New Jedi Order Mod

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Do you want a Yuuzhan Vong mappack?

yes
84
70%
don't care
36
30%
 
Total votes: 120
dreadlordnyax

Post by dreadlordnyax »

http://i18.photobucket.com/albums/b131/ ... hormap.jpg

Ithor Level Map!

trans i know youre on dial-up for a little while, if you want to wait and look into it when you wont have to wait forever for it to load, thats fine.

OK now for the explanation. I pulled everything i could from the description in the book (stated outright or implied).

the yellow hexagons are command posts. the color of the hexagon inside shows which side it should initially belong to. red-vong, blue-reps. the lighter colored ones could either belong to them to start out with, or be easily captured. the yellow one (3) could either be rep or neutral to start out with.

the white places are corridors/rooms. the gray places are optional corridors (weren't mentioned in the book, but would make gameplay better imo)

the orange rectangles at the top are vong transports. that cp (1) should ideally be located inside of the middle vong transports, and if possible, vong would randomly spawn in one of the transports. if not, the cp should just be outside of the transports i guess. behind the transports should ideally be a broken window (where the vong blasted their way in) and a view over the ground of ithor. the space between 1 and the * right below it is the "promenade" mentioned in the book, however you want to interpret that. i just pictured it as a wide staircase.

the cp in the middle (2) is in the middle of the 'battle arena', the area with "plazas" separated by trees. the bluish circles are the plazas, and tho its hard to tell, the lighter ones should be higher up. the rectangles connecting the circles are the walkways. ideally, they should curve both horizontally and vertically (the book actually stated such), although i realize this may not be possible. although i didn't show it, it would be nice to have walkways along the walls. also, i have no clue if its going to be possible to resize moddels using the bf2 tools, so the platforms may just be all the same size.

the spaces in between the platforms should have trees rising up. it should be difficult to see through (the book said you couldn't see from one side of the room to the other), and ideally impossible to shoot through, as it would be annoying having bots attacking you from halfway across the map and not being able to figure out where they're coming from.

i had originally envisioned the platforms in the map as the ones from kamino, perhaps reskinned or recolored to a more platlike, greenish appearance. it might also be possible to use the platforms from kashyyyk or even the ewok platforms, tho. the corridors could be from kamino or possibly tantive iv, perhaps reskinned or recolored as well.

oh, and the platforms don't have to follow this exact layout, the book didn't get that specific. the entire room could even be made larger or smaller to fit the way the map plays and how much work we want to put into it.

ok, cp 3: 3b* is where Mara started out in the battle, although i thought might be more appropriate to put the cp in a corridor off to the side of the main room (3a).

cp 4: 4 is where anakin and daeshara'cor started out. in planning the map, i thought we might be able to use the curved "computer room" from inside the platforms on the kamino map. anyways, they moved up that corridor and entered the 'arena' at 4*. the book mentioned "planters" along the corridors, so if we could find a moddel of something like that ingame, it would be very useful. it would help to distinguish the atmosphere of the map from the ones that we'd pull the majority of our other props from.
on a side note, the book mentioned daeshara'cor's skin was greenish, so perhaps we could do a recolor of aayla for her, although i think she only had one lightsaber. maybe we could take the other one away.

cp 5: this is the "opal grove"/med station or something like that. theoretically then, we should put a lot of med droids in here, and the most exotic looking trees we can find, with the possible exception of the felucia bubble plants. oh, it doesn't have to be circular. beds/stretchers would be good too.

depending on just how big we want to make the map, we could include more than one cp inside the 'arena'. these optional cp's indicated by *'s.

classes for this map should include (once we get them made, obviously), chazrach and vong warriors for the vong, and new rep soldiers and generic jedi (from the coruscant campaign level) for the NR. the best way to do that imo would be to have the chazrach and soldiers the initial class, and the vong/jedi the 'bonus' class, which you have to earn a certain number of points to use (like the jet trooper, magnaguard, dark trooper, wookiee...).

heroes for rep could include anakin, daeshara'cor, luke (probably our initial choice, since he's already ingame), mara, kyp durron, or wurth skidder. the hero for the vong should probably just be a more powerful version of the standard warrior, called a commander or something (there were no notable vong in this battle).

alternately, the 'initial' republic class could be the generic jedi, as it didn't really mention any rep troops in this battle, and depending on how we balance them, the vong could be a match for even a jedi. then, we could have five more "classes", requiring a certain number of points and with a unit max of 1. each of these classes could be one of the heroes mentioned above (probably excluding wurth skidder, the least "famous" of the jedi mentioned).

no vehicles for this map, less units to make.
Trans

Post by Trans »

Can't say much now but this looks great and would be a fun map
dreadlordnyax

Post by dreadlordnyax »

http://i18.photobucket.com/albums/b131/ ... initca.jpg

VERY early version of the ca for ithor

this is the 'battle arena' of the map described in my above post. the colors are not final, actually, they're just to make it clearer and so i can describe it here. :)

ok, so the viewpoint is facing out from the corridor leading to the opal grove.

that really dark blue rectangle is the "promenade" leading to the vong transports.

the other doorway in the top far left is where anakin and daeshara'cor enter the arena.

the blue ellipses are the "plazas"
the lighter blue one in the middle is the central plaza which has the cp
the lighter blue one in the upper right could possibly be a sniper platform overlooking the vong entryway. it wasn't mentioned in the book, i thought of it myself, so its not necessary to include.
the darker blue ellipses are beneath the "floor level", just to show the variation in height.
the turquoise is the walkways connecting the platforms

the dark green is the "floor", which will actually have trees coming up from it, and cause if you were to fall.
the green is the wall. note that the room is circular (not sure if it said that in the book, but it seems right to me)
the light green is the ceiling. i envisioned it as dome shaped, but the stupid scanner cut it off :x
the blue green around the edges of the room is a walkway along the wall with platforms and whatnot.

remember that there will be trees sticking up between the platforms and it will be difficult or impossible to see/attack thru them.

i'm going to add some more details. i'll hopefully do two more versions, one with details added to all the platforms, doorways, walls, walkways, etc. and the other with the trees added in between the platforms. i'll show all three because if i skipped straight to the trees it wouldn't be very helpful for showin how the whole level was put together, it'd just be wall of trees :P
Trans

Post by Trans »

It looks splendaferous and the only thing that might not be possible is the curving walkways

and I changed the name of the the thread because the New Republic will also have some new things

off topic: My iPod's hard drive was screwed up and it is working now :D

:chew: wookies pwn :chew:
Trans

Post by Trans »

This is the last time I will change the name of the thread

I promise
Raingod

Post by Raingod »

Ok i've been looking into the Coufee so i can start modelling it, in the NJO sourcebook for the RPG they say its just a double edge sharpend piece of chitin (which if i remember correctly is just a piece of insect exo squeleton), but in the Encyclopiedia on The Force.net it said that after the war ended that the Vong weapons return to thier wild states (this was in the discription for the Coufee), this makes me belive that like the amphistaft it was alive.
dreadlordnyax

Post by dreadlordnyax »

Do you have the NJO sourcebook? (if so, does it have a picture of a coufee? or have you found any other pictures of one?)

anyways, yeah, thats somewhat of an inconsistency. i dont think its "alive" in the sense that an amphistaff is, more like...yorik coral. technically its alive, but by just looking at it, you cant really tell the difference between yorik coral and rock. coufees dont like, spit poison, or bend or anything, they're just sharp. that's just my opinion, based on the impressions i got. on the other hand, wookieepedia says they were an inferior breed of amphistaff. i'll try to find more info later if you need it, or even draw up a sketch if you want (a knife shouldn't take as long to draw as an entire level :))
Raingod

Post by Raingod »

No in the NJO sourcebook they don't have a pick of it, they have a few pictures of amphistaff, and yes there is another version of it, its baiscly just a smaller version given to new warrior.

or the Coufee i was thinking of giving it a curb look with a handel which would wrap around the user hand like roots or tentacels.
Lord-Bandu

Post by Lord-Bandu »

Hope you pull this mod off ..... are you planning on moddeling the YV or just reskinning (sry if you answered this somewhere but I havent got time to read everything right now)

1 thing that you might not be able to do is that pic with all the windy walkways. The way you have it ,with the walkways crossing over each other, I dont think the AI pathing would work. Maybe have a look at how Jabbas palace is setup ,since its layout is good in that there are no crossing over but there are many levels.
Trans

Post by Trans »

I think that we could reskin some things like gammoreans, wookies, and the such to fit some of the Yuuzhan Vong but some might need to be modelled to look correct

thanks for the idea of looking at Jabba' Palace I really hope that we can get that room to look good ingame because it looks like a lot of fun :D
Raingod

Post by Raingod »

Personanly i'm agasint reskins like that, its a waste of time and it doesnt even look like what its suppose to look. Now the only unit which we could do that with is the manga guard for the YVH-1 droid, cause the ingame model looks pretty close to what they look like. Apart from that i say new models. Once i get better at modelling charecter i will do a Vong Warrior, for now we could put like the Wookies in as a place holder.

Also if you take a look at the vongs none of the current charecter would work for them anywa.
dreadlordnyax

Post by dreadlordnyax »

as i drew that pic, i realized the curving walkways might not be possible. if they don't work out, o well, straight walkways will still work i guess. although, would it be possible to connect several small, straight walkways to form a sort of zig-zagged walkways? not sure if that would look better or worse, or if ai pathing would work. thanks for the advice, btw, bandu.
Raingod wrote:or the Coufee i was thinking of giving it a curb look with a handel which would wrap around the user hand like roots or tentacels.
do you mean "curved"? anyways, as cool as it would look, might it be a tad bit complicated to make it so it wraps around all the different classes hand? coufees are the backup weapon of like everyone, sorta like the pisto l. if you can get that to work, tho, great! but it'd look even better with the amphistaff, imo, if you only want to do that for one.

however, a curved blade could work well. i reread the battle of dantooine last night, and it mentioned the chazrach had a hooked, hardened, shorter version of the amphistaff (which could very well have been a coufee).

i drew up a couple of quick sketches (of a coufee) last night, cuz i got bored and needed to go to bed in a couple of minutes anyways. if you want to see them, let me know. my sister's scanner is down while she paints her room, but i could try to draw 'em in photoshop. they shouldn't be too hard.

anyways, i've been reading around on the boards, and it sounds to me like the hard part isn't the creating new moddels, but animating them. can you animate, too, raingod? or is there another way to get animations for them? (use existing ones? have no idea if thats possible) i realize thats probably a lot to ask, but moddels, especially of organic stuff like the vong, won't do us much good without animation.
Raingod

Post by Raingod »

Well i can do basic animations, but i wont be learning how to rig a charecter untill next semester, after xmas break. And rigging the charecter really is the hard part, cause if its not right then you won't be able to animate the charecter properly. But yes we should be able to just extract the bones from existing charecter and attach them to new models. Animating a Vong wont be any different then any other charecter, and i don't even think it's even possible to animate weapons like the amphistaff.

The short version of the amphistaff isn't the coufee, its the Tsaisi, and from everything i've been able to find the Coufee isnt alive like all the other weapons of the Vong, it would be like a regular dagger, expect it not made from steel but from chitin which is a bugs exoskeleton.

Yes i meant curved, and your right tentacles might not work to good. Personally i think we will have an extremly hard time with the Vong cause the majority of thier weapons are meele and also thier armor is basicly impervious to hand held laser fire and light sabers.
dreadlordnyax

Post by dreadlordnyax »

Raingod wrote: The short version of the amphistaff isn't the coufee, its the Tsaisi, and from everything i've been able to find the Coufee isnt alive like all the other weapons of the Vong, it would be like a regular dagger, expect it not made from steel but from chitin which is a bugs exoskeleton.
i know, but the tsaisi is also called the baton of rank, and held by commanders. i seriously doubt they would be giving that to reptoid slave troops, aka fodder. plus, if i recall correctly, tsaisi require more finesse to wield properly, and the whole reason they gave chazrach modified amphistaffs was because they were too clumsy to handle a normal one. the book mentioned that the chazrach had hardedened amphistaffs, as in, no whip shape, which tsaisi definitely would.

anyways, if you wanna do the coufee like just a regular knife made out of a more organic material (like chitin), it works for me.

its too bad if we can't animate weapons, that would be pretty tight. might be difficult to do a whip amphistaff without it. o well, we can still do the sword/spear version.

and obviously we'll have to make some compromises for gameplay's sake to the vong. we got the slave troops tho, and we could perhaps do a lower ranked version of the warrior, with less armor or weaker armor or something. only the elite (as in, need point to play as them like the wookiee/bothan) will have that type of strong armor. i got some ideas for balancing, we can worry about that later though.
we'll probably wind up talking about have this stuff again when we've made more progress cuz we're too lazy to look back thru this 12 page thread, lol.

200th post yay!
Trans

Post by Trans »

dreadlordnyax wrote: we'll probably wind up talking about have this stuff again when we've made more progress cuz we're too lazy to look back thru this 12 page thread, lol.
That is why I am making the website :)
dreadlordnyax

Post by dreadlordnyax »

ok, i've got ca sketches done for the rakamat and coufee. unfortunately, my sisters comp is down while she repaints her room, so i won't be able to scan them for a while :(

also found this, could make for an excellent special class:
http://starwars.wikicities.com/wiki/Hunters
Trans

Post by Trans »

oooo and they could have the bothan's ability to dissapear and we could give him a reskinned cape that would be a fun class
dreadlordnyax

Unit/Map List!!!!!!!

Post by dreadlordnyax »

Yeah, thats what i thought of when i saw it. it could also make a potential sniper (assassination).

Ok, I have assembled a unit list of stuff we could/should include, as well as a (possible) list of locations/levels to include in the first "mappack" (of course we could release individual maps before hand.
i've also ranked the units in priority, ranging from 0 (completely unessential, possibly not included in any actual njo novels, but it'd be cool to have) to 9 (we might as well not release the mod if we don't include it)
dreadlordnyax

Map List!

Post by dreadlordnyax »

(sorry bout the double post, but i thought it might be convenient to have each of these in a separate post)

Map List
Dantooine (1 or 2 maps) - trans idea's, an XL on perhaps?
Ithor (2) - tafanda bay, forest fortress
Gyndine (2) - NR embassy, urban warfare
Yavin IV (1 or 2) - jedi temple, jungle? (have to look this one up again, don't remember if enough fighting went on to include it)
Mykyr Worldship (2+) - ...
Coruscant (1 or 2) - ...(this might make for a bit too much work/too big a download, but its in the same book as mykyr, so i thought we might should include them together)
Last edited by dreadlordnyax on Sat Dec 24, 2005 11:00 pm, edited 1 time in total.
dreadlordnyax

Unit List!

Post by dreadlordnyax »

(note: the '}' indicates the unit comes into the story after the battles i had planned to include in the 1st mappack. it may also result in a lower priority rating for them)

Heroes
7 Shedao Shai
1 Deign Lian - Shedao Shai's 2nd in command
4 Nom Anor
?}Nas Choka
0}Ushk Choka - pick up nom anor on ZS
?}Tsavong Lah
?}Shimrra
0}B'shith Vorrik
?}Romm Zqar - cmdr in charge of coruscant landings
5 Voxyn Queen
--Generic Hero
5 Voxyn
---Ranks
0 Warmaster
1 Supreme Commander
4 Commander
5 Subcommander
6 Subaltern

Classes
9 Chazrach
9 YV Warrior (Melee)/(Ranged)/(Both)
7 Engineer/Pilot/Healer/Priest/Shaper
6 Hunters
3}Slayers
5 Voxyn
1 Bissop - reptilian hound used to hunt prey
0 Radank - 'vicious sharp clawed predators' 'beasts of war'
0 Vagh Rodiek - shaped Rodians
0 Grutchina - tear through rock


Weapons
0 Sparkbee
2 Plaeryin bol (Nom Anor)
0}Scepter of Power (Shimrra)
9 Amphistaff
3 Tsaisi
9 Coufee
1}Steng's Talons (Slayers)
5 Blorash Jelly
3 Plasma Eel
7 Razor Bug
9 Thud Bug
8 Blast/Explosive Bug
1 Fire Spitter
1 Grutchin Symbiote
9 Grutchin/Turfhopper (Space)
9 Lava/Plasma (Space)
6 Dovin Basal (Space) - Drain Shields
0 Dread Weapon/Ychna (Space)

Items
? Gablith/Ooglith Masquer
1 Villip - replace recon droid?

Vehicles
3 Capture beast - Gyndine
1 Grutchina
0 Vangaak
6 Quednak - Speeder
2 Tu-Scart/Sgauru
6 Fire Breather
7 Rakamat
5 Thrall Herder
3 Tsik Vai/Tsik Seru (Fly)

Fighters
9 Coralskipper/Yorik-Et (Fighter)
8.Heavy Skip (Bomber)
7 Slayer's Skip (Interceptor)
8 Yorik-trema (Transport)
0 Yorik-Stronha - spy ship, cloaked

Capital Ships
0 I'Friil Ma-Nat - corvette
7 A-vek liluunu - fighter carrier
4 Kor Chokk - grand cruiser
6 Koros-strohna - worldship
9 Matalok - Mon Cal analog
7 Miid Ro'ik - ISD analog
8 Ro'ik Chuun M'arh - Frigate Analog
1 Yorik-Vec - assault cruiser
1 Vua'spar - Interdictor
1 Slaveship
0 Uro-lk V'alh
0 Uumufalh
0 Suuv Ban D'Krid

Locals/Monsters
1 Yammosk
10 Lord Nyax :D
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