Old Republic map pack part 4 (The Works Release)

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Old Republic map pack part 4 (The Works Release)

Postby ZoomV » Thu Feb 19, 2015 10:16 pm

OLD REPUBLIC Pentalogy
Battlefront II



Since videos are worth a thousand pictures, and I'm not one for many words:
ALDERAAN TRAILER

Readme:
Hidden/Spoiler:
Code: Select all
Old Republic Map Pack v 4.0

Containing Alderaan: Treefall, Belsavis: Icebound, Makeb: Broken Paradise, Dromund Kaas: Labyrinth, and Coruscant: The Works

Created by ZoomV (aka Crinn)


Uninstallation: Delete the TOR folder from your addon folder.

Note: If you have the 1.0 version of Icebound (the clone wars version) you need to delete the BVS folder from your addon directory or else you will not be able to run Icebound.


Model Credits
Chadaface    (imperial trooper, Black ops trooper*, vanguard*, Imperial Wardroid, Sith Warrior, commando*, republic engineer*, Havoc Squad C.O, Camoflagued Republic Troopers* prison guard/regulator/Havoc Squad rifle)
Icemember    (republic heavy, republic soldier, republic sharpshooter)
Lephenix     (CP icons)
Deviss       (Hired Mercenary*, Degenerate, Operative, Vanguard's Rifle, Imperial Pistol, Grand Champion of the Great Hunt*)
Master Luke   (Assault cannon)
Darth D.U.C.K.   (Operative's Knife)
fai222      (republic blaster rifle)
Kinetosimpetus   (Operative's rifle*)
RogueKnight   (Black ops Trooper's rifle)
AceMastermind   (HUD weapon Icon)
Free Radical (Imperial Sniper Rifle, Hired Merc's Heavy Pistol)

*models marked with a * have had their texture kitbashed in some way by me from the origional asset, if it doesn't have a * then the texture 100% the work of the model's creator.


Other Texture Credits
Chadaface   (Prison Guard)
AQT      (Republic Engineer, Portions of Imperial Soldier)

Sound Credits
Anakin      (All non-stock sounds)
Music Credits
Music Credits
SWTOR OST (Mark Griskey, Gordy Haab, Lennie Moore, Jesse Harlin, Wilbert Roget II)

Misc. Credits
Marth8880   (Grass Fix)
GAB - For releasing the Kohlis source so I could pick apart his spotlights
Everyone who gave me pointers
The gametoast community   (for simply existing)
Bioware for making SWTOR
Jesus Christ


Becuase the documents said so
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.


DOWNLOAD


v4.0 The Works Release Changelog
  • A new Hero has been added: The Barsen'thor
  • Blaster Rifles now only have a 25 shot magazine. Blaster rifles deal slightly more damage per shot.
  • All blaster weapons now have some amount of recoil
  • The Commando's Assault Cannon now overheats slightly faster in addition to taking slightly longer to cool down. It's damage and rate of fire are still the same.
  • Vanguards no longer have sticky grenades, as sticky grenades where redundant to their kit.
  • Hired Merc's Heavy Blaster Pistol now has a new model.
  • The Imperial Sniper Rifle now has a new model.
  • The Railshot skill has been removed from the Grand Champion of the Great Hunt.
  • The Concussion Round skill has been removed from Havoc Squad CO.
  • Cipher 8's basic rifle attack has a higher projectile velocity.
  • Cipher 8's Ambush attack has a lower cooldown time.
  • The number of grenades carried by all units has been reduced.
  • Snipers now have slightly more Health
  • Snipers now carry less ammunition.
  • Engineers now carry less health kits.

Previous Changelogs
Hidden/Spoiler:
v3.0.0 Labyrinth release Changelog
  • Added a new map - Dromund Kaas: Labyrinth
  • The AI's accuracy with CGLs has been increased on Icebound
  • Fixed some bloom issues with Treefall.

2.0a bug fix patch Changelog 9/10/2015
  • Regulator main team now only spawn from the bunker if they have no other CPs. (note Regulator bunkers guards will always spawn from bunker)
  • Icebound should no longer overload the rendering engine when the player is in certain parts of the map.
  • The vibrancy of Treefall's ground coloration is now back to where it should be.

Makeb Release (v2.0) Changelog 9/5/2015
  • New conquest map: Makeb
  • Icebound has received a significant color and environment improvements.
  • Three new Hero units have been added: Havoc Squad C.O. (republic - Makeb, Belsavis), Grand Champion of the Great Hunt (imperial - Makeb), and Cipher 8 (imperial - Belsavis)
  • Black-ops Troopers have had their health slightly reduced.
  • SpecForce Vanguard's Thumper weapon now has limited ammo. 48 shots with 12 shot clips.
  • SpecForce Vanguard's High Impact Bolt now has unlimited clips.
  • The damage dealt by SpecForce Commando's Explosive Round has been reduced.
  • Concussion Grenade Launcher's ordnance explosion has increased shake.
  • Republic and Imperial Engineers have slightly increased health.
  • Shotguns now kick when firing.
  • Republic Soldiers, Snipers, and Heavy Troopers are now reflection mapped.
  • The texture of red and yellow lasers has been modified.
  • Sticky Grenades should now stick to almost all objects.
  • Non-playable Jedi units are now in play on Alderaan.

Visual Upgrade Changelog
-Treefall should now perform better on some machines
-Treefall has had some lighting and texture changes
-Treefall's ambient forest sounds has been changed to a more appropriate forest sounds.
-Icebound's lighting has been completely revamped
-Imperial Soldiers now have better textures
-Republic Soldiers are now specular mapped.
-Republic Officer's pistol no longer has a accuracy reduction the more it is fired.
-The Operative's stealth effect is now fixed.
-Faction friendly NPC sides such as the Sith Warriors no longer spawn when the enemy team's reinforcements get low.
-The spawn rates of the Prison Guards and Escaped Prisoners on Icebound have been adjusted.
-Damage dealt by Prison Guards and Escaped Prisoners has been reduced.


v1.0a Changelog
-Operative's rifle now has a better texture
-AWARD Pistol can no longer be aquired
-Players are forced into third person while playing the Commando unit
-The black ops trooper's rifle and the Commando's assault cannon now have reduced impact shake.
-Filled a few of the major collisionless areas in some of the cliffs.
-Cleaned up the loadscreens

Installation: run the .exe and when it prompts for a directory give it whatever directory your BattlefrontII.exe is in. (gamedata folder)

Note: It is recommended that you have the stock 1.2 HUD as the unofficial 1.3 HUD will likely be buggy.


Image
Last edited by ZoomV on Tue Jul 11, 2017 10:40 pm, edited 19 times in total.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby commanderawesome » Thu Feb 19, 2015 10:33 pm

The link appears to be broken. Can you upload it somewhere else?

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby SmokyCashew01 » Thu Feb 19, 2015 11:24 pm

yeah, the file is broken
Do' rik Vong Pratte!
Last edited by SmokyCashew01 on Thu Feb 19, 2015 11:31 pm, edited 1 time in total.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby AnthonyBF2 » Thu Feb 19, 2015 11:26 pm

Link's more dead than a group of bothans on the death star without invisibiliy...

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Generalfacu » Thu Feb 19, 2015 11:27 pm

1) I am so excited to play this!
2) Mediafire please hahaha

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby ZoomV » Thu Feb 19, 2015 11:42 pm

Filefront is being a pain. I looked at mediafire and dropbox but they both require some sort of download or installation and I'm not going to fool with that at this late hour. I'll see about fixing it tomorrow.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby AnthonyBF2 » Thu Feb 19, 2015 11:49 pm

I have used Mediafire for a long time. I don't think you are forced to install their software, but after you do, you can uninstall it. That's what I did.

From there you can upload files at will into your account using browser.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby ZoomV » Thu Feb 19, 2015 11:52 pm

Nevermind Ya'll in luck, try it now.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Generalfacu » Fri Feb 20, 2015 12:34 am

It works! And it is awesome :thumbs:
Aww cr@P. Another mod's folder is already called TOR. Anyway. I'll make a backup

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Anakin » Fri Feb 20, 2015 5:35 am

Downloaded :D
By the way Dropbox needn't an installation.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Marth8880 » Fri Feb 20, 2015 5:40 am

Anakin wrote:By the way Dropbox needn't an installation.

True, but it's basically the exact same as MediaFire if you don't actually install the app. The point of the software is being able to drag and drop files into a folder to sync them into the cloud. :p

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Sandtrooper956 » Fri Feb 20, 2015 9:33 am

Amazing! These were definitely worth the wait!

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Anakin » Fri Feb 20, 2015 10:39 am

Just tried the maps and here is my report:

Let's start with treefall, or how you translated it Baumfall XD. I realy like that you tried to translate everything, but at some parts it made me laugh. Maybe you want to take the english names, or look for someone who speaks the language.

I like new ideas for the loadscreen, you can see it at my own one. But in your case the boarders of the window look perforated. Not sure if you wanted it to look that way. You shouldn't make all black. Maybe the stock back boarders, but the mask should get an other color to be silhouetted against the upper and lower boarder. All in all the loadscreen don't look harmonious.
Hidden/Spoiler:
Image


You wrote in your WIP that you don't like the bright snow and all our canadian members told you that this need to be that brigh ;) I like the snow to be bright, too, but the arms shouldn't.
Hidden/Spoiler:
Image


The map has an fuzzy looking for me. Maybe you wanted it to look that way. I prefer simple maps. not colored and only schematic. They don't need to represend every tree, but the main structure of the map. Maybe you can have a look at the stock map's map ( :mrgreen: ) and combinate geonosis cave with the endor tree,.. to look like your map.
Hidden/Spoiler:
Image


Maybe you find something that fit more to TOR
Hidden/Spoiler:
Image


award pistol that is the stock pistol??
Hidden/Spoiler:
Image


Some weapons have a low quality texture. Maybe you can grade them up, or someone else can do it for you.
Hidden/Spoiler:
Image


Main problem on Belsavis are the floating icons. The Minimap is better than from Alderaan, but not excellent.
Hidden/Spoiler:
Image


from this rock comes a shade and i don't know why or what it should be.
Hidden/Spoiler:
Image



All in all a big compliment from me :thumbs:
The map is visual very nice and the troopers, too. The units may could get a pointstounlock, but i haven't found redundant classes.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Generalfacu » Fri Feb 20, 2015 11:02 am

Anakin, you really should not use that HUD :yes:
I removed it and do not have any problems with the icons :wink: (and also, your mod's HUD wouldn't look weird with that other HUD?)

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Anakin » Fri Feb 20, 2015 11:08 am

1. yes, i installed v1.3 first and than BFX need to reactivate the HUD
2. nope, that's why i haven't noticed it yet. My HUD seams to overwriting it ;)

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby ZoomV » Fri Feb 20, 2015 12:42 pm

Anakin wrote:I like new ideas for the loadscreen, you can see it at my own one. But in your case the boarders of the window look perforated. Not sure if you wanted it to look that way. You shouldn't make all black. Maybe the stock back boarders, but the mask should get an other color to be silhouetted against the upper and lower boarder. All in all the loadscreen don't look harmonious.
Hidden/Spoiler:
Image

I made it all black to match the black border you get with it anyways, I'm not sure about the perforation, I don't see it on mine. What resolution are you running?

You wrote in your WIP that you don't like the bright snow and all our canadian members told you that this need to be that brigh ;) I like the snow to be bright, too, but the arms shouldn't.
Hidden/Spoiler:
Image

It's unfixable to my knowledge. BF2 automatically makes white or near white textures that bright.

The map has an fuzzy looking for me. Maybe you wanted it to look that way. I prefer simple maps. not colored and only schematic. They don't need to represend every tree, but the main structure of the map. Maybe you can have a look at the stock map's map ( :mrgreen: ) and combinate geonosis cave with the endor tree,.. to look like your map.
Hidden/Spoiler:
Image

Treefall's map is supposed to be fuzzy I was playing around with filters and settled on making it look like you where looking at it through a old black and white TV.

Maybe you find something that fit more to TOR
Hidden/Spoiler:
Image


TOR style knives
Hidden/Spoiler:
Image
Image


That said it would be cool if I could get a model for a TOR styled one, but I'm not sure it its possible to make a weapon of that caliber look anywhere near decent as a secondary attack.

award pistol that is the stock pistol??
Hidden/Spoiler:
Image

Those shouldn't be enabled at all and I have no idea how you got it considering none of the units even have the award pistol as a weaponsection. I was never able to get award weapons to show when I was testing the map either.

EDIT: nevermind I figured it out, its some shenanigans with parent files.

Some weapons have a low quality texture. Maybe you can grade them up, or someone else can do it for you.
Hidden/Spoiler:
Image

I'll see what I can do, but no promises

Main problem on Belsavis are the floating icons. The Minimap is better than from Alderaan, but not excellent.
Hidden/Spoiler:
Image

I would assume its something to do with the 1.3 HUD. However I have no idea why it works for treefall and not icebound considering that HUD data is all loaded from the side file. Could you perhaps run it with the modtools and send me the error log?

from this rock comes a shade and i don't know why or what it should be.
Hidden/Spoiler:
Image

It's a known bug with the tat canyonwalls objects, it only appears if you are really close though.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Anakin » Fri Feb 20, 2015 1:02 pm

ZoomV wrote:
Anakin wrote:I like new ideas for the loadscreen, you can see it at my own one. But in your case the boarders of the window look perforated. Not sure if you wanted it to look that way. You shouldn't make all black. Maybe the stock back boarders, but the mask should get an other color to be silhouetted against the upper and lower boarder. All in all the loadscreen don't look harmonious.
Hidden/Spoiler:
Image

I made it all black to match the black border you get with it anyways, I'm not sure about the perforation, I don't see it on mine. What resolution are you running?


1920x1080
You wrote in your WIP that you don't like the bright snow and all our canadian members told you that this need to be that brigh ;) I like the snow to be bright, too, but the arms shouldn't.
Hidden/Spoiler:
Image

It's unfixable to my knowledge. BF2 automatically makes white or near white textures that bright.

What about an specular map?? viewtopic.php?p=466539#p466539

Maybe you find something that fit more to TOR
Hidden/Spoiler:
Image


TOR style knives
Hidden/Spoiler:
Image
Image


That said it would be cool if I could get a model for a TOR styled one, but I'm not sure it its possible to make a weapon of that caliber look anywhere near decent as a secondary attack.


You might as well.

Main problem on Belsavis are the floating icons. The Minimap is better than from Alderaan, but not excellent.
Hidden/Spoiler:
Image

I would assume its something to do with the 1.3 HUD. However I have no idea why it works for treefall and not icebound considering that HUD data is all loaded from the side file. Could you perhaps run it with the modtools and send me the error log?

I disabled the HUD now, so now i cannot. But if you want i can reenable and send you a log. But i'm sure there will be nothing in the log. I have an simular problem with endor. Only on endor the floating icon fix does not work. But if disabling the HUD fix the problem, it's ok for me. I hate this v1.2 HUD.

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby Marth8880 » Fri Feb 20, 2015 2:00 pm

ZoomV wrote:
You wrote in your WIP that you don't like the bright snow and all our canadian members told you that this need to be that brigh ;) I like the snow to be bright, too, but the arms shouldn't.
Hidden/Spoiler:
Image

It's unfixable to my knowledge. BF2 automatically makes white or near white textures that bright.

Nah, the bloom size can be adjusted (among other things). Try playing around with the HDR parameters in the map's ENVFX file. :o

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby commanderawesome » Fri Feb 20, 2015 4:18 pm

I played treefall last night and I must say it was absolutely STUNNING! :thumbs: It stayed very true to SWTOR while still giving that "battlefront" feel. It really felt as if Bioware decided to make SWTOR a shooter. The graphics are just as good as the game, the models are near flawless. But it isn't without some bugs:
  • What's stated above.
  • The republic's chaingun has no texture, and doesn't look much like the ones in the game.
  • I've never played a vanguard, but don't they have knife attacks?

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Re: Old Republic map pack part 1 (Treefall and Icebound)

Postby AnthonyBF2 » Fri Feb 20, 2015 5:01 pm

For Treefall, I have some bug reports and some comments.

Bugs first:
I notice these rock objects have no collision, you can fire/walk inside of them.
While the rocks can't protect you, they could be used to hide in multiplayer, sort of a cheat.
I noticed these rocks had no collision in several spots, if not everywhere I saw them.
http://oi57.tinypic.com/n2mvdi.jpg

The melting snow is very good looking. But it's missing a melting feeling... the map has no sun.
Adding a sun will add the feeling that the snow has actually been melting.

I like the large command post objects. I forgot these existed :P

The map is slightly heavy on my computer. I can play most stock and just about all mod maps with max view and lod distance, but in Treefall I had to make them down to 25. This is the same issue I have on stock Endor due to lots of trees.
If you're concerned about making the map more usable for low end specs, I would take the out of bounds objects and give them lower textures. They don't matter as much as map-used objects. This would take a bit of stress off old computers.

I also really like the large rock base object used to house one of the command posts.
You did a good job texturing it. After a while I did see that it was a Tatooine object from one of the swbf games.

The laser turrets are nice. It's good to see people change the ordnances on these. Stock turrets with stock laser is really old and annoying(Kamino and Mos Eisley)

One more dislike. The weapon shakes/rumbles. I always like to have exploding weapon shots, but in this map the shakes effect from the weapon exps is over done. If there are alot of bots shooting at me, I can't really do anything. I feel like I'm in a wind tunnel, or a tornado.

I also noticed the small WarDroid is relatively easy to defeat, simply by walking circles around it and shooting. I would recommend giving it a bit more edge on turning.
Also the republic units will see attack the WarDroid and say things like "droideka!"
This kinda of seems unfit, I think this can be fixed by seeing which lines in the odf files that tells a clone to speak when seeing a droideka, how ever incorrect VO has always been a little funny thing I like so it does not really matter to me.

I'll post back when I have played the other map. Over all this map is good and refreshing. The most important bit would be the hollow rocks.

Edit:
Just played the other map. It's a nice map, but I have to pick Treefall over this one.
I like the mix of Mygeeto and Felucia assets. The canyon walls with new textures are cool as well.

What I like the most is this map is it's not heavy, I was able to max my lod and view distance and play great.

I can't judge the sides yet, because mainly I have only used the orange guy with the morgar/chaingun weapon. This character is really cool.

The only thing that seems unfit is the rocks with triple split thingies have mis-matching textures.

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