The MOD/MAP Idea thread

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Re: The MOD/MAP Idea thread

Postby thelegend » Fri Jun 02, 2017 3:09 pm

ggctuk wrote:Before this would have been unthinkable but now it is doable to have it so that there is a seamless ground-to-space map with only the Trade Federation Droid Control Ship in space, and the Naboo pilots starting on the ground.


:yes: to continue just because something nice popped in my mind: What about Naboo: Theed Hangar; this brilliant map, which's author's name I unfortunately can't remember, would make a perfect base start map. Simply the hangar mesh would be enough in my opinion.
I also remember Dogfighting Death Star, which literally lets you spawn on Yavin 4, fly from the moon to space and then attacking the deathstar surface.

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Re: The MOD/MAP Idea thread

Postby ggctuk » Fri Jun 02, 2017 3:32 pm

If you wait a little while, Sereja is actually building a Theed map for the first game, and he always releases the assets used to make these maps, so you could then make a new map using those.

Hidden/Spoiler:
Image
Image
Image
Image

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Re: The MOD/MAP Idea thread

Postby RevanSithLord » Sat Jun 03, 2017 1:56 am

Wow. That's a map I've been dreaming of playing on for awhile - and finally Sereja's making it. Playing as the Naboo Security Forces against B-1's and Droidekas (or vice versa) in the hallways of the palace was always awesome to think about.

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Re: The MOD/MAP Idea thread

Postby Marth8880 » Sat Jun 03, 2017 12:55 pm

ggctuk wrote:
Hidden/Spoiler:
Image

Wait, is that specular that I see in ZE? Since when does ZE properly render specular?

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Re: The MOD/MAP Idea thread

Postby ggctuk » Sat Jun 03, 2017 12:59 pm

Bear in mind this is SWBF1's ZeroEditor. I can see specular on models in mine too.

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Re: The MOD/MAP Idea thread

Postby Marth8880 » Sat Jun 03, 2017 4:01 pm

Interesting. I didn't know SWBF1's iteration properly rendered materials flagged with specular. Does it also render transparent materials properly?

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Re: The MOD/MAP Idea thread

Postby ggctuk » Sat Jun 03, 2017 4:28 pm

Marth8880 wrote:Interesting. I didn't know SWBF1's iteration properly rendered materials flagged with specular. Does it also render transparent materials properly?


I'm not sure, I haven't gotten close enough to some of the models to check.

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Re: The MOD/MAP Idea thread

Postby thelegend » Sun Jun 04, 2017 8:05 pm

Marth8880 wrote:Interesting. I didn't know SWBF1's iteration properly rendered materials flagged with specular. Does it also render transparent materials properly?


FeelsBad Mh? :cry: :lol:
I also wonder why the evolution of Pandemic went so backwards during the developement of Battlefront II. They removed Prone, other cool things from BF1 and even Kashyyyk: Islands and Bespin: Platforms.....

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Re: The MOD/MAP Idea thread

Postby ggctuk » Mon Jun 05, 2017 1:33 am

Interestingly no maps with starfighters that were in SWBF were in SWBF2, even with the XBox DLC (though why they removed Naboo: Plains when only the console versions had a starfighter in that map is anyone's guess)

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Re: The MOD/MAP Idea thread

Postby Battlefront2FanonPC » Thu Jun 08, 2017 10:18 pm

Hi, guys. Do you like to play Battlefront 2? Do you like to play Killzone, as well? Well, I've got a gigantic mod idea for people who like both games that is based on the latter franchise. Without further ado, let's see what my new mod idea contains:

Eras:
Second Extrasolar War (ISA vs. Helghast)
This Killzone mod is basically influenced by both Killzone 2's campaign and multiplayer classes in a way that the mod authentically emulates Killzone 2's multiplayer mode (with the two Helghast-exclusive classes being my twists to help shake things up without betraying the canon, as the Helghast's Heavy and Pyro troopers are both enemy types in Killzone 2's campaign) all in one mod for Battlefront 2.

Here are some maps to go with this Killzone mod: Visari Hammer (from Killzone 2's multiplayer [url: https://vignette1.wikia.nocookie.net/ki ... 0226225401]), Southern Hills (from either Killzone 1's multiplayer [url: https://vignette1.wikia.nocookie.net/ki ... 0626082030] or the "Flash And Thunder" DLC version from Killzone 2's multiplayer), Wasteland Bullet (from Killzone 2's "Steel And Titanium" DLC multiplayer map pack [url: https://vignette3.wikia.nocookie.net/ki ... 0710194103]), Vekta Cruiser (also from Killzone 2's "Steel And Titanium" DLC multiplayer map pack [url: https://vignette1.wikia.nocookie.net/ki ... 0710194321]), etc. (You could add more Killzone multiplayer maps to this list, but you don't have to if you don't want to worry about implementing more maps becuase you could be happy with my list.)

Optional Bonus: Battle For Supremacy (Helghast vs. Galactic Empire)
If you don't just want to make a regular Killzone mod, you could also try to combine the Helghast classes from this text with the Galactic Empire's classes from vanilla Battlefront 2 and put both sides in an all-out war to see which faction has the better military, hence why I call this "What-if...?" crossover era "Battle For Supremacy". For this Killzone vs. Star Wars crossover era, you could use the Killzone multiplayer maps I listed, with or without other Killzone multiplayer maps you would like to add to the list, and all the planets from the Classic Star Wars Trilogy.

Also, when in the class select screen, there should be the logos of either side of the Second Extrasolar War (ISA logo [url: https://vignette1.wikia.nocookie.net/ki ... 1002001401], Helghast logo [url: https://vignette1.wikia.nocookie.net/ki ... 1016201115]) to let us know about which side's classes you're looking at.

Character Classes/Heroes (Use pictures for ideas as to what the Killzone character and weapon models should look like in the mod)

Class 1: Rifleman

ISA:

Appearance: [url: https://vignette1.wikia.nocookie.net/ki ... 0518104514]

Weapons: M82 Assault Rifle [url: https://vignette3.wikia.nocookie.net/ki ... 1122162831] and M4 Revolver [url: https://vignette4.wikia.nocookie.net/ki ... 0515165038]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator)

Helghast:

Appearance: [url: https://vignette2.wikia.nocookie.net/ki ... 0514193906]

Weapons: StA-52 Assault Rifle [url: https://vignette3.wikia.nocookie.net/ki ... 0410124542] and Sta-18 Pistol [url: https://vignette1.wikia.nocookie.net/ki ... 1122123243]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator)

Class 2: Assault

Appearance (Helghast model on the left, ISA model on the right): [https://vignette2.wikia.nocookie.net/killzone/images/9/90/Picture01-1.jpg/revision/latest?cb=20090717121850]

ISA:

Weapons: M80 Missile Launcher [https://vignette3.wikia.nocookie.net/killzone/images/f/f4/M80_Missile_Launcher.jpg/revision/latest?cb=20091122123046] and M327 Grenade Launcher ([url: https://vignette4.wikia.nocookie.net/ki ... 0515173751] The M327 should function like the V-6d mortar launcher, except with 6 grenades to fire)

Helghast:

Weapons: VC9 Rocket Launcher [url: https://vignette3.wikia.nocookie.net/ki ... 1202214301] and M327 Grenade Launcher ([url: https://vignette4.wikia.nocookie.net/ki ... 0515173751] The M327 should function like the V-6d mortar launcher, except with 6 grenades to fire)

Class 3: Engineer

Appearance (Helghast model on the left, ISA model on the right): [url: https://vignette3.wikia.nocookie.net/ki ... 0717121603]

ISA:

Weapons: LS13 Shotgun [url: https://vignette4.wikia.nocookie.net/ki ... 0409012335] and the fusioncutter (The fusioncutter is used to represent the repair tool an engineer uses in Killzone 2's multiplayer)

Abilities: Autoturret (The Autoturret is used to represent the Sentry turret the Engineer also uses in Killzone 2's multiplayer) and Health And Ammo Dispenser (The Health and Ammo Dispenser is used to represent the Engineer's ammoboxes in Killzone 2's multiplayer)

Helghast:

Weapons: LS13 Shotgun [url: https://vignette4.wikia.nocookie.net/ki ... 0409012335] and the fusioncutter (The fusioncutter is used to represent the repair tool an engineer uses in Killzone 2's multiplayer)

Abilities: Autoturret (The Autoturret is used to represent the Sentry turret the Engineer also uses in Killzone 2's multiplayer) and Health And Ammo Dispenser (The Health and Ammo Dispenser is used to represent the Engineer's ammoboxes in Killzone 2's multiplayer)

Class 4: Scout

Appearance (Helghast model on the left, ISA model on the right): [url: https://vignette4.wikia.nocookie.net/ki ... 0717121754]

ISA:

Weapons: VC32 Sniper Rifle [url: https://vignette4.wikia.nocookie.net/ki ... 1122123456] and M4 Revolver [url: https://vignette4.wikia.nocookie.net/ki ... 0515165038]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator) and Cloaking Device (The cloaking device should work like the Bothan Spy's Stealth.)

Helghast:

Weapons: VC32 Sniper Rifle [url: https://vignette4.wikia.nocookie.net/ki ... 1122123456] and Sta-18 Pistol [url: https://vignette1.wikia.nocookie.net/ki ... 1122123243]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator) and Cloaking Device (The cloaking device should work like the Bothan Spy's Stealth.)

Class 5: Heavy (Helghast only)

Appearance: [url: https://vignette2.wikia.nocookie.net/ki ... 0610004409]

Weapons: StA3 Light Machine Gun [url: https://vignette2.wikia.nocookie.net/ki ... 0515173220] and Sta-18 Pistol [url: https://vignette1.wikia.nocookie.net/ki ... 1122123243]

Abilities: Rage

Class 6: Pyro (Helghast only)

Appearance: [url: https://vignette3.wikia.nocookie.net/ki ... 0514214003]

Weapons: VC1 Flamethrower ([url: https://vignette4.wikia.nocookie.net/ki ... 1122123713] The VC1 should work just like Jango/Boba Fett's flamethrower) and Sta-18 Pistol [url: https://vignette1.wikia.nocookie.net/ki ... 1122123243]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator) and Regeneration

Hero Units

Rico Velasquez (ISA only):

Appearance: [url: https://vignette1.wikia.nocookie.net/ki ... 0214173118]

Weapons: M224-A1 Light Machine Gun [url: https://vignette2.wikia.nocookie.net/ki ... 1202203332]

Abilities: M194 Frag Grenade (The M194 Frag Grenade should work like a Thermal Detonator) and Rage

Mael Radec (Helghast only)

Appearance: [url: http://orig14.deviantart.net/525e/f/201 ... 7p5ic9.jpg]

Weapons: M4 Semi-Automatic Pistol [url: https://vignette2.wikia.nocookie.net/ki ... 0614163806] and M32 Combat Knife [url: https://vignette2.wikia.nocookie.net/ki ... 0409075854]

Abilities: Rally and Cloaking Device (The cloaking device should work like the Bothan Spy's Stealth.)

If you want to work on this mod and make it become a reality, then that's fine by me. But, if you do have any concerns that you have for this idea, or express other thoughts you may have towards this mod idea, feel free to reply to this post, please. Thank you.

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Re: The MOD/MAP Idea thread

Postby Lambda1945 » Thu Jun 15, 2017 6:24 pm

ggctuk wrote:If you wait a little while, Sereja is actually building a Theed map for the first game, and he always releases the assets used to make these maps, so you could then make a new map using those.

Hidden/Spoiler:
Image
Image
Image
Image


Somebody IS going to port that Naboo map to Battlefront 2 when it's finished, right?

Not being able to play that in BF2 would be a crime.

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Re: The MOD/MAP Idea thread

Postby ggctuk » Thu Jun 15, 2017 6:26 pm

Lambda1945 wrote:
ggctuk wrote:If you wait a little while, Sereja is actually building a Theed map for the first game, and he always releases the assets used to make these maps, so you could then make a new map using those.

Hidden/Spoiler:
Image
Image
Image
Image


Somebody IS going to port that Naboo map to Battlefront 2 when it's finished, right?

Not being able to play that in BF2 would be a crime.


I'm sure somebody will try but oftentimes, Sereja's maps tend to only work as intended in the original Battlefront. I know a port of his Otoh Gunga map had a few issues when they ported it.

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Re: The MOD/MAP Idea thread

Postby EverlastingRoses » Fri Jul 21, 2017 12:24 am

I think a really cool idea would be remaking the Renegade Squadron maps and vehicles into Battlefront 2. Since it was on the PSP the maps are of course small, but they had a lot of cool map layouts and designs. Especially the Rebels "Tank":
Image

The huge Ewok building on the Endor map was also awesome.

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Re: The MOD/MAP Idea thread

Postby ggctuk » Sat Oct 21, 2017 4:50 pm

I had an idea that might be worth looking into: why don't we 'spruce up' some of the stock maps? The idea to do this actually comes from Sereja's maps for Mos Eisley and Naboo: imagine what those assets could be used for if we rebuilt the stock maps using the same basic layouts but the newer models.

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Re: The MOD/MAP Idea thread

Postby thelegend » Sun Oct 22, 2017 6:03 am

That sounds very cool indeed. TBH His Naboo/Theed might be really cool as Bf2*s map layout, during night, even with full palace interior. Well at least the grand hall and throne room+some hallways would make a great addition. But converting this map into bf2 first may has some higher priority :P

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Re: The MOD/MAP Idea thread

Postby Javitolo98 » Sun Oct 22, 2017 4:17 pm

I already tried that and it did not go well,so buggy
http://www.moddb.com/games/star-wars-ba ... ement-beta

Is true that I made this map when I was starting in modding so maybe someone can do a better version

Also I'm porting the sereja mos eisley map to SWBF2 adding my own stuff like the dune sea,at the moment for some reason his local sides crashes the game,but the map itself is done,removing some objects to make it load in game

Image

Image
Last edited by Javitolo98 on Sun Oct 22, 2017 4:27 pm, edited 1 time in total.

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Re: The MOD/MAP Idea thread

Postby ggctuk » Sun Oct 22, 2017 4:25 pm

Javitolo98 wrote:I already tried that and it did not go well,so buggy
http://www.moddb.com/games/star-wars-ba ... ement-beta

Is true that I made this map when I was starting in modding so maybe someone can do a better version


My suggestion wasn't 'movie accurate' but 'upgraded'. The maps would use the same basic layout (so Mos Eisley would still use the six command post layout). It would require people who have had quite a bit of experience mapping to get it done but it is doable.

Hoth could probably be done by using SWBF3 assets, seeing as SWBF3 Hoth's layout is practically identical to SWBF2's, just with a much more diverse interior for Echo Base.

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Re: The MOD/MAP Idea thread

Postby Isaac1138 » Mon Oct 23, 2017 5:16 pm

To my surprise no one has talked about converting Sereja's Nar Shaada: Verticle City, imo that was a great map. It's exactly like the one in TFU (Wii version)

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Re: The MOD/MAP Idea thread

Postby RevanSithLord » Sun Nov 05, 2017 3:23 am

A map/mod idea I've been tossing around in my head that I myself will try and attempt has been a Rebel attack against the Emperor's Retreat. I have an extensive unit list I was planning on using for such an occasion, so I'll post this list here in the hide tags. I actually came up with this a year or two ago...

Hidden/Spoiler:
Imperial Classes:
Imperial Stormtrooper (E-11 Rifle, Pistol, Thermal Detonators)
Imperial Shocktrooper (Rocket Launcher [SWG's version]), Pistol, Grenades, Mines)
Imperial Army Trooper Grenadier (Mortar Launcher, E-11 Carbine, Thermal Detonators, Concussion Grenades)
Imperial Army Support (T-21 Light Repeater, Health/Ammo, Turret)
Imperial Scout Trooper (Elite Carbine, Pistol, Stealth, Thermal Dets)
Imperial Officer (DL-44, Rally, Orbital Strike Beacon)
Imperial Glory-class Dark Trooper (DXR6 Carbine, Sniper Mode, Heavy Blaster Pistol, Wrist Rocket)
Imperial Royal Guard (Pike)

Imperial Vehicles:
AT-ST (x4)
74-Z Speederbike (x2)

Rebel Classes:
Rebel Trooper (DH-17 Carbine, Pistol, Thermal Detonators)
Rebel Rocketeer (HH-15, DH-17 Pistol, Grenades, Mines)
Rebel Grenadier (Grenade Launcher, DH-17 Carbine, Thermal Detonators, Concussion Grenades)
Rebel Support (DC-15A, Health/Ammo, Turret)
Rebel Infiltrator (DH-17 Carbine, DL-18 Pistol, Stealth, Thermal Dets)
Rebel Commander (DH-17 Pistol, Rally, Orbital Strike)
Rebel SpecForce Marine (DLT-20A Rifle, DLT-20A Sniper Mode, DL-18 Pistol, Thermal Dets)
Rebel Honor Guard (A280, DH-17 Pistol, Thermal Dets, Concussion Grenades)

Rebel Vehicles:
AT-XT (x4)
74-Z Speederbike (x2)


Seeing as the Rebels stole AT-XT's and used them extensively in Galaxies, I figured it'd be a nice counterpart to the newer AT-ST's utilized by the Empire. This list was made ages ago.

Assets I think would be great to use:
GGCTUK/Gistech's Stormtroopers, weapon models, and AT-ST's.
Kinetosimpetus' Rebel weapons
Obviously the AT-XT available to the public, I actually made a proper skin for it. :)
The Dark Trooper converted from SWG, along with the DXR-6 (because my XSI doesn't work on this laptop). :()

Now I'm just placing this here in-case someone wanted to pick up the idea and do it before me, otherwise I think I'll do it myself, and it wouldn't require too much work. I'd also need a landed Lambda-shuttle, but I could always use the old....Sentinel-class or, you know maybe even the Theta-class shuttle used by Palpatine as that would definitely seem more appropriate. Yeah, I think I like that idea. I don't think there'd be indoor fighting, really, because the heavy fighting would be the exterior with the guarding Imperial forces. I absolutely refuse to give the Infiltrator/"Bothan Spy" class an incinerator...that was annoying in stock game!

I forget if there are any Royal Guard models, but I'll check the list again. I have plenty of Rebels to work with. It'd be like a small Special Forces assault squad (with walker support) attacking the better equipped Imperials...so more of a skirmish than a full on battle. The extremely hilly terrain wouldn't allow a bigger walker, such as the AT-AT, to maneuver all that well.

Would anybody like me to do this idea? I mean I have a few projects on my belt right now that I'm ironing out and preparing for a mid-November release. What's one more map? :P

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