Battlefront United
Moderator: Moderators
- Zapattack1234
- Rebel Colonel

- Posts: 574
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Re: Looking for Mod Team
If you guys ever need any help if u decide to add some custom maps I'd be glad to help out, but converting isn't really my thing. So anyway, good luck guys! It's nice to see a new modding team out there, you guys might even give Frayed Wire Studios a run for their money
! As I stated before, if you need a map designer or creator or whatever you want to call it, pm me and I'd be glad to help if I can
- TWINKEYRUNAWAY
- Lieutenant General

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Re: Looking for Mod Team
Seems like an interesting project. Ive seen your work on units and side mods, so with the people on board good luck!
- Marvel4
- Rebel Colonel

- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Looking for Mod Team
I actually didn't change anything except the models and textures of some units. Most of them are by Pandemic, they just didn't add them into the final game. Also, all of my changes make sense. Pilots on maps with flyers (just like on the stock Hoth map), Clone Commander with Phase I armor and IG Assassin Droid on Geonosis (Phase II armor and MagnaGuards didn't exist in Episode II) etc...Glitch25 wrote:Marve4's BF1 Conversion
-Made way too many changes to the stock sides.
How is this a bad thing? A lot of people like Hero Assault.-Too many additional modes were added (Hero assault on all maps)
I'm not the only one who does this and I think this solution is much cleaner than adding it to the loadscreen. Besides, the original BF1 maps didn't have any descriptions.-Replaced the map description with credits
Because they're not stock maps.-Kept the map names yellow
Again, not a bad thing. Not everyone likes all of the maps, so I wanted to keep the option to remove any maps you don't like.-The maps were all separate making the addon folder that much cluttered
Sorry, I just didn't want to upload 4 GB of data. Maybe I will do it if I have the time.-He has only released conquest mission.lua's
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LEO
- First Lance Corporal

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Re: Looking for Mod Team
I totally agree with you marvel4. And i think too that theres no need of another conversion. And i think too that there will be no good critism to ouer project but i'm not the boss
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
Marvel4, your conversions were excellent. They give SWBFII fans the option to choose their favorite maps and give the community what they've wanted for so long. I did not intend for this project to cause any conflict. We simply plan to do a few things differently this time around.
-BF1 Map Descriptions
-BF1 Campaign
-BF1 Sides as a Campaign Exclusive
-BF1 maps in instant action given white names
-BF1 and BF2 Naboo: Theed random selection
-BF2 Style minimaps on converted maps
-All BF1 maps in one addon folder
-Consistent number of game modes (Conquest, 1 or 2 CTF not both, Stock Hunt on a few maps)
-No side changes (Using Geonosis: Dust Plains side setup on Geonosis: Spire)
-Release all converted map assets to the community (Enables modders to create variants of BF1 stock maps without having to convert the maps themselves)
-Release all mission.lua files to the community (Provides the community with a quick way to add their custom sides to all of the BF1 maps)

-BF1 Map Descriptions
-BF1 Campaign
-BF1 Sides as a Campaign Exclusive
-BF1 maps in instant action given white names
-BF1 and BF2 Naboo: Theed random selection
-BF2 Style minimaps on converted maps
-All BF1 maps in one addon folder
-Consistent number of game modes (Conquest, 1 or 2 CTF not both, Stock Hunt on a few maps)
-No side changes (Using Geonosis: Dust Plains side setup on Geonosis: Spire)
-Release all converted map assets to the community (Enables modders to create variants of BF1 stock maps without having to convert the maps themselves)
-Release all mission.lua files to the community (Provides the community with a quick way to add their custom sides to all of the BF1 maps)
I understand why you did that, but it caused compatibility issues when side replacement mods were used. Without all the proper mission scripts there was no way around this.Marvel4 wrote:I actually didn't change anything except the models and textures of some units. Most of them are by Pandemic, they just didn't add them into the final game. Also, all of my changes make sense. Pilots on maps with flyers (just like on the stock Hoth map), Clone Commander with Phase I armor and IG Assassin Droid on Geonosis (Phase II armor and MagnaGuards didn't exist in Episode II) etc...Glitch25 wrote:Marve4's BF1 Conversion
-Made way too many changes to the stock sides.
It's not a bad thing, but I believe it takes away from the constancy between the BF1 and BF2 maps.Marvel4 wrote:How is this a bad thing? A lot of people like Hero Assault.Glitch25 wrote:-Too many additional modes were added (Hero assault on all maps)
The discriptions I'm referring to are in the instant action menu. The BF1 map discriptions could be found on the SWBF1 wiki.Marvel4 wrote:I'm not the only one who does this and I think this solution is much cleaner than adding it to the loadscreen. Besides, the original BF1 maps didn't have any descriptions.Glitch25 wrote:-Replaced the map description with credits
We'll of course their not SWBF2 stock maps, but why not make them feel like it?Marvel4 wrote:Because they're not stock maps.Glitch25 wrote:-Kept the map names yellow
One great option that sets your conversion apart from the rest.Marvel4 wrote:Again, not a bad thing. Not everyone likes all of the maps, so I wanted to keep the option to remove any maps you don't like.Glitch25 wrote:-The maps were all separate making the addon folder that much cluttered
That would be great, but if its too much of a hassle for you, that's fine as well.Marvel4 wrote:Sorry, I just didn't want to upload 4 GB of data. Maybe I will do it if I have the time.Glitch25 wrote:-He has only released conquest mission.lua's
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stardestroyer001
- Sergeant Major

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Re: Looking for Mod Team
Just to give you some honest input, Glitch.
By no means is this to discourage you from attempting this mod, I'd like to see this come to fruition.
However, Teancum is right. The likelihood of your team being successful, no matter how skilled they are right now, is small, due to the sheer size and scope of the scripting you're about to wade into, as well as the maps, assets, etc.
I highly suggest you start with a smaller objective before tackling the entire game itself. Try something smaller, like a simple map with some scripting additions, then build more complex scripting from there. Just follow the learning curve, don't try to jump it.
By no means is this to discourage you from attempting this mod, I'd like to see this come to fruition.
However, Teancum is right. The likelihood of your team being successful, no matter how skilled they are right now, is small, due to the sheer size and scope of the scripting you're about to wade into, as well as the maps, assets, etc.
I highly suggest you start with a smaller objective before tackling the entire game itself. Try something smaller, like a simple map with some scripting additions, then build more complex scripting from there. Just follow the learning curve, don't try to jump it.
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
The BF1 campaign is mostly conquest. Kill this, destroy that, resulting in victory. Not much different from the normal conquest mode. The CTF mission scripting may be a bit tougher. I have no goals for minor maps, I feel that if I started a project like that I'd have no sense of purpose for it. I'm not doing this project for myself, it's for the community.
With this mod I have determination and a strong desire to complete it. Yes the team is small and only three people have been working on it lately. We have no deadline and are taking the time to get it done right. As long as Nedarb7 and I keep going at a steady pace with this mod and continue to receive the aid of of Marth8880 with sound, we will be able to finish what we started over a prolonged period of time due to our small team size.
With this mod I have determination and a strong desire to complete it. Yes the team is small and only three people have been working on it lately. We have no deadline and are taking the time to get it done right. As long as Nedarb7 and I keep going at a steady pace with this mod and continue to receive the aid of of Marth8880 with sound, we will be able to finish what we started over a prolonged period of time due to our small team size.
- Teancum
- Jedi Admin

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Re: Looking for Mod Team
I admire your focus, but if you're truly serious I would suggest setting milestones. For example, the final milestone would be to have everything awesome and perfect like you want it, but the first may only have 2-3 maps and a few other features. Without something like this people tend to bounce around working on only what they want. They get a lot done, but in the end nothing that you can put together because it's all so disjointed, and thus a good mod dies and ignominious death.
Here's an example, breaking down what you want to do. And before you go dismissing this I've seen literally hundreds of mods fail from being disorganized in my 15+ years modding games. If you want really succeed with something so huge, split it up in milestones, and stick to them no matter what. Otherwise (mark my words on this) you'll inevitably fail.
Here's an example, breaking down what you want to do. And before you go dismissing this I've seen literally hundreds of mods fail from being disorganized in my 15+ years modding games. If you want really succeed with something so huge, split it up in milestones, and stick to them no matter what. Otherwise (mark my words on this) you'll inevitably fail.
Hidden/Spoiler:
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
Thank you Teancum, I'll make sure to follow that advice. You have far more experience with this that I do. It's an excellent suggestion. This way we have goals for each part of the mod. Still no deadlines but somewhere to get to before we go further with it.
I'll set it up and edit the original post.
I'll set it up and edit the original post.
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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
Glitch25 wrote:Thank you Teancum, I'll make sure to follow that advice. You have far more experience with this that I do. It's an excellent suggestion. This way we have goals for each part of the mod. Still no deadlines but somewhere to get to before we go further with it.
I'll set it up and edit the original post.
I agree with that because it is hard to start your first mod with a REALLY big mod.I highly suggest you start with a smaller objective before tackling the entire game itself. Try something smaller, like a simple map with some scripting additions, then build more complex scripting from there. Just follow the learning curve, don't try to jump it.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?
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THEWULFMAN
- Space Ranger
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Re: Looking for Mod Team
Not to say the project is dead, but I got into trouble making The Clone Wars too big for its own good. By doing so, I ran into issues, and now it's been in dev for over 2 years with no public release.
Start small, slowly work up. Tean's right.
Start small, slowly work up. Tean's right.
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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
Take your time with the mod.I am really excited but I am patient.THEWULFMAN wrote:Not to say the project is dead, but I got into trouble making The Clone Wars too big for its own good. By doing so, I ran into issues, and now it's been in dev for over 2 years with no public release.
Start small, slowly work up. Tean's right.
I agree with you.The team should start small.
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
Glad to have another member!DylanRocket wrote:I agree with that because it is hard to start your first mod with a REALLY big mod.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?
I'll PM you the information needed, where we discuss the mod and the asset links etc. Make sure to read the previous discussions so you know where we are at this point. We're going to take things slowly and complete one milestone at a time before moving onto the next.
Last edited by Glitch25 on Fri Jan 25, 2013 11:00 pm, edited 1 time in total.
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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
Ok thanks.Glitch25 wrote:Glad to have another member!DylanRocket wrote:I agree with that because it is hard to start your first mod with a REALLY big mod.
But I will gladly join your mod team and help you on your big project.I want to help you.What is this mod team's name?We don't exactly have a name, "Star Wars Battlefront United" is the project name, maybe that's all we need? Feel free to come up with one if you'd like.
![]()
I'll PM you the information needed, where we discuss the mod and the asset links etc. Make sure to read the previous discussions so you know where we are at this point.
Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
It really helps to have another member.DylanRocket wrote:Ok thanks.
Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.
If you know how, or can learn how to convert a BF1 map that'd be great, Nedarb7 could really use the help. I feel bad that he's the only one converting the maps at the moment. I'm currently converting the BF1 sides and vehicles and Marth is doing the sound work.
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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
I'll try to convert some.Which ones right now?Glitch25 wrote:It really helps to have another member.DylanRocket wrote:Ok thanks.
Hey btw,didn't I make the Battle Droid Survival mod thing for you?I never finished it but I learned a lot since.I vaguely recall something like that. Did I request it or post the idea?
If you know how, or can learn how to convert a BF1 map that'd be great, Nedarb7 could really use the help. I feel bad that he's the only one converting the maps at the moment. I'm currently converting the BF1 sides and vehicles.
Here:
Hidden/Spoiler:
Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?
I need map name,map description and that is it.Then I can try.
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
Here: It's in the spoiler, were working on the first milestone, Nedarb7 is working on Rhen Var, choose either Bespin, Geonosis or KaminoDylanRocket wrote:I'll try to convert some.Which ones right now?
Hahaha! That was so long agoDylanRocket wrote:Remember?
I eventually figured out the mod tools and started creating side mods with the help of SWBF Custom. Published my first one 05-06-2012.(New CIS v1.0)
Mav gave it a bad rating.
This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size.DylanRocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?
I need map name,map description and that is it.Then I can try.
I need to make a lot of changes to that post.
forums/viewtopic.php?f=29&t=28817
Last edited by Glitch25 on Fri Jan 25, 2013 11:25 pm, edited 1 time in total.
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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
So I should do one of the bespins or Geonosis or Kamino?Glitch25 wrote:Here: It's in the spoiler, were working on the first milestone, Nedarb7 is working on Rhen Var, choose either Bespin, Geonosis or KaminoDylanRocket wrote:I'll try to convert some.Which ones right now?
Hahaha! That was so long agoDylanRocket wrote:Remember?I didn't realize anyone took a shot at it, it's good to know someone was kind enough to give it a try.
![]()
I eventually figured out the mod tools and started creating side mods with the help of SWBF Custom. Published my first one 05-06-2012.(New CIS v1.0)
Mav gave it a bad rating.I've learned so much since then.
I,for some reason,never forgot doing that mod.
On topic,do I do the CTF modes for the BF1 maps?I can try it.
- Glitch25
- Sergeant Major

- Posts: 222
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Re: Looking for Mod Team
This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size. forums/viewtopic.php?f=29&t=28817Dylan Rocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?
I need map name,map description and that is it.Then I can try.
I need to make a lot of changes to that post, the mission layout is no longer the same along with the mod name and a few other things.
Take your pick.DylanRocket wrote:So I should do one of the bespins or Geonosis or Kamino?
These are the mode layouts for all the BF1 maps, depending on what map you choose, stick to what missions the maps use on this list.DylanRocket wrote:On topic,do I do the CTF modes for the BF1 maps?I can try it.

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DylanRocket
- 2nd Lieutenant

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Re: Looking for Mod Team
I'll do Bespin.Glitch25 wrote:This is the original WIP thread, maybe Teancum can re-open it considering we've decreased the first Milestone size. forums/viewtopic.php?f=29&t=28817Dylan Rocket wrote:Back on topic,shouldn't we have WIP thread?Or is it there and I haven't noticed?
I need map name,map description and that is it.Then I can try.
I need to make a lot of changes to that post, the mission layout is no longer the same along with the mod name and a few other things.
Take your pick.DylanRocket wrote:So I should do one of the bespins or Geonosis or Kamino?![]()
These are the mode layouts for all the BF1 maps, depending on what map you choose, stick to what missions the maps use on this list.DylanRocket wrote:On topic,do I do the CTF modes for the BF1 maps?I can try it.
Found this description
The Rebellion sent a legion of Rebels to liberate Cloud City on Bespin. The Rebels killed all of the stormtroopers and captured the city.
From Campaign.
Last edited by DylanRocket on Fri Jan 25, 2013 11:39 pm, edited 1 time in total.
