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Onfar
Posted: Sun Jan 11, 2015 6:21 am
by superimperial11
IMPORTANT
Due to my original map not working, I have decided to make a new one with new units. This one will have a back story and no more Yavin terrain. Check here for more info.
For all who saw Onfar, this is a better and different version. My old one doesn't work anymore and I decided to make this for you all

.
Backstory
(Non canon) GCW:
The Imperials have invaded a Rebel refuge on the planet Onfar. The native Mandalorians have decided to help the rebels due to their extreme hatred of the Imps. The Stormtrooper corps attack the rebels aided by the Mandalorians in a secluded valley where they fight to the death.
(Non canon) CW:
The Republic has found a secret and vital trade route of the Sepratists and plan to stop it. They come in armed with AT-RT's and their skills as warriors. The CIS retaliate with AAT's and defend their outpost from the Republic.
Screenshots:
http://i.imgur.com/EYG4OlD.jpg
More to come!
Old post:
Re: Onfar
Posted: Sun Jan 11, 2015 6:49 am
by Marth8880
Have you considered varying the terrain, adding some more interesting props, and/or adding lighting?

Re: Onfar
Posted: Sun Jan 11, 2015 6:55 am
by superimperial11
Marth8880 wrote:Have you considered varying the terrain, adding some more interesting props, and/or adding lighting?

I like the Yavin terrain but yes, I am going to add more interesting props, that aren't stock.
Re: Onfar
Posted: Sun Jan 11, 2015 7:52 am
by Marth8880
Well, heh, I meant varying the terrain's *height*, as in sculpting in some little hills, maybe a lil' pond, or maybe even an outcove to insert a cute lil' shack for ol' granny?

Nah but seriously though, some hills and maybe even a water source would be interesting, even though we've already seen that literally hundreds of times. :V
By the way, what's your inspiration for this map? Are you basing it on anything? What's the map's focus in terms of gameplay?

(i.e., vehicle-based, infantry-based, etc.)
Re: Onfar
Posted: Sun Jan 11, 2015 1:46 pm
by ARCTroopaNate
Glad someone found a use for it.
Have you considered moving the Command Posts around? The standard diamond layout is a typical first map pitfall and changing it up a little can make big difference.
Re: Onfar
Posted: Sun Jan 11, 2015 2:54 pm
by superimperial11
Marth8880 wrote:Well, heh, I meant varying the terrain's *height*, as in sculpting in some little hills, maybe a lil' pond, or maybe even an outcove to insert a cute lil' shack for ol' granny?

Nah but seriously though, some hills and maybe even a water source would be interesting, even though we've already seen that literally hundreds of times. :V
By the way, what's your inspiration for this map? Are you basing it on anything? What's the map's focus in terms of gameplay?

(i.e., vehicle-based, infantry-based, etc.)
Oh, I have some hills already, I guess you cannot see them in the back. I still need to figure out how to make water. But the focus of gameplay will most likely be infantry with light vehicles such as AT-RT for clones, the Imperials tank, the aat for the CIS, and the tank for the rebels. And yeah, I need to move the command posts too.
UPDATE
Game cannot find any custom weapons but it CAN find custom player models.
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10680)
Soldier "rep_inf_default_rifleman" weapon 1 "rep_weap_inf_new_rifle" not found
I found out it's because there is no .option file for the weapon.
Re: Onfar
Posted: Sun Jan 11, 2015 5:36 pm
by AnthonyBF2
I really like the orange visor on the rebels. What asset is that?
Re: Onfar
Posted: Sun Jan 11, 2015 6:11 pm
by AQT
superimperial11 wrote:If someone could tell me who made the Militia Elite that would be nice.
anthonybf2 wrote:I really like the orange visor on the rebels. What asset is that?
http://www.gametoast.com/viewtopic.php?p=409536#p409536
Re: Onfar
Posted: Sun Jan 11, 2015 6:17 pm
by superimperial11
Thanks AQT I will be sure to credit you and all who helped.
Re: Onfar
Posted: Sun Jan 11, 2015 7:14 pm
by AnthonyBF2
This is just a small note here, If you want more stuff for your map, you can download BFBuilder (swbf1 mod tools) - Most of the assets in there can work in swbf2.
Re: Onfar
Posted: Sun Jan 11, 2015 7:37 pm
by superimperial11
anthonybf2 wrote:This is just a small note here, If you want more stuff for your map, you can download BFBuilder (swbf1 mod tools) - Most of the assets in there can work in swbf2.
Okay. Thanks.
UPDATE
I got the Rebel SpecForce Marine working along with the DL-18 and A280 and A295. Which would you prefer: A280 or A295?
GREAT. Munging problem.

Re: Onfar
Posted: Tue Jan 13, 2015 11:33 am
by hunpeter12
Some suggestions:
Using the Yavin assets is typical of a first map, but there is no problem, as long as you create something new and unique with them. However, I'd change the ground texture a bit (at least recolor it) and also change the sky. And maybe reskin some buildings too. I'll try out your map before saying more

Re: Onfar
Posted: Tue Jan 13, 2015 1:30 pm
by thelegend
I like the new units. Ah and don't forget that blueish Yavin fog in your map's sky file. I often saw that on maps and in my opinion the bright blue fog let maps look..so..empty.
Re: Onfar
Posted: Tue Jan 13, 2015 2:58 pm
by Marth8880
My biggest gripe thus far is the lack of lighting.
viewtopic.php?p=494706#p494706
Also, are there vehicles? If not, and if your map is excessively large (it's hard to tell from the screenshots), the map will likely benefit greatly from them.
Re: Onfar
Posted: Tue Jan 13, 2015 7:04 pm
by superimperial11
Marth8880 wrote:My biggest gripe thus far is the lack of lighting.
viewtopic.php?p=494706#p494706
Also, are there vehicles? If not, and if your map is excessively large (it's hard to tell from the screenshots), the map will likely benefit greatly from them.
Yes I have added some vehicles (map isn't that large though) but munging isn't working properly for some strange reason. Won't change anything. Also I didn't know that lighting changed things in the outside.
Also EVERYONE do not worry, I do not really like the Yavin sky so I thought I would change it to Naboo's but I don't really like Naboo's either.

Onfar: Blazing Hills
Posted: Fri Jan 16, 2015 12:08 am
by superimperial11
For all who saw Onfar, this is a better and different version. My old one doesn't work anymore and I decided to make this for you all

.
Backstory
(Non canon) GCW:
The Imperials have invaded a Rebel refuge on the planet Onfar. The native Mandalorians have decided to help the rebels due to their extreme hatred of the Imps. The Stormtrooper corps attack the rebels aided by the Mandalorians in a secluded valley where they fight to the death.
(Non canon) CW:
The Republic has found a secret and vital trade route of the Sepratists and plan to stop it. They come in armed with AT-RT's and their skills as warriors. The CIS retaliate with AAT's and defend their outpost from the Republic.
Edit: Here is a video I decided to make showing the alpha version -
https://www.youtube.com/watch?v=MpEh3mAG1pU
(most everything is subject to change)
Screenshots:
http://i.imgur.com/EYG4OlD.jpg
More to come!