The MOD/MAP Idea thread

Talk and share anything related to Star Wars Battlefront 2. No maps or mod announcements here. Use Work in Progress forum.

Moderator: Moderators

Post Reply
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

:oops: I'm wrong. I meant the Mav's Bossk, but I also think to the model converted from JKA. So I must credit RavenSoft/Lucasarts for the model and textures. But who did convert the model for swbf2?
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: The MOD/MAP Idea thread

Post by DarthD.U.C.K. »

i think AceMastermind
(somebody please correct me if im wrong)
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

So I take AceMastermind in credits, and if someone correct DarthD.U.C.K I change my post :wink:

Now new idea:

Bacta mode


That's a mod where you start in a map with a medical support unit. You must support all your friends with a bacta gun. You win 2 point when you "fix" a friend, you lost 1 point when you die.

Details:

Walk: Run BF2--> Select profile--> Select Single player (the mode works only for one player)--> Select one map--> Select the "Bacta" mode --> Select an era and start.

CW era:
Medical support unit from ConvoPack infantry
Weapons: Bacta Gun (500 bacta drops), improved pistol (unlimited ammo), EMP grenade (1).

CGW era:
Rebels: Bothan medical support unit (like one from BFSM).
Weapons: Weapons: Bacta Gun (500 bacta drops), DH-17 pistol (unlimited ammo), concussion grenade (1).
Empire: Bacta trooper (stormtrooper with medical support icon and pauldron)
Weapons: Weapons: Weapons: Bacta Gun (500 bacta drops), Q4 pistol (unlimited ammo), fraggementation grenade (1).

Would it be a mode for the ConvoPack?
Another ideas: Command mode. Ask me if you want more.
Press_Tilty
Chief Warrant Officer
Chief Warrant Officer
Posts: 331
Joined: Fri Jun 04, 2010 10:57 pm
Projects :: Korsava IV - Pre WIP
Games I'm Playing :: MW2-Reach-BF2
Location: Seattle Area

Re: The MOD/MAP Idea thread

Post by Press_Tilty »

Honestly, I hate that idea. It just hate playing as medics.

Battlestar Galactica vs. Empire?

Think about it?

BSG

Fighters - Vipers
Bombers - Raptors
Interceptors - Vipers Mark VII
Landing Craft - Raptors

Pilot - Viper Pilot
Marine - Colonial Marine


Everything is there, it would just have to be made.
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Well, why not?

Perhaps you like these ideas:
mode ideas wrote:Space Wave mode
Command mode
Sniper mode
CTF3 mode
Terror mode
Escape mode
Explore mode
Orbital strike mode
EDIT: Other idea.
Rogue Battlefront


That's a variant of a total conversion pack.
It include:
-New start menu (BF1 one's)
-New shell: blue backround like BF1 one's. I think it's possible with a new shell.lvl or core.lvl :roll:
Likes these:
Hidden/Spoiler:
Image
Psych0fred works good
Image
Like this, but in blue
Image
Arf, here, that's the shell I think for the mod
-All maps converted from BF1
-The mod replace the BF2 conquest by the classic conquest (if the player wants retake the BF2 missions, he must run the file "BF2.bat", will restore the original LVLs and missions)
-New game font (the name is "Rogue BF font")
-Customized CPs (with CP original)
-All SWBF2 vehicles are replaced by BF1 vehicles (vehicles from ConvoPack)
-New soldiers animations
-Weapons from BF1
-New music and sounds
-AI Hero support
-If v1.3 patch installed, a image appears in the box on the lef of screen. There are a little image:
"Rogue Battlefront
by *<--insert here the author's name-->*
*<--insert here a BF1-styled logo-->*
-New gamemodes icons

All. I seriously think that's pretty impossible to make, but that's an idea.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: The MOD/MAP Idea thread

Post by THEWULFMAN »

It's not impossible, just you would need a group working together to make it possible
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

Re: The MOD/MAP Idea thread

Post by acryptozoo »

But it would be an awful amount of work
also i dont think you'd be able to change the spawn and menu screen in SWBF2
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: The MOD/MAP Idea thread

Post by Marvel4 »

Umm, I think it's unnecessary... I see nothing really new.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: The MOD/MAP Idea thread

Post by THEWULFMAN »

Marvel4 wrote:Umm, I think it's unnecessary... I see nothing really new.
in truth, I agree, i was just stating that it was possible, but it would take more work than its worth
genaral_mitch
Jedi
Jedi
Posts: 1056
Joined: Fri Aug 14, 2009 12:32 am

Re: The MOD/MAP Idea thread

Post by genaral_mitch »

[Padawan]Helkaan wrote:Well, why not?

Perhaps you like these ideas:
mode ideas wrote:Space Wave mode
Command mode
Sniper mode
CTF3 mode
Terror mode
Escape mode
Explore mode
Orbital strike mode
EDIT: Other idea.
Rogue Battlefront


That's a variant of a total conversion pack.
It include:
-New start menu (BF1 one's)
-New shell: blue backround like BF1 one's. I think it's possible with a new shell.lvl or core.lvl :roll:
Likes these:
Hidden/Spoiler:
Image
Psych0fred works good
Image
Like this, but in blue
Image
Arf, here, that's the shell I think for the mod
-All maps converted from BF1
-The mod replace the BF2 conquest by the classic conquest (if the player wants retake the BF2 missions, he must run the file "BF2.bat", will restore the original LVLs and missions)
-New game font (the name is "Rogue BF font")
-Customized CPs (with CP original)
-All SWBF2 vehicles are replaced by BF1 vehicles (vehicles from ConvoPack)
-New soldiers animations
-Weapons from BF1
-New music and sounds
-AI Hero support
-If v1.3 patch installed, a image appears in the box on the lef of screen. There are a little image:
"Rogue Battlefront
by *<--insert here the author's name-->*
*<--insert here a BF1-styled logo-->*
-New gamemodes icons

All. I seriously think that's pretty impossible to make, but that's an idea.
You can dream. But why? Just play BF1.
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

genaral_mitch wrote:You can dream. But why? Just play BF1.
For players who don't wont dowload the ConvoPack with all maps and don't buy BF1.

But, I did say, that's pretty impossible to make and that's probably unnecessary. So I stop here with that.

Command mode


The command mode is a mix of conquest, campaign and CTF2.
This mode is to modders what a God is to the Earth.
To script this mode, you need to know:
-How to script campaign
-How to modify the CTF and conquest modes
-How to make and add new animations
-How to modify the AI
-How to make AI ambush
-How to make objectives with the campaign mode, use the localization tool
-How to add this mod to maps and mods

Walk: Run BF2 -->blablabla you know the rest -->Select Command mode and an era then Start.

CW era:
Rep: You start as a an EP2 clone commander.
Weapons: DC-15A blaster rifle, DC-17 blaster pistols, Electrobinoculars, EMP grenades and a remote spy droid.

CIS: You start as a OOM-9-styled droid.
Weapons: SC-9 blaster rifle, KYD-9 pistol/se-14r pistol, Electrobinoculars, concussion grenades and a remote spy droid.

CGW era:
Rebels: You play as... Crix Madine! The rebel SpecForces creator.
Weapons: A-290 blaster rifle, DL-44 blaster pistol, proton grenades, Electrobinocuars and a remote spy droid.

Empire: You play as a stormtrooper commander or a empire-styled officer.
Weapons: DLT-20A blaster rifle, Q4 repeating pistol, proton grenades, Electrobinoculars and a remote spy droid.

Playable maps: This mode would probably be playable in big maps. Ex: Raxus Prime, Concord Dawn, DannBoeing's maps, BF1 Geonosis, Sullust, Haruun Kal, Coruscant City, etc.

Mode: It works only with Singleplayer.

Objectives:

A/ Conquest
1. Start as the commander unit.
2. Deploy the remote spy droid.
3. Go with the spy droid to the ennemy's CP.
4. With the droid, use the weapon "Conquest balise".
5. A "GoTo" balise is added to the CP.
6. The AI change. All your friends go to the balise and capture the CP.

B/Kill ennemies
1. Use the spy droid to leave a "Kill balise".
2. The AI change. All your friends kill the ennemies.

C/Reforce positions
1. Deploy the spy droid.
2. Leave a "GoTo balise".
3. The AI change. All your friends go to the balise to reforce the position.

D/Destroy
1. Deploy the spy droid.
2. Leave a "Destroy balise" to a prop.
3. A recon unit go to the balise and put a orbital strike balise to the prop.
4. A rebel ship go on the balise, and launch the orbital strike.

E/ (only for Republic) Leave vehicles
1. Deploy the spy droid.
2. Leave an "AT-TE balise"
3. Wait...
4. An LAAT/c come, and drop an AT-TE on the battlefield.

F/Leave a forwardcenter (only for REP, ALL and IMP)
1. Deploy the droid.
2. Leave a "ForwardCenter balise"
3. A LAAT/c come, and drop a forward center on the battlefield.

G/Medics
1. Deploy the droid.
2. Leave a "Medics balise"
3. A LAAT come, and stand on the battlefield. 5 medics come out the LAAT, and support their friends.

That's only an idea.
Coming soon: the Recon mode and CTF3 mode!
User avatar
commander501stappo
Jedi
Jedi
Posts: 1016
Joined: Tue Sep 28, 2010 8:13 am
Games I'm Playing :: Skyrim BF4 KSP CIV V
xbox live or psn: DarthAppo
Location: In a galaxy very, very close by...

Re: The MOD/MAP Idea thread

Post by commander501stappo »

if you only use the droid, why do you have blaster rifle and stuff? :?
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

The commander can himself kill ennmies.
User avatar
commander501stappo
Jedi
Jedi
Posts: 1016
Joined: Tue Sep 28, 2010 8:13 am
Games I'm Playing :: Skyrim BF4 KSP CIV V
xbox live or psn: DarthAppo
Location: In a galaxy very, very close by...

Re: The MOD/MAP Idea thread

Post by commander501stappo »

ok, just wondered.
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Sith Domination~Jedi Revenge


Type: Map pack+ Eras mod

Eras: Jedi Rebellion (common.era.tjr)+Sith reborn (common.era.srn)

Maps:
Taris: Street
Vanquo: Forest
Tython: Mountain
Ambria: Desert
Ziost: Sith Temple
Belgaroth: Spatial Outlet
Rodia: Equator City

Factions:
Jedi (JED)+Sith (SIT)

Factions details:
JED:
Militia Jedi (Blaster pistol, Jedi Mindtrick)
Jedi Padawan (Lightsaber)
Jedi Knight (Lightsaber, Force push)
Jedi Guardian (2 lightsabers, Force heal)
Jedi Master (Lightsaber, Force push, Force pull, Force Aura, saberthrow)

SIT:
Sith soldier (Blaster rifle, blaster pistol)
Sith Apprentice (Lightsaber)
Sith warrior (Blaster Canon, Lightsaber, Force Lighting)
Rogue Sith (Lightsaber, Force shock)
Sith Master (Lightsaber, Force shock, Force Rage, Force lighting)
Jen'ari (Lightsaber, Force shock, Force lighting, saberthrow, Force rage)

Jedi Rebellion: During the Old Sith War, a group of Jedi try to capture some planets where there are Sith Temples...

Sith Domination: After the EP6, a rogue Sith try to resurrect the Old Empire...

What do you think about it?
User avatar
jdee/barc
1st Lieutenant
1st Lieutenant
Posts: 444
Joined: Wed Aug 25, 2010 2:47 pm
Projects :: Battlefront One and a Half
xbox live or psn: No gamertag set
Location: Boston

Re: The MOD/MAP Idea thread

Post by jdee/barc »

Sounds good :D I have an idea for a BF1 map
I posted this in the SWBF 1 section but have to move it to this. this idea is for BF1

This is an idea for an SWBF map. not sure if it would work. The battle would start out: in the air if you are the attacking team, or on the ground if you are the defending team.
Example: attacking team: republic, defending team: cis
The Attacking team would start out inside a capital ship, or on a floating construction of platforms and bridges. YOu have plenty of fighters (LAAT/i Gunships, other fighters from BF2). The AI soldiers pilot the fighters against the aircraft of the defending team. They would be fighting out kind of like on Bespin Platforms. Now you could either stay and dogfight, or you can fly down, kind of a long stretch, to the ground. Here you would have to dodge anti-air turrets and their lasers. Assuming you survive the barrage of lasers. You could land at a command post a short distance from the battle and capture it. There, ground vehicles and command vehicles for your team could spawn and a ground battle would start. Infantry would spawn there and there would be also infantry-infantry fighting. You could now fly back over the ground battle, and take out infantry from above, or go back to the air fight, or land and fight on foot or in a tank.

The Opposing team would start out on the ground with ground vehicles, speeders, command vehicles, and aircraft. The best thing would be to capture all the ground command posts before the attacking team reaches the ground. This is much easier as now you have full ground defense. You can now take a gunship (like trooptrans, because i said that aircraft would be ported from bf2), load up with passengers and fly, through the air fight, destroying enemy craft as you passed. Now you can land in the capital ship/floating base, and capture it. The hard part with this is that you would have to fight the hundreds of enemy soldiers until you captured the base/ship's command post. They would lose their air reinforcements, and unless they had captured another command post or had completley wiped out your team, you are victorious unless a command post is lost to the attacking team.




What do people think of this idea?
User avatar
commander501stappo
Jedi
Jedi
Posts: 1016
Joined: Tue Sep 28, 2010 8:13 am
Games I'm Playing :: Skyrim BF4 KSP CIV V
xbox live or psn: DarthAppo
Location: In a galaxy very, very close by...

Re: The MOD/MAP Idea thread

Post by commander501stappo »

sounds like a fun map, but I don't have SWBF1 :(
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: The MOD/MAP Idea thread

Post by Slime615 »

I ahd an ieda like this, problem was, the attackers always won.... you could try it with Para_Troopers, basicly troopers that take no damage when they fall, but they fall slowwley....
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: The MOD/MAP Idea thread

Post by [Padawan]Helkaan »

Image And another idea:
TRP wrote:The Taris rebuild Project
-----------------------------
Type: Outdoor map
Codename: TRP
Era: GCW
-----------------------------
Story:

During the galactic civil war, a group of architecs and enginners try to rebuild a city
of the planet Taris, destroyed since the Jedi civil war. This project is financed by the
Alliance, and the rebels decide to install a base on the planet. But the Imperial Spy Network
found the base on Taris; And the imperial commander Nel Orka commands a attack on the planet.
Immediatly, the Alliance send to the planet a rebel spy, who can help the rebels.

-----------------------------
Missions:

Conquest (ALL vs IMP)
Hunt (Enginners vs IMP)

-----------------------------
Units:

For Conquest:
[ALL]:
-Rifleman (DH-17 rifle x150, thermal detonators x2)
-Enginner (CR-24 rifle x150, fusion cutter, E-Web deployable turret x1)
-Rebel captain (Underhand chaigun x500, DL-44 blaster pistol x50, knife)
-Rebel commander (A-295 blaster rifle x300, DL-18 blaster pistol, rally x1, orbital strike)

[IMP]
-Stormtrooper (E-11 blaster rifle x150, thermal detonators x2)
-Stormtrooper assassin (EE-3 blaster carbine x240, poison dart x3, Q4 pistol)
-EVO trooper (T-21 rifle x250, FA-3 flechettes launcher, two DC-17 pistols)
-Experimental tactical Darktrooper (Z-6 rotary blaster canon x600, energised stun baton, macrobinoculars)
-Shadowtrooper (lightsaber, Q4 pistol)

-----------------------------
Heroes:

[ALL]Rebel spy (DXR-6 disruptor rifle x50, target pistol, flamethrower x240, invisibility)

[IMP]Commander Nel Orka (DLT19 all-in-one rifle x300, se-14 pistol, orbital strike, recon droid)

-----------------------------
Assets to use:

[World]
Taris assets (Jedimaster745)
Reskinned Bespin assets (Pandemic)
Coruscant City assets (Rends)
Coruscant Streets assets (Rends)

[Sides]
Stock rifleman, enginner and stormtrooper (Pandemic)
Rebel Captain (BFX) by ? (I think that's Syth)
Rebel commander (Crix Madine from ConvoPack)
EVO trooper (CodaRez's)
ET trooper (P3 Darktrooper by ]v[
Shadowtrooper (by RavenSoft, converted by Deviss)


[Weapons]
Thermal detonators, fusion cutter, macrobinoculars, lightsaber, invisibility, flamethrower and recon droid (from stock ) (Pandemic)
DH-17 (bertie), CR-24 (ANDEWEGET)
Underhand chaigun (VF501's one using Syth improved underhanded weapon animation)
E-Web turret by ?
DL-44 (from BFX) by ?, DL-18 by Taivyx
Knife (L-5-R's)
A-295 (GCMod team for model and RepSharpShooter for convertion)
Orbital Strike (Teancum)
E-11 (CodaRez's), EE-3 (GCMod team: model and Darth_Z: convertion)
Poison dart (Syth)
se-14r (Walord28's)
T-21 (Walord28's or maxloef's)
FA-3 (from BFX) by ?
DC-17 by kinetosimpetus, use the doublepistol animation by DarthD.U.C.K, 1st person by Deviss
Z-6 blaster canon: model by Caleb, animation by Syth
Energised Stun baton: original by Taivyx, modified by AQT
DXR-6 disruptor rifle (JabbaLovesLava)
Target pistol: stock DL-44, ODF changed
DLT-19 all-in-one (original by Syth, improved by AQT)
What do you think about it?
Press_Tilty
Chief Warrant Officer
Chief Warrant Officer
Posts: 331
Joined: Fri Jun 04, 2010 10:57 pm
Projects :: Korsava IV - Pre WIP
Games I'm Playing :: MW2-Reach-BF2
Location: Seattle Area

Re: The MOD/MAP Idea thread

Post by Press_Tilty »

I think you should take a stab at trying some of your ideas.
Post Reply