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Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 11:36 am
by UNIT33
Yes I agree, those maps would be good with Jedi, Kashyyyk Islands as well, perhaps?
Careful though, you don't want to make them too boring or underpowered.

Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 4:40 pm
by giftheck
They won't be, they will have more health and a slow heal ability, but they won't be ridiculously overpowered either. In fact, I'm using the three abandoned "jedimale" slots left in the Republic Assets (naturally, none of them are localized, but I have my thoughts about that)

Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 5:39 pm
by MileHighGuy
ggctuk wrote:Yes. I don't think Jet Trooeprs may be needed as much on some maps (I was thinking perhaps "Rhen Var: Citadel", "Mos Eisley" and possibly "Yavin IV Arena"?)
no, jet troops are needed alot on those maps, you should put the jedi only on mainly indoor maps

Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 5:53 pm
by giftheck
Those maps I mentioned have no need for the Jet Troopers (I use them for infiltration or stealing vehicles, and on those maps there's either no chance to steal vehicles, or no infiltration oppurtunities)

Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 5:58 pm
by MileHighGuy
actually they are very useful to get to high places and snipe points wich are abundant in those maps. maybe you should start a poll, here or/and in filefront because other players may play differently than you, but its your mod so its ultimatley up to you

Re: Star Wars Battlefront - Main Play Mod

Posted: Mon Mar 16, 2009 6:05 pm
by Teancum
ggctuk wrote:They won't be, they will have more health and a slow heal ability, but they won't be ridiculously overpowered either. In fact, I'm using the three abandoned "jedimale" slots left in the Republic Assets (naturally, none of them are localized, but I have my thoughts about that)
You'll disappoint a lot of folks if you pull jet troopers. A lot of folks use them, and those that do use them for a lot of different reasons. The three maps you mentioned are the ones I use jetpack users the most on.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 12:32 am
by MasterFang1
On those maps you can get to high spots easily if you nade-jum/nade-a-pult up to places. I'm good at nade jumping so theres really no point in using jet troopers except for getting places fast. So personally, i could care less if there was jet troopers or not.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 3:50 am
by UNIT33
Maybe you could give the Jedi class to the Rebellion,if there is too much negative response.
If you do add the Jedi, it could simply replace another class,
pilot, heavy or sniper, depending on the maps,
but if you do that, you will need to balance the addition of a Jedi as well as the presence of a jet trooper.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 5:09 am
by giftheck
Yeah, I guess so... there was already a Jedi for the Rebels on the Naboo maps (going with the "501st Missions" I was telling you about), I'm also adding three more mods - 2 "Order 66" mods (One for Rhen Var, possibly one for Naboo, or Bespin?) and a "Clones vs Clones" mod (Phase 2 501st vs Anti-Troopers).

To be honest, after testing them, the Jedi made the battle too easy for the Republic anyways.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 11:36 am
by UNIT33
A whole team of Jedi would under-balance that team...
You could increase that teams reinforcement count significantly to balance this?

It could always be styled as a 'hunt' map.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 2:27 pm
by giftheck
Which team? The Jedi? I have played Ziost - Order 66, where the Jedi had 300 reinforcements and the Clones 3000, and the Jedi nearly won it too. Also, the Jedi have higher health, jumping and a slow-healing ability too, so I think they're more evenly matched than you might think.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 3:05 pm
by UNIT33
To be honest, after testing them, the Jedi made the battle too easy for the Republic anyways.
Sorry, I thought you were referring to your Order 66 Mod, rather than your Rep sides...

Yes, I have played on the Zoist map,
the only thing that prevented the Jedi from winning on that map was the AT-TE.
I found that if I played as the Jedi, took the capture-able command posts, and destroyed th AT-TE
I could win...
Is their nothing the Droids have that could potentially balance the Jedi, perhaps a supped-up Magna Guard?

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 3:10 pm
by giftheck
I'm actually loading it from the Republic. So I might load a "Rogue Clone Trooper" (There were Clones who disobeyed rder 66, ARCs had the capacity to either obey or disobey it) into the Jedi side.

Re: Star Wars Battlefront - Main Play Mod

Posted: Tue Mar 17, 2009 4:26 pm
by UNIT33
Or simple a Rebel would suffice, but rouge clones are cool ! :runaway:

Re: Star Wars Battlefront - Main Play Mod

Posted: Fri Mar 20, 2009 4:11 pm
by giftheck
Some screens of "Clone Rebellion":
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
These units were due to be the 'locals' on Kamino (decompile the mission.lvl and you'll find the lines for including "rep_inf_kamino" - these units), but they never appeared on Kamino so I left them.

I also went and redone the Incinerator, Shadow Incinerator and Katarn Trooper skins, although I only have the image of the normal Incinerator:
Hidden/Spoiler:
before:
Image

after:
Image
I looked inside the TFU guide I had and noticed the unit's markings are actually more red than what I had them as originally. I also applied the red to the Shadow Incinerator (I thought it looked better than the blue) but darkened it somewhat.

The Katarn has been updated, too, using the new 501st skin. I also went back and redid most of the scratches in the armour's paint too.

EDIT
Good news. It seems as though relocalizing is possible.

Also, I now have Katarn comparison shots:
Hidden/Spoiler:
Old:
Image

New:
Image
And here is the Unit layout for the Anti-Troopers and Fugitive Jedi:
Hidden/Spoiler:
Anti Troopers:
-Anti-Trooper Defender (Blaster Rifle, Blaster Sidearm, Thermal Detonator)
-Anti-Trooper Sniper (Sniper Rifle, Blaster Sidearm, Thermal Detonator, Recon Droid
-Anti-Trooper Engineer (Commando Pistol, Fusion Cutter, Time Bomb)
-Rail ARC Trooper (Chaingun, Blaster Sidearm, Thermal Detonator, Health/Ammo Dispenser)
-Rogue Clone Commando (DC-17 Blaster/Sniper/Anti-Armour Rifle, Commando Pistol)

Jedi:
-Jedi Padawan (Green Lightsaber, Force Push, Force Pull)
-Jedi Knight (Blue Lightsaber, Force Push, Electric Judgement)
-Jedi Engineer (Yellow Lightsaber, Fusion Cutter, Force Push, Force Pull)
-Rogue Jet Sniper (Same as Anti-Trooper Sniper)
-Rail ARC Trooper (See above)
I will also include scripts for Scum/Strike's "Mygeeto", "Mustafar" and "Utapau" maps. I might also do an Order 66 for the "Jedi Temple"

Re: Star Wars Battlefront - Main Play Mod

Posted: Sat Mar 21, 2009 10:42 am
by UNIT33
Cool ! What are you planing for the Scum/Strike maps, "Mygeeto",
"Mustafar" and "Utapau" maps?
They are quite good as they have no serious faults with them (as seen with "Polis Masa".),
except no-one has tried any think with Mygeeto before now, as far as I know.

Re: Star Wars Battlefront - Main Play Mod

Posted: Sat Mar 21, 2009 10:48 am
by giftheck
No, there's been nothing done with Mygeeto. I would also do the Order 66 in the Jedi Temple but the map is not so good - there are collision issues (noticed most in the library - there is no collision on the walls or upper floors). I did figure out how Napseeker did the "Mission Maps" thing, but they're just simple battles anyway. As for what I am doing, it's simply legion replacement, localization of units, weapons and CPs etc although I may include mission maps at some stage.

I also believe I can remake most of the sound.lvls, although some of the output I got from the PS2 is slightly damaged (due to a scratched disc I believe) I can use similar output from different SW games. Won't go into detail about it.

Re: Star Wars Battlefront - Main Play Mod

Posted: Sat Mar 21, 2009 12:10 pm
by UNIT33
Mygeeto seriously needs vehicles, otherwise the game-play appears slow.

Re: Star Wars Battlefront - Main Play Mod

Posted: Sat Mar 21, 2009 12:23 pm
by giftheck
If I had source files for Mygeeto I might be able to do it, but sadly I don't. i have the BF2 source but nobody knows how to reverse it to BF1 source.

I did note it seems there are CTF source files IN BF1. So perhaps if this whole "shell/core de/recompile" thing works then we might find out more about what they wanted for BF1...

Re: Star Wars Battlefront - Main Play Mod

Posted: Sat Mar 21, 2009 1:50 pm
by Teancum
Pysch0fred once told me that SWBF1 is nearly as modular as SWBF2 in that respect. If you could ever decompile the correct lvl, decompile the luas, edit and recompile then theoretically it can be done. So long as you (meaning whoever does it) have the skillset it seems like that can be done.