gotta break this one down.
Raingod wrote:
Well i think we should start off with getting all the structures, plants (if any), building and all other static stuff done first. That's what we will need to acctually finish the map. Then we can work on getting the Vong side together,
well, you've got the most modding experience, so if that's what you think best, i'll yield to it. personally, i'd rather play as the vong side on a map that didn't necessarily fit the environment described in the books, rather than play on a map with such an environment using the normal classes.
as far as the "static stuff", hopefully we could get everything we need from the stuff thats already ingame. we could use some better buildings, tho, and they'd probably be useful for other levels as well. if you want to start out with making some of the stuff listed there (specifically, i'd choose HQ, mess&med, and refugee huts), that'd be fine. other static stuff would include the landed transports for both the NR and YV. trees, grasses, plants, and other miscellaneous stuff we oughta be able to get from what's included.
maybe for a start just use wookies as a place holder and work on the weapons and vehicles. Then last thing do the new charecter moddels.
do recall that vong 'vehicles' are actually creatures, and will probably be just as, if not more complicated than characters. perhaps easier to code, but they'll still require animations and whatnot (except for the space stuff). working on weapons first would be fine tho, thats a great idea.
you wouldn't happen to know (or anyone else reading this) if the weapon effects in BF2 like blaster bolts are moddels or simply images?
From what i understand Dantooine isnt populated at this periode apart from primitve natives, so if there are any buildings they would be ruins.
exactly. i think we'll have enough to include in the map without include native's ruins tho.
Theres a map of the battle in the NJO source book, seems like the NR would be at the center of the map with the Vong surronding them. Here it is
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I don't know how the test map that Trans made looks like but i think we should alter it to look more like this, it should be bigger then what it shown, we should say have Vong landing zones.
im assuming from this (and the other stuff you posted) that you do indeed have the NJO sourcebook (if you don't please tell me where you're getting this stuff)
that map is great, and for the most part pretty much what we had thought of. although, trans brought up the idea (not sure if you were reading back then) that the infiltrators could be locals using the normal vong warrior moddel. i also like this idea, as its not like the infiltrators were coming from a specific point that could be captured, or driven back.
the inside of the base is the main difference between yours and trans's map, and its awesome, and i dont think trans had planned that out in that much detail. we should definitely use that. refreshers would be a nice touch
as far as making the map bigger, i think that it would be good to include at least one huge map (hoth size or bigger) and this seems like as good a candidate as any. including the vongs LZ's is good with me.
but, the bigger we make the map, the more nessecary vehicles become. perhaps we should start out with a smaller map, with either no YV LZ's or them placed much closer to the NR base. then we can either expand it or design an entirely new large scale map (sorta like XL mode, but an entirely new map) once we have the vehicles done.
For NR forces they have 3 fighter squadrons plus left overs from Dubrillion, also some of the refugge ships were armed and used their weapons as arty, so maybe make a few of the transport have controllable turrets. Also there is some sort of wall which was built around the NR base.
3 fighter squadrons, yes, Rogues + 2 squads of uglies. we probably want to reduce the number of ships tho, i dont think even space has 36 fighters flying around. alternately, you might just wanna cut out the squads of uglies. rather a pain to moddel all the different varieties.
refugee ships armed with controllable turrets we had already discussed and decided that would be a great thing to include, so thats definitely in. since they'll be in the middle of camp, used as 'arty', it would probably be good to use the mortar turrets on the kashyyyk map, or something similar.
the wall's a go too. the book mentioned barricades and trenches, i was thinking the barriers used on the "high ground" cp on the mygeeto map could work well (and wouldn't require a new moddel/skin). it'd also be good to have a generic NR wall moddel, if we cant find one that works thats already ingame. trenches could either just be depressions in the terrain or reskinned hoth ones. we also might want to include some perimeter turrets in addition to those stationed on the transports, just the normal anti-personnel ones.
There was also a space battle in orbit, so we could make this 2 maps, Not sure if you can make an objective map for multiplayer, if so then the map would have the vongs agasint the planet, the NR forces heading toward it and transport coming up from the battle with fighter escorts. And the goal for the NR would be to make a hole in the Vong line and get the transport out.
i personally think we should concentrate on ground first, get one or two maps with vehicles, before we move onto a space map. like you said, one map at a time.