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The Big Hoth Map (The map ,no world)

Posted: Sat Dec 23, 2017 12:44 pm
by ikselPL
Hello! I want to show you my idea of ​​Hoth, You can see the map on link at end. I hope that some Moder / Maper will be interested. I added 2 destroyed ships of the old republic buried in the snow. link: https://i.imgur.com/fkFemQ4.png ot bigger https://i.imgur.com/y4mTf3q.png

Re: The MOD/MAP Idea thread

Posted: Wed Dec 27, 2017 6:00 pm
by Warregory
You know, someone should try making Dee'ja Peak from Star Wars Galaxies. It was my favorite city in game, always hung out here when I wasn't out flying. Anyways, it'd make for an interesting map, with varying levels of elevation and should. Custom assets wouldn't be needed too.

Perhaps I should try my hand at making it.

Re: The MOD/MAP Idea thread

Posted: Wed Dec 27, 2017 10:23 pm
by MikeTheBeast55
Warregory wrote:You know, someone should try making Dee'ja Peak from Star Wars Galaxies. It was my favorite city in game.
Not sure if you are aware but someone did make a map related to it with this link: https://www.gamewatcher.com/downloads/s ... a-peak-1-0
It most likely will not be what you expected but somebody tried to make it.

Re: The MOD/MAP Idea thread

Posted: Thu Dec 28, 2017 2:47 pm
by Warregory
MikeTheBeast55 wrote:
Warregory wrote:You know, someone should try making Dee'ja Peak from Star Wars Galaxies. It was my favorite city in game.
Not sure if you are aware but someone did make a map related to it with this link: https://www.gamewatcher.com/downloads/s ... a-peak-1-0
It most likely will not be what you expected but somebody tried to make it.
Hmm, not exactly what I expected but it's cool someone had the same idea as me, haha.

Re: The MOD/MAP Idea thread

Posted: Fri Dec 29, 2017 7:38 pm
by RevanSithLord
Warregory wrote:
MikeTheBeast55 wrote:
Warregory wrote:You know, someone should try making Dee'ja Peak from Star Wars Galaxies. It was my favorite city in game.
Not sure if you are aware but someone did make a map related to it with this link: https://www.gamewatcher.com/downloads/s ... a-peak-1-0
It most likely will not be what you expected but somebody tried to make it.
Hmm, not exactly what I expected but it's cool someone had the same idea as me, haha.
One of my side projects was devoted to something like this - locations from SWG. I have a chart/list of locations I wanted to do, and Dee'ja Peak was one of those locations, along with the battle between the Empire and Gungans POI. Another map would be Fort Tusken. I also had plans for locations on Mustafar. That's originally what my The Exile's Voyage mod was going to be, but I was ignorant about modding during that time, and AQT realized it for me. If I get around to it, I'll attempt to map it, but no promises.

Re: The MOD/MAP Idea thread

Posted: Fri Dec 29, 2017 8:58 pm
by Warregory
RevanSithLord wrote:
Warregory wrote:
MikeTheBeast55 wrote:
Warregory wrote:You know, someone should try making Dee'ja Peak from Star Wars Galaxies. It was my favorite city in game.
Not sure if you are aware but someone did make a map related to it with this link: https://www.gamewatcher.com/downloads/s ... a-peak-1-0
It most likely will not be what you expected but somebody tried to make it.
Hmm, not exactly what I expected but it's cool someone had the same idea as me, haha.
One of my side projects was devoted to something like this - locations from SWG. I have a chart/list of locations I wanted to do, and Dee'ja Peak was one of those locations, along with the battle between the Empire and Gungans POI. Another map would be Fort Tusken. I also had plans for locations on Mustafar. That's originally what my The Exile's Voyage mod was going to be, but I was ignorant about modding during that time, and AQT realized it for me. If I get around to it, I'll attempt to map it, but no promises.
Even if Dee'ja isn't included I'll definitely keep an ear out for this. Sounds like a unique project. To my knowledge, no one's adapted SWG content before; in a large scale, that is.

Re: The MOD/MAP Idea thread

Posted: Thu Jan 04, 2018 1:30 am
by Reapeageddon
Hello and welcome to 2018 everyone!
I had an idea for a Death Star II map.
You know how there's a Death Star II throne room and a Space Battle of Endor?
I don't know if BF2's engine can run this, but I'm thinking along the lines of a space battle around the DS2 with part of the Executor in the playable area.
The goal is to infiltrate the Death Star and sabotage it.
Thoughts?
Now onto how some things could work and things I might need.
Hidden/Spoiler:
The Rebel U-Wing would carry 10 men? 8? And when you land everyone would get off. For the sabotage part you could have a command post which takes a bit of time to take and after that a little proximity bomb model.
Assets needed would be a slightly higher quality DH-17, a higher quality E-11 (IMO the current one could be much much better), U-Wing models, U-Wing cockpit (probably made from scratch), and I assume TIE Reapers as I can't think of better landing craft for Stormtroopers because the Lambda Shuttle feels like it's too elite, like it's for higher-ranking officers. Death Star interior models. Proximity bomb models. Death Star infrastructure.

Re: The MOD/MAP Idea thread

Posted: Mon Jan 29, 2018 4:58 am
by spectreseven1138
Reapeageddon wrote:Hello and welcome to 2018 everyone!
I had an idea for a Death Star II map.
You know how there's a Death Star II throne room and a Space Battle of Endor?
I don't know if BF2's engine can run this, but I'm thinking along the lines of a space battle around the DS2 with part of the Executor in the playable area.
The goal is to infiltrate the Death Star and sabotage it.
Thoughts?
Now onto how some things could work and things I might need.
Hidden/Spoiler:
The Rebel U-Wing would carry 10 men? 8? And when you land everyone would get off. For the sabotage part you could have a command post which takes a bit of time to take and after that a little proximity bomb model.
Assets needed would be a slightly higher quality DH-17, a higher quality E-11 (IMO the current one could be much much better), U-Wing models, U-Wing cockpit (probably made from scratch), and I assume TIE Reapers as I can't think of better landing craft for Stormtroopers because the Lambda Shuttle feels like it's too elite, like it's for higher-ranking officers. Death Star interior models. Proximity bomb models. Death Star infrastructure.
Nice idea! :D

As for the models, there is a U-Wing in Gogie's scarif map pack (viewtopic.php?f=29&t=32850 and http://www.moddb.com/mods/scarif-map-pack-v10-2-maps/ so you might be able to get permission for using it. For the Imperial troop transport, you could use TIE Landers (these things:
Hidden/Spoiler:
Image
You could also use the Imperial Patrol Transports if you somehow found them or make them:
Hidden/Spoiler:
Image
or just stick with TIE Reapers, which are also in Gogie's map pack.

I have no idea about the weapons or the throne room, but most of the original Death Star's interior could be reused for the second Death Star. If the map gets going I could make some 3D models required, but I don't know how to make models for things like vehicles, so just terrain and scenery etc. :thumbs:

Re: The MOD/MAP Idea thread

Posted: Wed Mar 14, 2018 5:17 pm
by RedHardcore
Minus the Award statistics, currently, the only 4 Statistics Are Kills, Deaths, Kill/Death Ratio, and Points Per Life. I was wondering if its possible to create additional statistics, because statistics reminds me of the progress i've made in the game. Examples of some statistics i've come up with include:

- Battle Count (total number of battles played and completed)
- Favorite Map (counts how many times you play each map with the most played map displayed)
- Highest Kill Streak (most kills in one life. Heroes don't count)
- Average Battle Time (Total minutes spent in battles unpaused divided by number of battles)
- Total battle time (unpaused in weeks, days, hours and minutes)
- Wins (Victory's)
- Losses (Defeat's)
- Win/Lose ratio
- Highest combo (kill chain where each kill is less than 3 seconds apart, non-explosives only. Applies to blaster rifle, pistol, sniper, shotgun, and other non-splash weapons. Heroes don't count)
- Largest Blood (most number of kills in one shot, does not count towards Highest Combos. Applies to grenades, rockets, mines, etc. Heroes don't count)
- CP's captured (when you gain 5 points for capturing a cp)
- CP's assisted (when you gain 2 points for capturing a cp)
- Flags Captured
- Vehicles destroyed (ground or space. must be occupied by the enemy)
- Graceful Wins (winning a battle in a scenario where you are the last reinforcement. Winning as a hero doesn't count)
- Headshots (self explanitory)
- Close Call's (winning a battle in a scenario where you are the last reinforcement and kill the last enemy reinforcement with less than 20% health, or the last enemy takes at least 50% of your health (won't count if you are a droideka and you turn on your shield), or win an Assault/Hunt battle by 1 point from the opponent. Winning as a hero doesn't count).
- Easy Wins (Winning a battle with more than 50% of reinforcements remaining, capturing all enemy cp's with more than 20% of enemy reinforcements remaining, winning an assault battle having more triple the points of the enemy, winning a hunt battle with more than double the points of the enemy, winning as a hero, or playing as a hero at least twice with at least 30 kills)

Re: The MOD/MAP Idea thread

Posted: Sat Mar 17, 2018 2:34 pm
by Marth8880
@RedHardcore: Most of those are absolutely possible to track via script - the only problem is saving them. Zerted made a saving/loading system; I'm pretty sure it *requires* the player to go through the 'save file' UI flow, which could get annoying after each round, but I could be wrong.

Re: The MOD/MAP Idea thread

Posted: Sat Mar 17, 2018 11:09 pm
by Isaac1138
I have a great era mod idea! Republic Elite Forces mod featuring Omega Squad and the Mandalorian forces in this expensive toy set.

Image

Image

I realized that no one has ever made this clone model btw, thats part of the set.
Image

Re: The MOD/MAP Idea thread

Posted: Tue Apr 03, 2018 7:18 am
by giftheck
I've just stumbled upon the site of one of the concept artists for the new Star Wars films. For the most part, it's props such as guns, but you can actually see how the blasters of Rogue One and The Force Awakens were designed.

https://www.mattsavconcept.com/

EDIT: DylanRocket has uploaded a video that shows the layout of other 'prototype' maps (of which we only have the actual map for one)

https://www.youtube.com/watch?v=kfc5GffWxlk&t=1s

Turbolaser mod?

Posted: Sun May 13, 2018 2:23 am
by Naacal
In the vanilla game, the large turbo lasers fire a beam at the enemy capital ship instead of the blaster bolts we see in the movies. Is there a mod out there that changes this very small detail? I'm aware there is a mod on Nexus that does exactly this, but it comes in a format that only other modders can use. Any help is appreciated!

Re: The MOD/MAP Idea thread

Posted: Mon May 28, 2018 1:24 am
by RedHardcore
Star Wars Battlefront II (2005) Battle Royale game mode.

Re: The MOD/MAP Idea thread

Posted: Tue Oct 23, 2018 4:02 am
by giftheck
I'm working on a partial remaster of Cloud City. I'm working to similar rules I did for my Visually-Improved sides: nothing that alters gameplay in any significant way. In other words I'm going for purely cosmetic. Having said that there may be an opportunity to 'tidy up' planning and paths.

Here's a few screens so far of what I have in mind:
Hidden/Spoiler:
Image
Image
Image
Image
Thankfully, Star Wars: Rivals has a Carbon Freezing Chamber that is pretty dead-on to the EA version (it's not the same model though - I certainly couldn't see EA's model working in a mobile title) so I can utilise elements from that (since it's a Disney release). However I'm keeping the basic shapes the same as stock and I'm also pulling textures and bits from SWBF3 as well. So visually, I think it will look pretty nice when it's all done. I'm toying with whether to change the Exhaust Shaft too. ATM I'm using the original shaft model with the SWBF3 texture but I'm wondering if it's worth changing the model entirely so that it's 'inside' with a view to the shaft like it is in the film/SWBF3/EA's version. I can always remember being a tad disappointed with it TBH because it's so small in scale.

EDIT: Yep, I'm making that into a new room.
Hidden/Spoiler:
Image
I'm also working on adding in doors to the buildings and possibly retexturing some of the hallways.

I'd consider remastering other maps similarly without affecting gameplay. Any suggestions? I've already 'remastered' Kashyyyk: Docks using SWBF2 models and I'm toying with remastering Theed using partial reconstructions based on Sereja's Theed assets.

Re: The MOD/MAP Idea thread

Posted: Thu Jan 02, 2020 5:02 pm
by RedHardcore
Has anyone ever thought about making a custom produced SWBF2 Mod Tools program?