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Clone War Battlefront mod v1.0 (Temporarily on hold)

Posted: Tue Dec 08, 2009 7:57 pm
by Havoc 526
The Clone War Battlefront mod v1.0

Yes, I will finally announce this. I've been working on it for quite a while now, and I was told not to be greedy by a fellow member (:3). Then I had to redo it, because it was very unorganized. This shall be the main info topic for the upcoming mod I have been compiling out of assets from not only Pandemic, but also from myself and a truckload of publicly released assets from this very website. Screenshots are on the way!

Features:

-New maps
-New units
-New tweaks on existing units
-New clone additions
-Improved Campaign (Shipped Campaign will no longer be ignored, [Diet Dr. Pepper]!!!)
-New Campaign, following the story of the Clone Trooper CT-52647 "Rogah"
-Improved as realistic as I'm allowed physics, such as explosion shock waves (You get sent flying without being dead yet, but only corresponding with the explosion at hand.)
-New Force moves
Hidden/Spoiler:
Image I shall introduce to you Sith Alchemy, a technique used by several sith lords. (Transmutation circle from Fullmetal Alchemist.)
-Improved damage effects, now just like the movies
-Improved weapon controls, now like the movies (You now have to keep clicking to fire the DC-15 Rifle)
-Map balance
-Improved Hero animations: Example--> Dooku (Now Tyrannus) has more spins
-Improved unit health stats: Super Battle Droids, Vehicles and Starfighters have increased health. Droidekas have stronger sheilds, and are very difficult to destroy.
-Improved localization: Need I say more? Non-English localization is not finished yet, won't be anytime soon, but will eventually. Example would be renaming certain characters, such as Count Dooku. He is now labeled "Sith Lord Darth Tyrannus".
-Tweaked award weapons: Award rifle is fully automatic, Sniper Rifle can take out vehicles, Award pistol is still the same, Award Shotgun is semi-auto, award Rocket Launcher has a more powerful explosion
-Bounty Hunter rockets: Inspired by BFX; However these rockets are remote and can be manually controlled.
-Jedi lightsaber dueling: If you keep clicking the fire button, the combo attack will cycle through again.
-Magna Guards now use electrostaff, added cape, and the like. Will not sprint; Instead, speed and jump height have been augmented.
-Darth Sidious is much slower, no longer runs. Never saw him run in the movies. Still sprints, however.
-Character specific damage for lightsabers
-Vehicles have enhanced speed, health, and weaponary
Contains both canonical and fanonical characters, and the return of everyone's favorite shipped heroes!

New characters:
Canonical
Cin Drallig
Kit Fisto
Shaak Ti
Asajj Ventress
Quinlan Vos (Possible)
Durge (Possible)
More coming soon!

Fanonical
Aven Menvar
Hidden/Spoiler:
Image This is him. Credits to Teancum for the blue outfit.
Once a sith apprentice for the dark lord Sidious, Aven Menvar is very skilled in both sides of the force, and a master at the technique known as Sith Alchemy. After learning that he was merely a toy to be played with by the real apprentice, Darth Maul, Menvar fled, never to be seen for another several years, until after the battle of Naboo. He was eventually found on Concord Dawn by Jedi Master Mace Windu, and the two immediately engaged in battle, a matter of misunderstanding, as Menvar believed the Jedi to be the "real" apprentice of Sidious. He was disarmed, but then used his powerful force techniques to catch Windu off guard. Jedi masters Shaak Ti and Kit Fisto had to join to defeat the Rogue sith. Menvar was taken under arrest to the Jedi Temple, and upon arriving in the council chamber, engaged in duel (again) with Jedi Master Yoda, believing him to be a deformed (and weakened) Sidious. He was gravely mistaken, as he only fought for a minute before being disarmed (again). He had a promising future after learning the true identity of the Jedi council members, and as a headstrong fighter, was (ironically) assigned as a temporary apprentice to his rival, Mace Windu. After one year, he was able to gain control of his dark side and convert to the light, which was impressively fast compared to the average rehab. He successfully escaped the Jedi Temple during Order 66 and fled to Rhen Var. In battle, he does not like defeat at all, making him somewhat of a bad sport. He carries two lightsabers: One cerulean, one Maroon. (Custom animation by me! Credits for animations go to Pandemic.)

Keeda Kagasi
A controversal Jedi Master. She gains unwanted attention due to her mastery of force lightning.
She escaped the Jedi Temple during Order 66 and fled to Tatooine. More backstory coming soon! She carries a purple lightsaber.

CT-52647 "Rogah"
Hidden/Spoiler:
Image
A Clone Trooper who had a glitch in his programming due to an experimental healing serum from the Kaminoans. As a result, he is nearly invincible, however his genetic modifications slowly became more and more dormant within his DNA. He eventually lost all his obedience modifications and obtains the mentality of a normal soldier, while still maintaining his semi-invulnerability. He was tricked into participating in Operation Knightfall on Coruscant, and has since vowed to rebel against the Empire.

This is a mod for a series of maps that will be released later. And it has been unanimously decided that it will not target the instant action maps that can be played on MP. However, the shipped campaign cannot escape my grasp!
For the maps that have been made for the mod:

Rhen Var: Counter Strike
While the main forces of the Clone Army focus their fire on the harbors of Rhen Var, Jedi General Aven Menvar has gathered his own battalion of troops to attack a critical CIS fortress.
Current Screenshots:
Hidden/Spoiler:
Image This is only one side of the map. Image This is the CIS fortress so far, pretty hard to assault, and once you're in, you'd better hope the enemy's reinforcements are low. Hint hint. Image A busted AT-TE.
Status: 95% complete; Balanced out, finally. Objects still float. Yes, it is huge. However, it is actually just the default map size. Its just that EVERY thing is being used. There will be Gunships, Hailfire droids, AT-TE's, bases complete with storage containers, downed aircraft and vehicles, clone bodies strewn everywhere, etc. It may be large, but there is also a massive amount of units to go with it. Very easy to get killed, shot down, pulverized, obliterated, disintegrated, etc. This is a huge map, and it may take a lot of space. This is not for the faint of heart who are easily grossed out by even video game carnage. Units do not explode, but the dead clones can be a bit...graphic. Testing on the way!

Kamino: Facilities
Clone War campaign and conquest: A surprise assault on Kamino has caught the Republic off guard. A massive skirmish has erupted, and all available clones on-planet have been called into battle.
Status: 72%; Uses an edited stock map for Kamino. Scripting is a piece of cake, however LAAT Gunships keep crashing into things! Object replacing is a must. Screenshots soon. UPDATE: Status brought down a notch due to side reorganization.

Utapau: The finest hour
The 212th Attack Battalion, under the Command of Obiwan Kenobi and Commander Cody, have launched the attack on Utapau. This battle may decide the fate of the war.
Status: 78%; Not sure what, but something is keeping me hesitant about uploading this one. Was gonna upload it several months ago, never got around to it. So, last minute tweaking is apparently in progress. Like Kamino, it uses a tweaked version of the shipped map. UPDATE: Status brought down a notch due to side reorganization.

Rhen Var: Harbor
Does anyone miss the orginal Rhen Var Harbor from Star Wars Battlefront 1, especially with the phase 1 clones? Well, consider this your heads up that this mod is including a re-done version of Rhen Var's harbor...with phase 1 clones! Also features ARC_Commander's infamous BFX eras for both CW and GCW eras! Also included is a hero assault, featuring heroes and villains from the epic deuls throughout the new (non-shipped) campaign!
Status: 89%; Due to the side reorganization, this map is once again in the construction zone. However, that can be fixed lickety-splick, so stay tuned!
Note: You need the latest and final release of BFX in order to play the BFX eras for this map.

Off the bat, currently known credit goes to:

RepSharpshooter- 501st Skins, HD PH1 clone trooper
Pandemic- For everything they had that I could use to my advantage
NeoMarz and Syth- For the helmetless clone trooper
DEVISS-REX, along with the following members, for the Ep3 Commander Cody
* ANDEWEGET
* AQT-Body's skin
* NeoMarz
* RepSharpShooter - jetpack effect
* Majin Revan, Vyse - commander cody visor
DEVISS-REX- For Commander Appo, Redone Phase II Trooper (Thank you!)
DEVISS-REX and RogueKnight- Republic Rifle and Carbine
Toonces- Kit Fisto model
The Conversion pack team- For the jedi skins
Qdin- Dead clones scattered on Rhen Var
DarthD.U.C.K- Pistol animations (Very useful)
ARC_Commander - The infamous BFX assets and access to the BFX era.
Darth_Spiderpig - German Localization (Impressively helpful, thank you!)
More credits on the way. They're piling up like sand dug out from a hole!

More info is on the way, do not lose hope!

News: Beta testers have arrived! However, I would appreciate it if the requests were put in PM form after today.

Beta Tester(s)
genaral_mitch
501st_commander
CodaRez
Darth_Spiderpig
Blade117

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:01 pm
by genaral_mitch
Ooh, more mods! Rhen Var is going to be a good one!

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:09 pm
by Ping
I think you need screenshots for a WIP topic.

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:17 pm
by genaral_mitch
Nice pic! Like I said before I saw the screenie, Rhen Var is going to be a good one!

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:21 pm
by Fiodis
Ping wrote:I think you need more screenshots for a WIP topic.
While I don't think there's an actual numeric lower limit set in the rules, there ought to be one set by common sense. All I can see in that pic is a Felucia-skinned LAAT on a snowy planet that, judgin from the background, is far too open and has too little props (but again, there's hardly anything to tell from), and a stock trooper and the stock ammo-health dynamic duo. If that screen is anything to go by, I don't display optimism for Rhen Var. Any error can be rectified, though, so we'll see how this turns out before I naysay further.

Also, judging from the list of intentions you have there, just how much do you plan to make? How complete is this mod?

-Btw, shock waves and force attack effects are not, as it were, physics. BF2 has no physics.
There is no spoon.

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:28 pm
by genaral_mitch
Look at the troopers gun.

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:42 pm
by kooster
Seems like a great project Havoc!
but i think you shouldn't make a geonosis arena map.
they are practically all the same.

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 8:57 pm
by Deviss
i am very interesting in this mod plutonia will appear? :P

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 9:03 pm
by Havoc 526
kooster wrote: ...but i think you shouldn't make a geonosis arena map.
they are practically all the same.
You think so? I thought about making a map strictly between the Jedi and droids, no clones. And about Plutonia....now that you mention it, if I'm gonna do that, I may need some assistance. Making the map won't be a problem, however, I'm gonna need the props, buildings, etc. May take some time, as I really am no good with XSI....at all.....

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 10:05 pm
by Blade117
I am intrigued. This is probably waaaaay too early, but any ETA? (Please? Mabye?)

Re: Clone War Battlefront mod v1.0

Posted: Tue Dec 08, 2009 10:54 pm
by Nova Hawk
Blade117 wrote:I am intrigued. This is probably waaaaay too early, but any ETA? (Please? Mabye?)
Please don't ask for ETAs, even though some people may not mind, others do and it can get annoying. Be patient.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 2:47 am
by B-1Burt
My only concern is that the Rhen Var map is huge!!! And don't tell me, "It only looks that way," "It's not as big as you might think." Becuase that my friend, is enormous, and very desolate, I only see one of the CP's right there and if the rest of the map follows suit, it's gonna be... Really Big!

Don't get me wrong the mod is looking great, it's just Rhen Var is, if experience is anything to go by, kinda bland. I know it's kinda supossed to be that way, but if it doesn't work from a gameplay standpoint then I'd leave it out. But it is Your mod. Do what you like. I'm stoked about some more campaigns, I always love them, never played a bad one. Looks realy good, keep it up! :thumbs:

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 7:41 am
by Fiodis
genaral_mitch wrote:Look at the troopers gun.
A stock E-11 model?

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 1:59 pm
by lesovikk1
looks awsome. I didnt know you modded. Love the idea, specially a new campagin

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 2:52 pm
by genaral_mitch
Fiodis wrote:
genaral_mitch wrote:Look at the troopers gun.
A stock E-11 model?
DC-15 carbine.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 4:35 pm
by Lord Bardar
If you do end up making the Geonosis arena, please make it like how it is in the film, or have someone else do it for you, as every single other version ever made was just terrible.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 4:39 pm
by Havoc 526
Lord Bardar wrote:If you do end up making the Geonosis arena, please make it like how it is in the film, or have someone else do it for you, as every single other version ever made was just terrible.
That is exactly the idea. You read my mind! I have it going now, but it still isn't ready to be put back up on the announcements. I have the units, and several props, the technology...However, balance will probably be non-existant, because though the Jedi were putting up a good fight, they were still falling like snowflakes in a blizzard.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 4:44 pm
by Delta-1035
A geo arena with only jedi vs cis will not be soo good IMO, you should add some clones classes.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 4:49 pm
by Havoc 526
But that's the thing: Clones didn't enter the battle of Geonosis until sometime after Dooku's speech that "ended" (parsay) the skirmish in the arena. This could be a tough map. If anyone wants to help out in anyway, please, I'll gladly let you in on this!

Besides...I could use a few extra beta testers to help out with the MP modes of Rhen Var, Utapau, and Kamino.

Re: Clone War Battlefront mod v1.0

Posted: Wed Dec 09, 2009 5:00 pm
by genaral_mitch
I'll Beta. lol, had troubles with the last four betas I did.