This will mean mission maps too. I also plan on having GCW versions of Geonosis and Kamino, and CW versions of Hoth and Endor.Taking suggestions for Main Play Mod 7 (I know I said 6 was going to be the last one but I'll get to that in a sec).
Well, Battlebelk deserves my thanks. Now it is possible to get BF2 terrain into BF1, which means first and foremost, MPM 7 will have never-before-seen maps from BF2 in BF1 (such as Geonosis Plains).
CHANGES TO THE UNITS (not finished):
-General skins cleanup.
-The snipers will each have a three-shot variant of the Blaster Rifle.
-Dark Trooper restored for mod maps (however, it is buggy in that it doesn't have jetpack sounds, despite the ODF being correct)
List of maps to be included (not finished):
Coruscant: Jedi Temple
Geonosis: Plains
Death Star: Interior
Naboo: Theed (Nighttime)
Okay, so I announced that I had made the transition to BF2, and initially I was just going to let the BF1 project die. But I cannot seem to find the energy to try the BF2 version so right now my energies are focusing on finishing the BF1 version of the mod, and instead sitting back and enjoying the otehr mods for BF2 (such as the Conversion Pack, BFX and the Dark Times mods).I'll be doing new mission.lvls for some of the maps I have downloaded. I've also created a side called "OLD.LVL" which contains the original Droid Starfighter and Jedi Starfighter, so I can have those loaded in old-styled CW maps.
The ARC Trooper weapons will get a slight overhaul in that the ARC Infantry (standard ARC trooper) will carry the proper weaponry, it will be more powerful, but slower to fire than a standard Blaster Rifle.
I'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:
* Coruscant City
* Coruscant Streets
* Coruscant: Jedi Temple (Reconvert)
* Kamino: Nuroica City (ARC Troopers)
* Kashyyyk: Wookieland
* Kashyyyk: beachhead (BF2 Conversion map)
* Mustafar: Refinery
* Mygeeto: War-Torn City
* Utapau: Sinkhole
New missions:
Hunt Mode will be expanded so that there will be two hunt options per mission mod - this cuts back on the number of maps in addon. Details pending.
I would like suggestions, aside from the above.
I've inserted the following new vehicles into the game:
- K-Wing
- MTT (needs testing, can't get on to do it just yet as CW era freezes)
- Virago Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Scarab Fighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- V19 Strafighter (NOTE: Those who played my Naboo: Prototype conversion will know this)
- TIE X1 (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Attack Speeder (From BF2, on Yavin IV Arena, and Tatooine: Mos Eisley)
- AT-XT
- Light Attack Speeder (NOTE: Those who played my Naboo: Prototype conversion will know this)
- Rebel Hovernaught
MTT will be available on Rhen var Harbor (If the CIS capture the Republic's staging CP), and on Naboo Plains (I'm using some unused vehicle spawn points here). Hovernaught will be the same on Rhen Var and it will also be on Naboo Plains too, although I have yet to figure out where else to put it.
As a consequence, on Naboo Plains, Imperials start with a couple of AT-ATs, and if the Republic/Alliance capture their CP, they will get AT-TEs/Hovernaut.
I do have the AT-PT but I have yet to figure out where to put it ingame. I was thinking of either creating 2 Mission LVL files - one with Naboo Guards in Theed, one with Rebels, or just having rebels, and instead having the Naboo Guard variation as a separate addon mission with the pack.
The AT-XT works beautifully. I have armed it with the Republic Fighter's cannons (rather than the AT-ST's cannons), and the AT-RT's mortar launcher. I have yet to test the other vehicles but I'm assuming they all work as planned.
There will be no hex-edited maps (unlike previous versions), I am re-munging all of the affected maps.
Here are a few screenshots I have at current:



















