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Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:13 am
by MileHighGuy
Cool! Is it part of his Evolution of Warfare mod?

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:14 am
by jedimoose32
Yep. It looks pretty promising from what he's shown me so far. That being said, he still has a ton of work to do.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:01 pm
by TWINKEYRUNAWAY
Noobasaurus wrote: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.
Maybe something of a tower defense game mode where you need to build shield generators, turret defenses and spawn points for reinforcements to aid you in a fight against waves of enemies. Heck, maybe even place something of a scenario for it. Exp: Rebels taking shelter in an old clone wares bunker and trying to fortify the defenses against imperial forces. Or something like that. If we learned anything from AQT or GAB, its that you can make some pretty cool maps with just vanilla assets and some good placement and re-textures. You could make a map that makes the game mode work very well. It could be timed if you wanted and you could get people to take screen shots of their best kills or scores. Just throwing my two cents.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:32 pm
by Isaac1138
jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
whats the RTS mod is it posted on Gametoast?

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:34 pm
by MileHighGuy
Isaac1138 wrote:
jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
whats the RTS mod is it posted on Gametoast?
http://www.moddb.com/mods/evolution-of-warfare

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 2:35 pm
by jedimoose32
Evolution of Warfare by Nedarb7. No it's not on GT, and it's barely on ModDB. You won't find much to look at there, I just know from talking to him that there's a lot of work still to be done on it. It does hold a lot of promise. PM him if you have questions I guess.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 5:48 pm
by Noobasaurus
TWINKEYRUNAWAY wrote:Maybe something of a tower defense game mode where you need to build shield generators, turret defenses and spawn points for reinforcements to aid you in a fight against waves of enemies. Heck, maybe even place something of a scenario for it. Exp: Rebels taking shelter in an old clone wares bunker and trying to fortify the defenses against imperial forces. Or something like that. If we learned anything from AQT or GAB, its that you can make some pretty cool maps with just vanilla assets and some good placement and re-textures. You could make a map that makes the game mode work very well. It could be timed if you wanted and you could get people to take screen shots of their best kills or scores. Just throwing my two cents.
Ha

Ha

Ha...

So if I were to make this again, what different features would you want to see? Persistent game scores/stats/items? More star wars themed?

I was looking about all of the posts about RTS things, and I thought about it in a slightly different way: What if you command a squadron of troops from the air (top down) to go secure an objective? You would see everything including the enemies so you could plan how many troops go where. It could be pretty interesting. In MP, you would be controlling your troops against other human players with troops. What do you think about this?

Or it could even be combined with a tower defense of sorts.

Re: The MOD/MAP Idea thread

Posted: Thu Jul 02, 2015 10:09 pm
by ARC1778
jedimoose32 wrote:Nedarb7's working on an RTS mod currently. Would be interesting to see someone else's take on it though.
IT's not dead? AWESOME, I will be nicking his work fo my own if I can, it looks awesome. XD Esp. the waypoint system, not sure about the scoring though.

Re: The MOD/MAP Idea thread

Posted: Fri Jul 03, 2015 6:43 am
by hunpeter12
Hide and seek from GMod would be awesome, and quite easy to make.

Re: The MOD/MAP Idea thread

Posted: Sat Jul 04, 2015 11:31 pm
by Noobasaurus
Done and done. It's SP and MP playable, and I even tested it in MP and it works great. I'm just waiting on someone with some assistance with blinding (I've got a hackjob of it right now, doesn't work too well in MP) and then I'll add it to all the stock maps and then I'll release it.

Not as simple as one would've hoped, because I needed to track all the units, and this caused many problems, but I've managed to solve all of them. Hopefully we can get a group together to play this once it's out.


Slightly Off-Topic
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Also, if anyone can make an effect that leaves a bright blue thin train for about 15 seconds and then fades away, that would be much appreciated. I've been trying to do it all day but I can't get quite what I want. Similar to a smoke trail, but lasts longer and much smaller. About half the size of a person's head.

Re: The MOD/MAP Idea thread

Posted: Sun Jul 12, 2015 6:41 pm
by DasLlama
Someone desperately needs to make an Utapau map based off the movie if it hasn't been done already. :runaway: :runaway:

Re: The MOD/MAP Idea thread

Posted: Sun Jul 12, 2015 6:48 pm
by jedimoose32
The stock Utapau is already pretty close to what's shown in the movie I think. Maybe not laid out in exactly the same way but pretty close.

Re: The MOD/MAP Idea thread

Posted: Sun Jul 12, 2015 8:04 pm
by DasLlama
jedimoose32 wrote:The stock Utapau is already pretty close to what's shown in the movie I think. Maybe not laid out in exactly the same way but pretty close.
That is true, but it could be expanded and touched up, with more vehicles and gunships. And CRAB DROIDS.

Re: The MOD/MAP Idea thread

Posted: Sun Jul 12, 2015 8:40 pm
by commanderawesome
If you could stand waiting a little while, ARC1778, Jedimoose32 and I plan to do JUST THAT! :) In the meantime, if you have SWBF1, you could try this awesome conversion of Utapau by the amazing Sereja: http://www.gametoast.com/viewtopic.php?f=1&t=29427

Re: The MOD/MAP Idea thread

Posted: Mon Jul 13, 2015 12:15 pm
by DasLlama
Sounds amazing. I will wait patiently!

Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA

Posted: Tue Aug 11, 2015 10:15 pm
by rc1207sev
I'm not sure where to post this, so I'm just going to slap it into the general BF2 section. I've been playing Dark Souls 2 for awhile and I realized that some of the areas there could be a great layout for BF2. So I narrowed the possible areas down to an early area called "Heide's Tower Of Flame". Not only is it one of the best looking areas, but it's layout is sort of like a fork in the road. Let me explain:
When you first come in the area, you go through about 200 meters of fighting these Old Knights...
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until you get to this central tower. It's seems like it would be a very nice arena.
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To the right you can go down a long staircase until you get to a second tower. Smaller than the central location, there is also a boss seated within the tower, the Dragonrider
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Now after that boss there's a staircase you can go up to and then it branches off into another area. The left side, however, is slightly different. The path to get to your ultimate objective on this path (The Blue Cathedral) is a bit longer than the way to the right.
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So you basically go up a staircase after about 75 meters of fighting and take a left turn. Now you go straight for about 90 meters and to the right there will be a drawbridge. It is very large, and after walking up you finally get to this giant cathedral and inside a large room you fight a second boss, The Old Dragonslayer.
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After you beat him there is a lookout where you can talk to Blue Sentinel Targray, but that's not really important.

If that confused you you could always check out this video (it takes him a good minute and a half to actually get to the area)
https://www.youtube.com/watch?v=4yjfTxRnjfI

So, after all of that, here are my ideas:
Before you get to the fork in the road, maybe I could use that area to spawn the Old Knights as locals
I have no idea what the two playable sides should play as (maybe DS2-based units?), but I do know that the bosses in those should be the heroes for their corresponding sides.
For the CP layout, I was thinking just five straight CP's across and then one CP for the Old Knights

Problems:
-I would need an entire map layout in .msh form (the whole area is above water, and it's all brick path)
-Some way to make bosses/old knights to scale without making it look weird
-New anim sets
-new models for everything
-I'm not sure if it would look good with BF2's lighting systems (not that great)
-I have no idea what to do for melee in terms of physics (hitboxes, etc.) especially the dragonslayer spear, because BF2 doesn't have anything in terms of thrusting type melee
-I don't know what to do with the sky
-I have no idea what my playable sides should be
-And the biggest one: Since DS2 is mainly melee based, it's pretty open (I guess it might work, like Naboo did in both Plains and Theed)

So this project will take a lot of work. My plan is to start creating a basic layout, make sure everything works fine, then working on meelee physics. After that, we can create and refine models and anim sets, and polish it with good lighting and sky in place. That's a real load of work. I'll definitely need some help, because this is a complete overhaul. I know it's possible, but it will take time, and a lot of work.

UPDATE: I have an idea on the playable sides, but it doesn't really match with the boss idea of heroes. But, it's an idea.
So in Dark Souls 2 their multiplayer system lets you summon other players to assist you as phantoms, which are generally white. On the other hand, you can also invade other worlds as a red or blue spirit, depending on certain conditions
Hidden/Spoiler:
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Since the Blue and Red spirits are tied to different groups that have very different opinions on things, so to sum it up red and blue spirits are enemies. Maybe I could just use those phantoms as different sides. The problem with that is:
The Blue Sentinels are based in the Blue Cathedral, but there's no connection between the Dragonslayer and the Blue Sentinels other than being in the same spot. I guess that would work. The Brotherhood Of Blood (red spirits/phantoms) have no connection at all with the Dragonrider, so I'm not sure if that'd work. The Old Knights are everywhere, so I'd assume they'd be locals. But come to think of it, not many BF2 players know anything about DS2, and for me it's more about the experience than the accuracy, unless it's a topic everybody would know is wrong (as if someone put Sith in on the fall of the Jedi Temple), so it seems like this would work

Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA

Posted: Tue Aug 11, 2015 10:29 pm
by MileHighGuy
Well if you can get a rip of those models you are probably able to port them into the game. It will probably be very laggy on the engine. Thrusting melee weapons and big soldiers are all possible. Good luck. Be warned optimistic project often fail, especially with newer modders.

Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA

Posted: Wed Aug 12, 2015 10:36 am
by rc1207sev
I don't think ripping the models is much of an option, as the game is only a year old, so either it would be hard to rip the models themselves, and even if I was able to it would end up very laggy on a 10-year old game.
I think I should first figure out the physics for melee attacks and shield blocking. So do you add collision to the msh or is there a script I should change?

Re: Dark Souls 2 Area into BF2 (Needs A TON Of Work) IDEA

Posted: Wed Aug 12, 2015 12:09 pm
by MileHighGuy
I have seen models ripped from the game before. But you are right it would be laggy and it is questionable legally. I wrote a custom soldier collision tutorial in 3D modeling and the melee is controlled by the combo file. When you define custom collision it also makes the unit always perpendicular to the ground so it looks weird.

this gives info on combo files (its also in your documentation)
https://sites.google.com/site/swbf2modt ... tion/combo

To do your idea you would need experience 3D modeling.

Re: The MOD/MAP Idea thread

Posted: Fri Sep 11, 2015 4:43 pm
by Lambda1945
Why not Jabiim?

There was only ever one map based off of it. :wink: