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Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sat Jan 17, 2015 11:23 pm
by JazzMaster
Thanks Twinkey!
I forgot to mention, I felt a lot was missing from the GCW battle without regular stormtroopers, so I added them as Locals aligned with the imperials. (obviously)
I've been contemplating making a Neimoidian resistance local team that allied with the rebels using models a long the lines of this:
But it seems like a bit too much. What do you guys think?
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Jan 18, 2015 6:30 am
by Anakin
on my Geonosis map from RCM i'm using 4 local sides.
1. clones with Deathmatch goal
2. clones with conquest goal
3. jedis
4. geonosians
So i don't think this is too much. It belongs how big your map is, and how much local sides you have at once on the battlefield
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Jan 18, 2015 1:56 pm
by JazzMaster
Yes, I remember you showing me that when you helped me set up the first local side and from playing your RC mod. (which is amazing by the way)
I added them as locals allied with the rebels and they balanced out the battle quite nicely. They will be called Neimoidian Resistance Fighters

Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Jan 18, 2015 2:04 pm
by Anakin
Just wonder that you add them as locals for the allianz, because cato belongs to the imperials.
B ut the pic looks really great. THere are some few things i'd improve. There is a too straight edge between the floor and the big buildings. on Naboo they added flower beds, on mos eisley there are smaller buildings infront of the big once, and there are some small walls around. But for some real tips i need to wait until you set out an beta or the first release.
Keep it up you made really big progress from the beginning.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Jan 18, 2015 2:27 pm
by JazzMaster
They are supposed to be Neimoidians who felt oppressed by Imperial occupation and banded together to form a resistance movement. I'm not sure if there is any established lore about relations between Neimoidians and the Empire, but I feel the Empire wouldn't let the Neimoidians keep there own defense force.
And I know what you mean about the floor and the buildings. They have similarly colored textures so they kind of blend together when there isn't any props like tree beds up against them. I've already added a lot of props for that purpose but i'll see if there is any more areas that need that kind of attention.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Jan 18, 2015 3:08 pm
by TWINKEYRUNAWAY
Personally I always loved the idea of locals or some kind of unplayable grunt force assiting the respective teams. Its kinda like titanfall, were you have grunts in battle. They dont do too much, but it makes it feel like more of a battle is going on. That could be used very effectivily in an era mod I think...
A great modder by the name of Sereja does this in his BF1 maps and it really adds on to his maps.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Mon Jan 19, 2015 7:18 pm
by Isaac1138
Great graphics! hopefully lucasarts can come out with mod tools that is more advance and easier to work with. Like editing a stronghold crusader map, that easy
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Wed Jan 21, 2015 12:41 am
by jedimoose32
I hate to be the bearer of bad news, but...
Lucasarts has been all but dead for 2 years except for the casual gaming marketplace.

Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Thu Jan 22, 2015 7:35 pm
by Isaac1138
because of the disney takeover
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Thu Jan 22, 2015 7:37 pm
by jedimoose32
Primarily, yes. *shakes fist at the universe*
Edit/on-topic: Love the resistance fighter idea. Locals make many environments more immersive and this is no exception.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Thu Jan 22, 2015 11:16 pm
by jjonthefreeway
I liked when you had the neimoidians in their traditional brown armor, not a huge fan of the new rebel look for them but this is your mod so do as you please, it is looking great

Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Thu Jan 22, 2015 11:34 pm
by JazzMaster
The traditional armor Neimoidians are for the Clone Wars era. The rebel look is for the GCW era.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Fri Jan 30, 2015 2:56 pm
by Generalfacu
I am astonished. You have made Battlfront II a totally new game. Just look at those buildings and those spectacular Star Destroyers and Starfighters
I must admit I smiled when I saw the Eta-7 Actis and the AT-RT
PD: Galactic Civil War never looked so awesome. Good job
EDIT: Have you keeped as heroes Ahsoka and Rahm Kota? Please don't change them!
EDIT 2: After playing Suun Ra for a while and watching Episode III, I came up with some ideas I'd like to suggest
You could add Captain Jag (the pilot who killed Plo Koon during the execution of Order 66) to the Republic side as a unit with max. unit count of 1

Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sat Mar 14, 2015 3:26 pm
by Sandtrooper956
So what's the story with this mod? Is it still in production?
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Mar 29, 2015 1:47 pm
by Generalfacu
Any updates? Or more images haha I just want to see pictures

Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Mar 29, 2015 2:28 pm
by jedimoose32
I talked to JazzMaster recently about it and it sounds like it is still in progress but he has been busy with school/work stuff.
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Sun Mar 29, 2015 11:14 pm
by Generalfacu
jedimoose32 wrote:I talked to JazzMaster recently about it and it sounds like it is still in progress but he has been busy with school/work stuff.
Sounds like me...with the difference he's busy with important stuff hahaha which I'm not
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Fri Apr 03, 2015 3:07 pm
by JazzMaster
Hey guys! Just dropping in to let you all know I'm still working on this map. I'm nearly done with it, and when I'm ready I might just release it as an open beta, since I've made everyone wait so long for it already
There are a few new features I've added since I have last updated here and I'll list those below:
- Unique Secondary weapons set up for each class (e.g. thermal detonators, concussion grenades, pulse grenades, Hex Detonator (for CIS Neimoidians), seismic charges, orbital strike beacon, etc )
Some are custom made some pulled from Bfx Assets.
- New Balanced Shielding system for starfighters (except for the Tie Fighter and Tie Bomber)
- Allied Local Teams
-Republic - plain white Clone Troopers
-Rebel Alliance - Neimoidian Resistance fighters
-Empire - regular Stormtroopers
- Narrower bridge and less, more organized skyscrapers. Looks better and is less taxing on the engine
- New Transit hubs as starting points for each team!
- Various new/updated skins and models
Things I Still need to do.
-Finish Localization
-finish Refining Plans and Barriers
-Make custom auto-turret for sniper class
-Fix Neimoidian Rifle
-Anything else I cant think of at the moment.
Please be patient, I know this is taking a lot longer than I initially said it would, but it will be worth it, trust me.
Some more fun screenshots I'll leave ya'll with:
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Fri Apr 03, 2015 8:22 pm
by Sandtrooper956
NO. NO MORE WAITING. RELEASE IT NOW!!! Lol, just kidding. But really, this just looks amazing. I can't (but can) wait to play!
Re: Cato Neimoidia: Invasion Update 1/17/15
Posted: Fri Apr 03, 2015 8:24 pm
by Kingpin
Woah. Love the changes! My only comment would be that the airborne trooper has blue gear with an orange helmet. Was this intentional?