[WIP] Battlefront Extreme - Status: 99%!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Post by ARC_Commander »

It works fine. Very nice.
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Post by ARC_Commander »

More updates. ARC-170 tailgun view... WORKS! Hooray!!! I've also changed the Republic laser texture, it's more movie-like. And the Gungans have been customized, with a layout similar to that of Naboo: Great Grass Plains. The combos do cause crashing, though. In fact, all I have to do is fix the [raw danger] crashing and edit the mission.lvl's, and my beta will be ready. I'd say I'm finished in terms of adding content.
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Post by RepSharpshooter »

Good work! I look forward to it. I always thought the lasers in BF were incorrect. Yay! The tail-gun works!
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Post by ARC_Commander »

Hooray! Cin Drallig and the Clone Assassin don't crash anymore! And my combo editor has almost completed the Magnaguard deflection. The Magna would spin its staff around constantly while deflecting. It's cool. And I'm wondering - should I give Palpy the Maul combo? Firstly, he'd walk instead of hovering, and he'd also flip in-air, like in the 4-on-1 duel in Ep3.
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Post by XxDepredationxX »

Nice update! It's probably 99% done now :mrgreen: Are there any more heroes that have custom combos? Will ol' Palps look weird when he's doing the Maul kick combo?
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Post by Caleb1117 »

Does this new combo work any good with a one bladed saber?
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Post by Snork »

Palpatine looks interesting with maul's combo. hheeh.

Maybe you should try maknig a new palpatine skin with him not wearing his black robes, but wearing the red ones he uses when he's about to get PWNED by Mace in ep3.
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Re: [WIP] Battlefront Extreme - Status: 88% [Need Combo Editor]

Post by ARC_Commander »

Palps doing the Maul kick resembles when he span in the air during Ep3. It looks cool. And there isn't much of a point in making a red-robed Palp, as he'd have nowhere to really fight.

And now, no heroes crash! Amazing! Mos Eisley hero assault is really fun, I've added Durge, Kyle Katarn, and Ventress. But Naboo crashes for some reason, as does Mustafar. Ki-Adi-Mundi has Maul's combo (to fix crashing), which now does more damage. As does Grievous' combo. It kicks butt. Maul's combo is fine with a single saber, the blades don't pass through the body.

The Rebel commando uses broomfighter's Infiltrator skin. It has a six-shot automatic grenade launcher. :P They exist in the real world, why not in Star Wars? And the Rebel Mercenary has a jetpack and a Scatter Gun - a long-range shotgun, basically. The Rebel Marine also has the grenade launcher. The Imperial Marine uses a clone jet trooper reskinned as a novatrooper.

The Coruscant Order 66 campaign has been modified. The Temple Guards are now Jedi with low health and low-damage combos. Cin Drallig is one of the three Jedi masters you have to kill. There is also a Twilek Jedi with two purple sabers, and a human (reskinned Palp) with a blue doublesaber. I've also made a Bothan Jedi, who has two green blades and is the first master that you have to kill. It's rather fun, especially if you play as a Clone Assassin.

It is 99% done, I'd say.
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by Warpedout »

Well that's great news :mrgreen:
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by RevanSithLord »

So.... just let me know when I can test it. XD
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by XxDepredationxX »

OMG I can't wait! Grenade launcher, like those things under the gun barrel? or a new weapon? (I'm so full of questions eh)
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by ARC_Commander »

The ARC trooper's grenade launcher is under-barrel. The Rebel Commando / Marine launcher is a reskinned Rebel shotgun. Inspired by the Milkor MGL: http://en.wikipedia.org/wiki/Milkor_MGL The AIonly fires it at vehicles, because it makes boarding the Rebel ship next to impossible when they target infantry.

Once I fix the crashing on a few maps, and i finish editing the mission.lvl (so boring), I'll have a beta ready. Hopefully within a week.
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by ARC_Commander »

I just received phazon_elite's scorch marks, which I am trying to implement ATM.
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by Rekubot »

Excellent. For some inexplicable reason I'm desperate to see what scorch marks look like while playing, so I hope you can put up a video or something if the release is still far away. :D
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by Polymorph »

Three questions about this mod. Will you add recoil to the weapons? If not, is this compatible with the techmod? and will I need the 1.1 patch? Thank you, anyways, it looks great, and can't wait to try it out.
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by ARC_Commander »

My beta tester said he'd be making a trailer. As I said, I've got to fix crashing on a few maps (Yavin CW, Naboo CW, and Mustafar) and I'll send him the beta version. I've tested carefully for bugs, so it shouldn't require much fixing.

As for your questions, Polymorph: The weapons already have a small amount of recoil, which I think is fine. Only one mod at a time can be installed. I don't think the 1.1 patch is needed.
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by Polymorph »

thanks for the fast response.... Now I'll have to check this website everyday until its release :oops:
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by {501st}Commander_Appo »

Welcome to Gametoast!
http://www.gametoast.com/forums/viewtop ... =40&t=3474

CC-1119/Commander Appo :troop:
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by Fusion »

I see nothing wrong with those two posts, why were they reported?
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Re: [WIP] Battlefront Extreme - Status: 99%!

Post by ARC_Commander »

I've discerned the cause of the crashing on Naboo and Yavin, it's the Episode 2 Anakin I put together. I'm working on it, it should be fine soon. And I've put together the scorch marks. They're cool, but they look kinda weird when they hit a trooper. So it's the standard effect when it hits the troopers.
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