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Re: The MOD/MAP Idea thread

Posted: Wed May 20, 2015 3:32 pm
by jedimoose32
He did make a 'Kill The Target' mode that is mostly functional. The source code is available in the Released Assets thread.
I've made a 'spiritual successor' to that mod which will be fully customizable and easily integrated into any custom map/sides. It should be released pretty soon. :) </shamelessplug>
WIP Thread is here: http://www.gametoast.com/viewtopic.php?f=29&t=31154

Re: The MOD/MAP Idea thread

Posted: Wed May 20, 2015 6:54 pm
by Noobasaurus
Mostly functional? Cmon, it works fine! :P

And yeah, your mod is so much better than mine. I guess that's what you get when you make it in a day versus a few months.

Link of Kill the Target source for those interested: viewtopic.php?f=64&t=30649

Re: The MOD/MAP Idea thread

Posted: Wed May 20, 2015 7:03 pm
by jedimoose32
Sorry, I didn't mean to make it sound like it's completely broken. IIRC there were a few bugs, which is what I meant by 'mostly'. :P

Re: The MOD/MAP Idea thread

Posted: Thu May 21, 2015 7:53 am
by BF2-Master
I'll take a look at the former (and latter eventually) sometime soon and see what might fit figuring this out better. I wasn't aware of the new customized Assassination (sounds great!) but I did know (vaguely!) about Kill the Target, although at the time I saw it I hadn't re-learned LUA like I'm learning now. Up until a week ago I hadn't tried my hand at any custom LUA work in years, although I think I'm making good progress all things considered.

The support's really appreciated. Thanks guys! :D

Re: The MOD/MAP Idea thread

Posted: Sat May 23, 2015 1:03 pm
by Isaac1138
After Star Wars Episode 7 comes out, we should make a mod of the levels in the movie.

Re: The MOD/MAP Idea thread

Posted: Mon May 25, 2015 7:46 pm
by BF2-Master
Isaac1138 wrote:After Star Wars Episode 7 comes out, we should make a mod of the levels in the movie.
There's already been a couple attempts at new Stormtroopers and Jakku wouldn't be TOO difficult to make for an *experienced* modder based on trailers alone. All that said, I doubt we'll see antyhing until January 2016.

Re: The MOD/MAP Idea thread

Posted: Thu May 28, 2015 11:43 am
by Iamstuoid
Prob Hunt... All classes are Props on one team other hunters... Team lock like on HvB.

Re: The MOD/MAP Idea thread

Posted: Thu May 28, 2015 1:46 pm
by commanderawesome
Iamstuoid wrote:Prob Hunt... All classes are Props on one team other hunters... Team lock like on HvB.
http://www.gametoast.com/viewtopic.php?f=35&t=30172

Re: The MOD/MAP Idea thread

Posted: Sat Jun 20, 2015 7:44 am
by Anakin
Star Wars Imperial Commando

Hi,

i just had some ideas for an Star Wars Imperial Commando Mod. It will be much weaker than my RC Mod, but i'm thinking of an simular similar hight detail and fun level.
All i need is an ambitious dev team that supports me with this work.

What kind of skills do you need?
1. You need time! So i the past i realized, that it is not good to have an other project WIP. This project will be your only one.
2. You should know a little bit about modding (HUD, textures, 3d modeling or scripting). For one of these things you need very good experiences.
3. You should know Git. I'm planning to work with an git repo this time. It will make it much easier.
4. What ever you think why you are good for the job :D


Here is my concept i thought of.
Hidden/Spoiler:
======================= Rebel ======================
Milita trooper (Blaster, pistol, termal)
Milita Rocketeer (rocket launcher, pistol, detpack)
Milita sniper (woman| sniper, pistol, autoturret)
Milita Sabote (jetpack| blaster, fusion, mine)
Milita Elite (repeteer, meele, Airstrike zoom)
Wookie (wookie RC bowcaster, Wookie RC roketlauncher, termal)

Galen Marek (Deathstar)

===================== Imperium =====================
Storm Tooper (Blaster, pisotl, termal)
IC roketeer (dc17 aa, dc15 pistol, detpack, vibro)
IC sniper (dc17 sniper, dc15 pistol, autoturret, vibro)
IC engineer (dc17 blaster, fusion, mine, health, vibro)
IC special (dc complete, termal, Airstrike zoom, vibro)

Darth Vader

===================== gameplay =====================
conquest,
no local sides,
Updated HUD for IC,
new HUD for Milita,

======================= SWBF3 ======================
Tanks,
Vader,
Storm Trooper,
Rebel Trooper,
Weapons,

======================= Maps =======================
Coruscant,
Death Star,
Endor,
Kamino,
Mustafar,
Naboo,
Polis Massa,
Tantiv IV,
Mos Eisley,
Yavin IV,
If you are interessted in helping me, please PM me. I'm looking for up to 2 devs.

Re: The MOD/MAP Idea thread

Posted: Wed Jun 24, 2015 5:18 pm
by Isaac1138
How about a beautiful Naboo Theed Palace map, accurate to the movie setting.

Re: The MOD/MAP Idea thread

Posted: Wed Jun 24, 2015 7:26 pm
by commanderawesome

Re: The MOD/MAP Idea thread

Posted: Wed Jun 24, 2015 9:26 pm
by Isaac1138
commanderawesome wrote:Already been done: http://starwarsbattlefront.filefront.co ... ngar;85165
knew someone was going to say this. No, something bigger, like the ACTUAL full palace.

Re: The MOD/MAP Idea thread

Posted: Thu Jun 25, 2015 3:24 am
by ARC1778
Isaac1138 wrote:
commanderawesome wrote:Already been done: http://starwarsbattlefront.filefront.co ... ngar;85165
knew someone was going to say this. No, something bigger, like the ACTUAL full palace.

Oh you mean the interior? Well there IS a theed throne room I was hoping to edit a little bit.

Re: The MOD/MAP Idea thread

Posted: Thu Jun 25, 2015 4:57 am
by Anakin
Isaac1138 wrote:
commanderawesome wrote:Already been done: http://starwarsbattlefront.filefront.co ... ngar;85165
knew someone was going to say this. No, something bigger, like the ACTUAL full palace.
Don't make a map too big. You see the result at the latest Coruscant release. The idea was to put all the movie places in one map. But SWBFII has limited polygons it can handel. So the senat has a low detail view.
concentrate on one place. The hangar, the Throne room, the city, the plain,... Maybe you can make a campagine where you can go from one place to the next ;) But this would be actualy a two year project if you want to make it in a high quality.

Re: The MOD/MAP Idea thread

Posted: Thu Jun 25, 2015 9:29 am
by TWINKEYRUNAWAY
I really like your idea anakin. Will you be using icemembers imperial commando model?

Re: The MOD/MAP Idea thread

Posted: Thu Jun 25, 2015 9:43 am
by Anakin
Thinking of something that looks more like this:
Hidden/Spoiler:
Image
Image
But it's just an idea. First i need to find an developer Team.

Re: The MOD/MAP Idea thread

Posted: Mon Jun 29, 2015 9:01 pm
by Isaac1138
How about since nabbo palace was "over the limit" how about Jabba's Sail Barge looking over the sarlaac

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 1:29 am
by Noobasaurus
I'm in the mood to make some lame gamemode. Throw some ideas out there, whether they be from other games or completely new! I just need some ideas. Try to have them able to work on stock maps please, because making maps is a pain.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:01 am
by MileHighGuy
Umm.. RTS/ TPS gamemode? supposedly you can add new button inputs. So maybe have ai units (maybe a weaker unit on an allied team) that follow ai captains, and you can give commands to captains? like take this command post or defend this unit. And you do all your commanding from a unit's perspective.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:07 am
by jedimoose32
Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.