRAR, which most people use I believe.
I'll simply leave a note in the final readme for people who eventually get seperate files instead of the BA3 folder.
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Maveritchell
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Re: Big Battle 3 (v0.9 beta)

Post by Maveritchell »

Bob wrote:
Maveritchell wrote:I suggest you make sure that your releases extract a single folder that can be dumped in the addon folder
But that's exactly what happens when it's extraced with WinRAR, which most people use I believe.
I'll simply leave a note in the final readme for people who eventually get seperate files instead of the BA3 folder.
Never make an assumption of your end-user. I can't speak to "most people" in general, but I'm pretty sure that most of the users here who build mods use 7zip or its ilk, because most mods are packaged in self-extracting .exes, which I don't think WinRAR generates. And on the subject of self-extracting archives, unless you're distributing to OSX users, you're best off using the self-extracting .exe, because the end-user has no software requirements at all - you don't need WinRAR, 7zip, or anything.
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TWINKEYRUNAWAY
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Re: Big Battle 3 (v0.9 beta)

Post by TWINKEYRUNAWAY »

Personally, I use both. Some people like winrar and some people like that winzip exe thing(Which is pretty convenient). Anyway it seemed to extract fine for me, unless your referring to the non dropbox file(Which I didn't use).
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Nedarb7
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Re: Big Battle 3 (v0.9 beta)

Post by Nedarb7 »

I'll be sure to try this out! Looks great :thumbs:
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Re: Big Battle 3 (v0.9 beta)

Post by timelow »

This was actually pretty cool bro. I'm sick of the clone wars to the point of nausea though. Really, really, really wish you had flushed out the GCW era a bit. I had fun though.
Some vehicles in GCW + some props/buildings somewhere and this map would be dope
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Re: Big Battle 3 (v0.9 beta)

Post by Bob »

timelow wrote:This was actually pretty cool bro. I'm sick of the clone wars to the point of nausea though. Really, really, really wish you had flushed out the GCW era a bit. I had fun though.
Some vehicles in GCW + some props/buildings somewhere and this map would be dope
Actually, GCW will be removed as part of the 'polishing'. I never liked that era, so it won't be in 1.0. In later versions probably, but in the early GCW, TFU time.
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Luke
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Re: Big Battle 3 (v0.9 beta)

Post by Luke »

Looks really cool, Bob! I'm looking forward to your 1.0 release and I really like to see it finished! :thumbs:

*sorry for bumping, but I haven't been online for a longer time*

EDIT:
Hidden/Spoiler:
Do you think you can release the "TCW"-skin for your HAG? I used it also on my Map, but with the original texture from psychofred and I think, this will look and fit better :)
EDIT2: 1 thing to improve: You should add something like a low-transparent grass foliage to the meadows, that (and some trees?) might improve the look a lot :)
Bob
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Re: Big Battle 3 (v0.9 beta)

Post by Bob »

Luke wrote: EDIT:
Hidden/Spoiler:
Do you think you can release the "TCW"-skin for your HAG? I used it also on my Map, but with the original texture from psychofred and I think, this will look and fit better :)
Credits wrote:B.I.G_Cookie - CIS vehicle skins
Not my skin, but it already was released.
Luke wrote: EDIT2: 1 thing to improve: You should add something like a low-transparent grass foliage to the meadows, that (and some trees?) might improve the look a lot :)
I planned on putting some dead trees on the plains. Adding foliage would push the engine too far though. The map already walks on the border to matrix overloads.
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Re: Big Battle 3 (v0.9 beta)

Post by KeepAmazinn »

could use also release the clone and cis sides and side replacement mods? Loving the skins
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