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Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 12:10 am
by jangoisbaddest
The time has now come...

I am proud to announce, after many weeks (nay, months!) of solid modding work, that my first map is now released. Sorry it took so long, but here it is! Read the readme below, download, and enjoy!

***

Kashyyyk: Kachirho v1.0
A Star Wars: Battlefront II Mod Map by jangoisbaddest

Installation:

Double-click the exe file and extract to your Star Wars Battlefront II/
GameData/Addon folder. If you do not have an Addon folder, create one.

COMPATABILITY:

This map is compatible with stock Battlefront II, the official 1.1 patch,
Zerted's 1.3 patch, and the Conversion Pack. In fact, you must have the
Conversion Pack installed in order to play Uber mode. This map has not been
tested with any other major mods to Battlefront II. Also note that if you do
not have the 1.1 patch installed, this map will not be localized on your
map selection screen.

Description:

Depicts the Battle of Kashyyyk, the complete village of Kachirho, and
the Republic's sudden treachery against the Wookies.

Features:

*Complete, connected network of platforms on three of the trees, which
are fully accessible and include such locations as a garden, promenade,
a landing pad, control platforms, huts, and more

*Hunt mode features completely different sides, and pits the wookies
against the republic forces

*Gamemodes other than conquest and XL feature a nighttime environment

*New heroes: Commander Gree and OOM - 12

*Certain doors have teleport functionality, some of which are AI supported

*The sides have been completely re - done. Not a single weapon, class,
or vehicle has escaped modification in some way (except the Health/Ammo
dispenser). The basic setup:

-The support class (the one with the Bazooka) is now slower, has less stam,
and has more health. The rocket launcher has less ammo, but it packs a LOT
more of a punch now (against vehicles AND infantry). They also have a
repeating laser cannon much like the clone commander had, with a few minor
tweaks (not effective at long range, but is very rapid and deals a lot of
damage). Ideally suited for defense and taking out vehicles, but can be
useful for offensive support if need be.

-The recon class is just the opposite. Made him faster, gave him more stam,
he can roll faster...very athletic. Slightly decreased health. The sniper
rifle now only has one shot per clip, but that shot is an instant kill.
Period. They also have stealth ability (like the Bothan), as well as an
insta-kill knife attack and a powerful detpack. Ideally suited for CP
infiltration, as well as long-range support.

-The Medic is a brand-new class that I hope will add to survivability. They
have two AoE heals: one is heal over time, and one is an instant full health
button. Those only work if there are allies present, though, so this class
is really a team player. They also have dispensable health and ammo packs,
as well as a shotgun.

-The pilot class is not suited for ground combat as much as piloting.
However, he can use his fusioncutter to deadly effect in addition to using
it for repair.

-Wookie Warriors now have both Crossbows and Ryyk Blades. They are slow, but
can sprint quickly in order to hack through a couple of troops and then get
back behind cover again.

-Mangnaguards only have their staffs and can't block. It's okay, though,
because they are hands-down the fastest and most nimble unit on the
battlefield.

-Republic Commandos have a regenerative shield, as well as an impressive
array of weapons. The Rifle attachment is more like what you had in SW: RC:
long, thin blue ordnance that fires extremely fast and is REALLY accurate.
To balance, I decreased the damage for each shot.

That's about it. The vehicles are all modified heavily, so you'll have to
experiment with those. Tip: try not to stop when in a Swampspeeder.

Special Thanks:

*AceMastermind, for creating the Wookie Rocket Launcher per my request, as
well as re - sizing the trees in XSI so that they could stop disappearing
(no map without him, basically)

*Maveritchell, for saving me quite the headache of trying to figure out why
my Beta testers had a crashing map when I didn't (among other helpful tips)
*The ML_Kashyyyk team for releasing their quality assets
*Teancum et all, for the increadible Conversion Pack sides
*Archer01 and Somen00b, for helping me develop OOM - 12's awsome secondary
weapon
*L-5-R for his Knife geometry
*ARCommander, for lending me his melee attack assets and for his BFX assets
*Vyse, for his Vibro Sword assets
*Majin Revan, for his Clone Commando assets
*Lord Bandu, for his Mangnaguard Staff
*Jawakiller, for hooking me up with some of his earlier assets, as well as
brainstorming with me
*My good friend Glen, who has been immensely supportive and who has also
helped me brainstorm
*501st_Commander, Twilight_Warrior, CodaRez, Darth_Squoobus, Fiodis,
AceMastermind, and Glen (see above) for Beta testing
*I do not know who did the Gree skin that I downloaded (it was a long time
ago, and I didn't write it down), but whoever you are, I thank you!
*psych0fred, for his extensive documentation at secretsociety
*Battlefront ONE team for their great Kashyyyk assets xD
*Pandemic, for releasing very easy-to-use modtools when they didn't have to
*Everyone at Gametoast for their support and extensive knowledge base
*Everyone else who contributed in any way that I may have forgotten, be it
help with technical problems, released assets, emotional support, etc...

This is for the folks at gametoast. Rock on and enjoy!

***

Epic pics:
Hidden/Spoiler:
Image
Image
Image
Download link:

http://www.filefront.com/14817635/KCH.exe/

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 12:25 am
by Delta 47
It has been a long time. But hard work makes great mods. I've been watching this mod ever since it was first started and was greatly shocked by the detail and realism you put into it. I'll try it out right away, and keep up the good work.

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 9:31 am
by theultimat
The wait was most definately worth it. Amazing map. Probably the most movie realistic Kashyyyk out there. :thumbs:

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 9:59 am
by [Skirata]Darman[M]
nice map, sorry sorry sorry I won't compare anymore, but you used the normal laser texture, the normal 41st texture, the normal weapons, some with new fire modes, not many KIs and the whole beach is all little bit too small. But I like the night mode.

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 10:15 am
by RogueKnight
[Skirata]Darman[M] wrote:nice map, but all in all the best kashyyyk map is still clonewars kashyyk (CWK). You used the normal laser texture, the normal 41st texture, the normal weapons, some with new fire modes, not many KIs and the whole beach is all little bit too small. But I like the night mode.
That is a very opinionated response, with no facts to back it up. You didn't even offer him ideas on how he could make it better.

I happen to like this map, probably the best Kashyyyk map I've played.

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 11:59 am
by [Skirata]Darman[M]
[That is a very opinionated response, with no facts to back it up. You didn't even offer him ideas on how he could make it better.
I think I wrote some points he could change

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 12:38 pm
by mswf
Those don't count as constructive critisism. The whole point of this map was recreating the Battle of Kachirho as exact as possible and here comes you and you say it isn't right in a lot of aspects? I mean, read it again;
[Skirata]Darman[M] wrote:nice map, but all in all the best kashyyyk map is still clonewars kashyyk (CWK). You used the normal laser texture, the normal 41st texture, the normal weapons, some with new fire modes, not many KIs and the whole beach is all little bit too small. But I like the night mode.
You just say; You did the day bad, the lasers are wrong, the textures are wrong, the weapons are wrong, the beach size is wrong. Do you have any idea how arrogant that sounds? I hope it doesn't come over like I'm sitting in front of my comp with a very angry face or anything, but such unsupported comments just sound rude to someone who has put a lot (LOT) of efford into this.

@Jango
I'm sorry I didn't give you much feedback in the betá, I got a bit busy with personal stuff. This is a great work though :thumbs:
It's really great, I'll try to come back with some substantial review after I've played it.

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 1:17 pm
by B-1Burt
mswf wrote:Those don't count as constructive critisism. The whole point of this map was recreating the Battle of Kachirho as exact as possible and here comes you and you say it isn't right in a lot of aspects? I mean, read it again;
[Skirata]Darman[M] wrote:nice map, but all in all the best kashyyyk map is still clonewars kashyyk (CWK). You used the normal laser texture, the normal 41st texture, the normal weapons, some with new fire modes, not many KIs and the whole beach is all little bit too small. But I like the night mode.
You just say; You did the day bad, the lasers are wrong, the textures are wrong, the weapons are wrong, the beach size is wrong. Do you have any idea how arrogant that sounds? I hope it doesn't come over like I'm sitting in front of my comp with a very angry face or anything, but such unsupported comments just sound rude to someone who has put a lot (LOT) of efford into this.
To me the response, "I don't like this map," would have been more polite. Not only did you come off, to me anyways as, harsh. You seemed to criticize the fact that he used stock skins and textures, something that's perfectly fine. Even the filefront staff give more compliments to bad maps than you did to this one. Food and movie critics give ways they think something can be done better. The ones who don't are not around long. Give constructive crticism, don't beat his skull in with your opinions.

And like mswf said, I'm gonna edit this into a reveiw as soon as I play it.

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 1:19 pm
by Twilight_Warrior
You released it the day that I was gonna put in the rest of my beta feedback...lol, well I guess the release forum is the best place to put this:
I apologize for not messaging you about the beta lately, but that's because there's really nothing to report. I played through most of the stuff (there's just so much I couldn't get to it all quite yet), but there's really nothing to report! All the modes work great, the only thing being that CTF crash, which you are obviously fixing. Great job! The final release of this map will probably be in my perma-addon folder for a long time.
:thumbs:

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 5:39 pm
by Jediguy
I've seen this map in the WIP topic for awhile, and I'm glad to see it's out. It certainly has lived up to the screenies.

+
The map itself is very well laid out, both the beach and the scene where Hunt takes place. The beachhead was great, complete with trenches and tank traps. There was no shortage of cover anywhere, and the beachhead gradually and believably gave way to military posts, and eventually the gates of Kachiro. The Juggernauts and uncapturable cps were well placed.
The weapons and skins are good. I especially liked the Summon Reinforcements and how the heavy trooper also had a chaingun. The Wookie Warrior was sick. Vehicles were well balanced and fun to use.
Combat is the most important part in any map (at least in my opinion) and there was no shortage. As the Clones, I held my ground, lost some, gained it back, and the batttle lasted a good while, and was fairly close. Playing as the droids I advanced quickly and took many CPs, but the Republic pushed me back and the tug of war continued. It was one of only two maps that actually felt like Kashyyk of Ep.3. Excellent job here.

-
Not too much to say here, certainly nothing major. The trenches provided good cover, but I think perhaps they should have ben more connected, so it actually felt like a trench system. As far as balance is concerned, it was a bit easier to win as the droids. Perhaps you could give them a few less vehicles, or add a native side using the Wookie Demo expert and Madclaw. In Hunt mode,Wookies have it rough, because the Republic has a Commando. I would also suggest upping the health on the Madclaw, as it only has a single melee weapon. Also, I think you should up the ammo on rockets to 4, even though they're more powerful. 2 just isn't enough. Also, I like the idea of powerful, 1 shot per clip sniper rifles, but getting spam killed by AI running around the frontlines witha sniper rifle is a little frustrating. Snipers are meant to be behind the lines, picking off targets, not charging like an assault trooper. On a final note, Commander Gree is a tough hero to play as. He only has an advanced rifle, some grenades and Sniper Barrage, which is ingenious but difficult to use. OOM-12 is a great hero, and outmatches Gree.

Overall, an excellent and well designed map with a few minor flaws.
8.5/10 :clone:

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 5:45 pm
by lesovikk1
omg this looks epic! well done and a awsome map

Re: Kashyyyk: Kachirho v1.0

Posted: Thu Oct 29, 2009 7:05 pm
by Darth_Squoobus
I'd love to know where you got those Juggernaut props!

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 12:16 am
by Jpskida
Well, This was simply amazing.

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 6:05 am
by Delta-1035
I'm glad to see it's out, i'm downloading now.

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 10:10 am
by [Skirata]Darman[M]
many people wrote: look some posts up
Hey, sorry, I don't wanted to make someone unhappy here. I believe you that it was a lot of efford. But I think there are some points that could be changed. And are the release topics here only made for comments like:
"awsome" "epic" "wonderful" "great" and so on? I think I'ts ok to post some critisism, isn't it?
and I mean: it's not very difficult to change those things I wrote. Except the size of the beach this is made in very short time. I didn't wrote that the whole map is bad made or everything should be completely changed. It's actually very good. There're just a few little things.
But immediatly some people wrote "I don't like it would be more polite" and so on.

Now I wanna hear Jango's opinion to all that (sorry man if my post sounded like if I had a bad intention)

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 10:37 am
by Maveritchell
[Skirata]Darman[M] wrote:
I think I'ts ok to post some critisism, isn't it?
Criticism is fine, especially if it's going to help someone improve, but comparing it to something else is unnecessary and opinionated. To be frank, whenever I release something I consider it a slap in the face if someone compares it to something else - not always because I think my work is the best, but because I really only want positive feedback (whether it's criticism or thanks) for something I just did for free.

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 12:16 pm
by CodaRez
Awesome job dude! :thumbs:

It seems u picked up upon the laser texture tips I gave, thnx for that(and localized it so I can finally understand...ah *sniff*)

Anyway, the only bug I found was:

-Bowcaster is *still* mute.

On the other hand:

-Well Ic ur attempt at blueing the sniper bullet, buuut...:
Hidden/Spoiler:
Image
Well, it actually does look kinda catchy, whether u keep it or not is up to u then.
(but the CIS have the same effect, do u want that too? :| )

-And since you localized the vibrosword as "ryyk blade", seems weird that it isn't
Asking around in the released assets request thread ain't that hard, the ryyk blade should be somewhere.
(But still, small request, I won't rant more even if the vibroblade stays)

Gameplay was solid now as it was in the betas. You REALLY have done well.
GJ again dude. :mrgreen:

P.S. Also, ur fusion-cutter *safety-mode* off was quite amusing :funny2: . Its such a perfect yet strange word concept I won't care about the flames (more like theres no other effect :yes: )
BURN FTW

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 6:10 pm
by Nova Hawk
I've already posted this in the WIP thread, but the only thing I didn't like about this map was that Commander Gree had the long DC-15A rifle rather than the smaller DC-15s rifle that he had in the movie.

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 6:17 pm
by Ping
Somehow, an award weapon bug snuck in there. Tried to switch weapons as the regular trooper, and then the game froze on me. But seeing how much work you put it into this, I guess I shouldn't complain too much. :wink:

Re: Kashyyyk: Kachirho v1.0

Posted: Fri Oct 30, 2009 6:36 pm
by RogueKnight
Nova Hawk wrote:I've already posted this in the WIP thread, but the only thing I didn't like about this map was that Commander Gree had the long DC-15A rifle rather than the smaller DC-15s rifle that he had in the movie.
Who cares? He's a commander, most carry the DC-15A's.