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Re: Map List!

Posted: Sun Dec 25, 2005 12:22 am
by Trans
dreadlordnyax wrote:(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)
This is the list for the first mappack write? Anyway if we used all the major battles about how many mappacks do you think it would take to cover all of the battles.

That list is amazing I hope Raingod can use it well

Just out of curiosity is there any more info on Lord Nyax other than this http://starwars.wikicities.com/wiki/Lord_Nyax

RE: Re: Map List!

Posted: Sun Dec 25, 2005 12:51 am
by dreadlordnyax
considering the fact that that link gives me an error, yes.
i g2g2 bed now, i'll post as best a description of him tomorrow if you want. i wouldn't want to spoil it for you if you don't want me to tho.

as for how many mappacks, i would say if they're all that size, 2 or 3 for the ground battles and 3+ for the space battles. space battles oughta be easier to map tho, once we got the stuff. not as complicated as ground battles. if that seems like too much work, we could (and might) only do one map per battle. dantooine, gyndine, yavin, and even coruscant could easily be cut down to one map apiece.

RE: Re: Map List!

Posted: Sun Dec 25, 2005 1:05 am
by Trans
I fixed the link but if Lord Nyax is part of the NJO series then don't tell me anything about him

and the amount of battles we could do is all up to time and if people like it enough, if they like it a lot then it would be nice if we could do multiple maps per planet, if they don't like it as much then we would probably do one map per planet

RE: Re: Map List!

Posted: Sun Dec 25, 2005 3:00 pm
by dreadlordnyax
sounds good to me :)

and, yes, he's a part of the njo series. Mostly in Enemy Lines II: Rebel Stand, i believe. (the enemy lines duology has some good battles we should definitely include in a later mappack)




@Raingod

don't panic when you see that unit list, we don't expect you to do all of it (although we wouldn't mind of course ;) ). it'd be great if you could do the 9's tho. that's:

Chazrach, YV Warrior, Amphistaff, Coufee, Thud Bug for ground
Grutchin/Turfhopper, Lava/Plasma launcher, Coralskipper/Yorik-Et, Matalok for space

plus any others you'd like.

additionally, i would place a higher priority on the ground stuff. maps may be harder to design, but i personally find that space gets very repetitive after a while, plus we need character/weapon moddels for it anyways. we'll have to wait and see what trans thinks too tho.

also, i don't know if (thrown/launched) weapons use a moddel. might that just be a texture? for example, we might just make a thud bug "effect". blaster bolts don't use a moddel, do they? some of the ranged weapons could do the same.

Re: RE: Re: Map List!

Posted: Sun Dec 25, 2005 3:19 pm
by Leviathan
dreadlordnyax wrote:[...] and, yes, he's a part of the njo series. Mostly in Enemy Lines II: Rebel Stand, i believe.
And also in something called "Rebel Dawn", according to TheForce.net forums... :|

RE: Re: RE: Re: Map List!

Posted: Sun Dec 25, 2005 3:22 pm
by dreadlordnyax
ok, yeah, that'd be enemy lines I. most of the interesting stuff happens in II tho, i think.

RE: Re: Map List!

Posted: Sun Dec 25, 2005 3:26 pm
by Raingod
Ok from my expreince with mods (I was leader of a mod for BF1942 and UT2K4), thats way to much, our first list should just be for the first map only. Planing 50 steps ahead isnt a good idea , we should focus on one map at a time and not start a new one untill the first is done. But apart from that the list looks pretty good. Now to start modelling what i need is a list of exactly all models need for the first map, for both sides. So if our first map is the battle of dantoonie (been a while since i've read the books, so don't remember it well), the the list should include all of the stuff which will appear on that map.

RE: Re: Map List!

Posted: Sun Dec 25, 2005 5:30 pm
by Leviathan
I'm really feeling that you led many projects in the past, and that you've learnt to follow the Wisdom's path... Moreover, I'm almost sure you're actually the first GameToast member to be so careful... That's a great point for you and your modder's career... Good luck !... :wink:

PS : Might I know the names of these Battlefield 1942 and Unreal Tournament 2004 mods you've made so far, please ?

RE: Re: Map List!

Posted: Sun Dec 25, 2005 5:51 pm
by dreadlordnyax
another new av, leviathan? seems like you just changed it.



yeah, raingod, i realize that's a buttload of stuff, that's why i prioritized it. realistically, i doubt many of those things are gonna get made. i've done some modding for other games, just coding, and i never got done, so i have some idea of just how unlikely it is

for the battle of dantooine, the moddels we would absolutely need (imo) would be:
New Republic
-None, really
Yuuzhan Vong
-Chazrach (class)
-YV Warrior (class)
-Amphistaff (weapon)
-Coufee (weapon) - i've done a sketch, let me know if you want to see it and i'll scan it asap

moddels that would be very, very nice to have and go a long way towards creating the right feeing and atmosphere (as in, make it like the books):
NR
-Noghri (class) - these would be very useful in many other maps, and might make a good overall replacement for the bothan
-Shuttle (flying transport) - probably lambda or sentinel, unless you guys got a better idea. i'll check and make sure it didn't specify a type tonight
Vong
-Thud Bug (weapon) - moddel necessary?
-Rakamat (vehicle) - i've done a sketch
-Thrall Herder (vehicle) - http://starwars.wikicities.com/wiki/Thrall_herder

i'm hoping that anything else we need we can get from what's already ingame.

on the other hand, we could start with the battle of ithor
-No vehicles
-No noghri
-once we have these things, it's essentially done (with the single exception of additional heroes, very low priority), whereas on dantooine we could still add other things (like vehicles, buildings, landed ships, etc)
-easier to balance? jedi vs vong, so all melee rather than troops vs vong
-thud bugs probably needed
-overall a much harder map to make, i'm guessing



to sum up, dantooine requires fewer things and would be easier to make, but wouldn't really feel complete unless we added a bunch of other (complicated) stuff, like vehicles.
on the other hand, ithor would be a much harder map to make, but a complete, accurate, and balanced version could probably be released much sooner (taking into account the time needed to construct this much more complicated map)

i'm hoping to learn to map, so its possible we could have both of these going on at the same time (trans working on dantooine, me on ithor). until then, tho, trans is the only one with mapping experience on the bf engine, so since he'll be the one making it i think he should decide. personally, i'd prefer ithor, but i'm biased because i came up with the idea (well, in a way) ;).

anyways raingod, bottom line is, either way we're definitely going to need a chazrach, vong warrior, amphistaff, and coufee moddel.

Posted: Sun Dec 25, 2005 7:02 pm
by Raingod
The mod for BF1942 was Battletech: Falling Star and then we changed it to Battletech Timelines for UT2K4. Basicly i over stretch stuff to much and because we couldnt find the support we need, the majority of the people we had including me (i only have limited texturing experince at that time) wern't skilled enough to accomplish it. So in the end we put it on hold untill i could learn to model (which i do now), but we decided to scrap the mod cause they're wasn't any support in the battletech/mechwarrior community for it.

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, 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 models.

From what i understand Dantooine isnt populated at this periode apart from primitve natives, so if there are any buildings they would be ruins. 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

Image

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.

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.

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.

Posted: Sun Dec 25, 2005 10:37 pm
by dreadlordnyax
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
{img}
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.

Posted: Mon Dec 26, 2005 12:16 am
by Raingod
Ok yes, space would come later, just wanted to put in that we could do a space map too for dantooine. Your right that the Vong vehicles are all creature, but i don't think we would be able to do animation to make them look organic, they would move like any other vehicles, just be organic looking. And yes i have the NJO source book, there is a pick of the big fire walkers, and they sorta resemble the striders from HL2.

See the problem is modelling a charecter and a vehicle (apart from the walker vehicles which i asume do need a skeleton too) is vastly different, cause for a charecter it will have a skeleton and you need to model it differently then what i've learned to do so far. So thats why i want to start off on static stuff and weapons. Don't worry i'm planing on starting work on the vong model as soon as i learn how to model charecter models properly.

So was thinking for the NR base we could have one HQ, a few generic military buildings (2 or 3), refugee tent, and yea we could use the barriers allready ingame for the wall. Plus for transport we got the Falcon, the rebel transport, maybe the imp and reb dropship, we might not need to model any new ones.

Posted: Mon Dec 26, 2005 1:57 pm
by dreadlordnyax
i've seen that pic of the fire walkers on wookieepedia. http://starwars.wikicities.com/images/f ... athers.jpg
the thrall herder is just a giant beetle-like creature with a bunch of cilia for movement, it probably wouldn't need any animation.
the walker vehicles have animation, we could at least do something like that for the other vong vehicles (once you learn how) right?

and, yeah, i remembered after i posted that that you said you were still learning stuff about animation. starting with static stuff seems like the best course of action, then. static stuff for dantooine should definitely include the HQ, the generic military buildings, refugee tents. that map mentioned a mess and medical facility, that could make for a nice large building with a cp in it. it'd also be nice to have an actual wall around the camp, in addition to the barriers, because it gets breached during the attack. if it was just barriers, the vong would just swarm through, rather than 'breach' it. and personally, i'm sick to of that ellipsical rebel transport. surely they'd no longer be using it 25 years ABY. so it'd be nice to have a new moddel for a transport (static, just to sit there as part of the landed refugee ships). additionally, a vong transport would be nice, especially if we're going to include vong LZ's.

Posted: Tue Dec 27, 2005 6:25 pm
by Raingod
Well i,ll work on some concept art for the buildings and will also look to see if i can't find any pics for theres.

Posted: Tue Dec 27, 2005 11:14 pm
by dreadlordnyax
pics for what?
anyways, yeah, i'll work on some concept art as well, if you want. my sister's comp is back up, assuming that her scanner works i'll scan the stuff i've done tomorrow.

also, i reread the battle last night, and the shuttle there was in fact a lambda shuttle, so if there isn't on included in the assets we'd need one of those at some point as well.

trans u still here? busy playing bf2, or what? ;)

Posted: Fri Dec 30, 2005 12:10 am
by Trans
I've been playing BF2 and KotOR, and then I got sick but now I'm 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.
Mine was just a quick thing that I made so not much detail, but to get the buildings in there Raingod would either have to model them or we could take some from Mos Eisley and reskin them, in the end it is up to Raingod and what he is willing to do. Some of the building could just be big boxes to take up room...

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.
and we also need our space maps to be unique and new because so many people think space is boring in BF2 btw dreadlordnyax if you never read Raingod's ideas for his fleet battle mod you should because I think that would make our mod even more than skins, vehicles, characters, and maps.

Posted: Fri Dec 30, 2005 2:25 pm
by dreadlordnyax
Raingod wrote: So was thinking for the NR base we could have one HQ, a few generic military buildings (2 or 3), refugee tent, and yea we could use the barriers allready ingame for the wall. Plus for transport we got the Falcon, the rebel transport, maybe the imp and reb dropship, we might not need to moddel any new ones.
Raingod seems to want to do buildings for it :)


as far as space, well, pilotable capships would be nice. i'd also like to see more unique maps. perhaps a space station, or large asteroids, or wreckage of a capship. things like that would make space maps interesting imo. oh yeah, raingods idea of a heavy fighter sounds good to me. a fighter that can actually withstand a significant amount of damage (as opposed to the interceptor), and is intended for combat against other fighters, but sucks against capships.


another thing i would really like to see, which was a major letdown from what was advertised, is actual interiors for the ships. the way it was advertised made it sound like it would almost be 2 separate maps, one in your ship and one in the enemies. thats how i'd like to see it. instead, we just get a room with a couple side rooms.

what i would love to have (even at the cost of no other capships in the map) would be 2 or perhaps 3 capturable cps per ship, including (probably) the bridge, engine room, and hangar. also, remove those blasted autoturrets so its not a major accomplishment just to get near the enemy ship.

then, basically what would happen is, you'd get in a fighter or transport (probably with a buddy or two), fly over to the other ship (worrying more about fighters that turrets), land in their hangar, and then capture it, and be able to spawn from there. you could then fight your way through corridors, rooms, and whatever else until you reached either the engine room (or command center or something like that) where you could blow up all sortsa stuff (maybe make it a destroyable cp?) or the bridge where you could capture it and assume control of the ship. the focus here is fighting your way to those cps, just like any other map in bf2, not simply walking throught a door and being there. imo, this would be the best possible thing we could do. basically, we would have a conquest version of space maps, as opposed to assault.

of course, there would still be the fighter battles outside. maybe make destroyed fighters count as large numbers of "tickets" so the fighter battle is actually significant. and of course, online, there's the possibility that if you controlled the space outside, they couldn't even board your ship.

as far as turrets go, i'd say make them move slower, so its hard to track fighters (as thats how its really supposed to be), and make sure that they could actually hit the other ship. basically, turrets would spend most of the battle fighting it out blowing each other up, as well as any exterior points of interest on the ship. oh, yeah, turrets should have to be manned. no "autoturrets". of course, that job would probably usually fall to the bots.

and, yes, i realize that there are limits which might prevent this from getting as complex as i would like. still, this would awesome enough that it might be worth it to find workarounds.


whew. yeah, so large wreckage (as in, fly-throughable, like the asteroid jango/obi wan flew through) and interesting interiors. that's my vision of the perfect space map.

Posted: Thu Jan 05, 2006 6:18 pm
by Trans
Dreadlordnyax are you going to try to learn how to make maps so you can do Ithor or should I plan on it?

and Raingod, not to rush you, but have you started on any models yet? I know you are probably busy with college...

Posted: Thu Jan 05, 2006 7:51 pm
by dreadlordnyax
ah, finally a bump :)

i am going to try to learn to map. i even took a look at that bf1 tut you showed me, i just don't have the editor/patch d/led (because of hard drive crash), and i don't feel like taking the time to redownload it (cuz its so huge and who knows, they may simplify things enough in bf2 editor that its not worth it anyways). but i'm definitely going to try and learn bf2. although, there are other games coming out soon which i'm also gonna wanna play and mod (namely EaW and B4ME2), so that may take up some of my time. plus i gotta get scholarship apps finished (i'm a senior in high school this year) and schools started back up again. but, yeah, i'm gonna try and learn as soon as they come out.

i read back thru the battle on yavin four, and unfortunately its not really big enough. we could include it if we really wanted (or were desperate for more maps to make, as if that will ever happen).

on the other hand, i've been reading back through star by star, and while it doesn't have any major battles, its got a number of jedi vs vong battles (without spoiling it too much, theres a strike team of about 20 iirc jedi sent on a mission), and they occur in a variety of interesting environments. lesse, i can think of about 3 major ones that we definitely need to include, and four or more additional ones we could include if we have time, and those aren't even counting (small spoiler) coruscant. the strike team also included some yvh droids too (which we could use the magnaguard moddel), so we could perhaps use them as a basic unit. i've got a number of ideas for them. great book btw, one of my favs in the series. how's the reading coming, trans?

Posted: Thu Jan 05, 2006 9:20 pm
by Trans
When you say 3 major batlles are you talking about battles in Star by Star

I was reading Agents of Chaos then my cousin took it to Clemson for 2 weeks (by accident :oops: ) but I just got it back and read the practically the whole book in a couple of days. Then this weekend I'll get about 4 books so I can read straight through those whithout stopping. :D

Raingod here are some pics of the New Republic armor you were looking for:
Image

I also like the amphistaffs in this one
Image




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