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Posted: Sat Sep 09, 2006 10:38 pm
by JackSkratch
There are about -7 good pictures of Dunlendings on the web, so i will just describe 'em for you. They are tall with dark hair, and wore urukish armer. They teamed up with sauromin becouse a joint deal between rohan and gondor coused them to lose land.
All the Half-orc pictures i could find were the ones from Dungeons and Dragons, so ill just describe the LOTR Half-orcs too. Half-orcs were very humanlike, except a few small facters, such as their orcish skin and linx eyes. However, they werent quite as ugly as uruks, and were a bit stronger. When they show Sauromin spawing Uruk-hai in the movie, it should be half-orcs.
Thats all i got for now. :)

Posted: Sat Sep 09, 2006 10:39 pm
by Bac-Talan
Oh, There's definently going to be plenty of projectiles, after all, a good part of both forces were archers/ranged, but LOTR just isn't LOTR without all the cool swords and armor.
I'm going to try to eliminate the knockdown anyway.

Good ideas on the slings though. That is the other thing we need: a good Bow. I can use the bowcaster for a Uruk crossbow, but I'd like a "real" bow for the elves.

And Gandalf will be getting some sweet magic (hopefully).
Although maybe some units could carry "magic" grenades or something...

Posted: Sat Sep 09, 2006 10:47 pm
by Maveritchell
Bac-Talan wrote:Oh, There's definently going to be plenty of projectiles, after all, a good part of both forces were archers/ranged, but LOTR just isn't LOTR without all the cool swords and armor.
I'm going to try to eliminate the knockdown anyway.

Good ideas on the slings though. That is the other thing we need: a good Bow. I can use the bowcaster for a Uruk crossbow, but I'd like a "real" bow for the elves.

And Gandalf will be getting some sweet magic (hopefully).
Although maybe some units could carry "magic" grenades or something...
I suggest you ask Vyse for advice about a "real" bow, as he made a rather good one for his Hyrule Field map (although I might lower its power). I'm fairly sure he created a new .msh for a grenade launcher (a bow mesh), a new .msh for the grenades (-> arrows), and removed the charging feature. Details would be best provided by him, though.

And magic on Gandalf - or anyone - could be done by giving, say, an EMP launcher an invisible weapon (no .msh), the animations of force push/pull/lightning, and the projectile you could modify color, damage, effect ad infinitum.

Posted: Sat Sep 09, 2006 11:07 pm
by jangoisbaddest
First, I'm hoping you guys can incorporate a block system that is more fitting with the heart of this map (it shouldn't be too difficult - just modify the Jedi block so that there aren't any superfluous effects, and perhaps make characters move slower when they block with the shield. However I agree - if you can get rid of knockback, that would also be good - except the bezerker :twisted: ).

Anyway, here are my ideas for the sides (only a rough suggestion list. hope some of this strikes your fancy, cause some of this comes from my Kashyyyk map):

ROHAN
*Rohan Phesant (or warrior, w/e) - Sword, Shield - standard soldier class
*Rohan Archer - Bow (slow firing rate, but good damage - hopefully even requiring a charge - up to fire, which is possible - I've seen it in the weapon ODFs) - light class (scout)
*Rohan Guardian - Spear (throwing), rock, short axe (something with less reach than a regular sword), maybe 1x boiling oil (hehe), fusion cutter (for things that might be on the wall), slower than the other units (heavy class)
*Lorien Warrior - 15 pnts to unlock - Sword, Block w/o shield, bow
*Aragorn - 30 pnts to unlock - Sword, Block, punch (rofl j/k), **arrow volley**
*Hero - Theodin - Sword, Rally w/cooldown, 1x Invincibility (rename Glorious Charge if you can)

**Airstrike, only with lots of little arrows in an area that have little or no area of effect. It's only good against a good cluster, basically.

ISENGUARD

*Uruk - Hai Swordsman - standard class - Sword, Shield
*Uruk - Hai Crossbowman - light class - Crossbow, same as archer
*Uruk - Hai Siege Worker - technician class - hand crossbow/light weapon, fusion cutter, *mines (like the ones in the culvert), can operate catapults/push siege equipment perhaps?
*Uruk - Hai Pikeman - 15 points to unlock - Pike (very long but no slashing, if this is possible)
*Uruk - Hai Berzerker - 30 pts to unlock - Berzerker sword, rage, torch, *mines (perhaps either one could have them, but the mines can be deatonated either by a) torch or b) proxemity to an enemy, or something), also faster speed than normal troops (easily done)
*Hero - That Uruk that was commanding everyone in the movie - sword, block, rage (cooldown), dunno what else lol

Hope you like these, and I could maybe help, but I'm sure you've got everything in hand. Besides, I'm quite busy with my own map. Cheers!

Edit: More suggestions!

*If at all possible, mod the Kaddu or something into a rideable horse that can trample people :P
*Add some defensive devices on the wall that a certain class of defender can mantain
*Have the gate able to open/close with a switch that you strike (this is possible, as I have done it before - it requres a code in the LUA which I would be happy to share)
*Siege mode definately is a great idea. I think there is a way to add "destroy" objectives to objects, cause I've seen in the Kashyyyk LUA
*Glittering caves?

Posted: Sat Sep 09, 2006 11:37 pm
by Bac-Talan
Hmm, Nice ideas, I'll look at some of them.
Only problem is, If I remember correctly, When using a melee weapon, there is no way to switch primary weapons. So, quite a few classes their wouldn't work.

Posted: Sun Sep 10, 2006 12:23 am
by n0bs
just an edit of jangoisbaddest's sides

ROHAN
*Rohan Phesant - Sword, rocks (for throwing) - [standard infantry]
*Rohan Archer - Bow (slow firing rate, damage depends on where u get hit - hopefully even requiring a charge - up to fire, which is possible - I've seen it in the weapon ODFs) - [long range infantry]
*Rohan Guardian - Spear (throwing), rock, short axe (something with less reach than a regular sword), maybe 1x boiling oil (hehe), fusion cutter (for things that might be on the wall), slower than the other units - [heavy infantry]
*Lorien Warrior - 15 pnts to unlock - Sword, stealth, bow with faster fireing rate [Specialty Class]
*Rohan Tower Gaurd - 30pnts to unlcok - Long Sword, Shield, some sort of powerup (similar to clone commander) [Specialty Class]
*Hero - Theodin - Sword, Rally w/cooldown, 1x Invincibility (rename Glorious Charge if you can)

rohan team locals - aragon, legolass, gimli, haladir, that ugly Diet Dr. Pepper blondewho has the hots for aragorn forgot her name, gandalf, etc (lol just naming ppl i dont really care which any of them actually turn out to be into the map/mod)

ISENGUARD

*Uruk - Hai Swordsman - standard class - Sword
*Uruk - Hai Crossbowman - light class - Crossbow, same as archer
*Uruk - Hai Siege Worker - technician class - hand crossbow/light weapon, fusion cutter, *mines (like the ones in the culvert), can operate catapults/push siege equipment perhaps?
*Uruk - Hai Pikeman - 15 points to unlock - Pike (very long but no slashing, if this is possible)
*Uruk - Hai Berzerker - 30 pts to unlock - Berzerker sword, rage, torch, *mines (perhaps either one could have them, but the mines can be deatonated either by a) torch or b) proxemity to an enemy, or something), also faster speed than normal troops (easily done)
*Hero - That Uruk that was commanding everyone in the movie - sword, block, rage (cooldown), dunno what else lol

isengaurd team locals - trolls (reskinned wampas?)

;8ter n0bs

Posted: Sun Sep 10, 2006 12:24 am
by Jedi_Trooper
no your wrong there Bac-Talan i know that there have been some custom characters created that can switch between a melee weapon and a gun. the one i remember is the magna guard in Penguin's Tatooine Valley which was released MONTHS ago now lol..

and btw sorry for asking but i dont really want to read through 7-8 pages of posts.. i havent been online here since like the middle of august and i was wondering if someone could tell me if anything of real interest has happened for this since i was gone?

Posted: Sun Sep 10, 2006 1:00 am
by jangoisbaddest
He's right - you CAN have more than one primary weapon, even if it is melee. However, there seem to be certain limitations to what kind of SECONDARY weapons you can use (example - i added an axe to a wookie class, then couldn't use thermal deatonators). Anyway, I need to fiddle with this to see just exactly what we can get away with.

Nice additions, n0bs, excetpt two things:

*There are no such things as ROHAN Tower Guards - you're thinking of The Tower Guard, the elite soldiers that guard the White Tree of Gondor at Minas Tirith.
*But my arrow volley idea is so COOL! :lol:

Posted: Sun Sep 10, 2006 1:31 am
by Slayer_Hunter_J
jangoisbaddest wrote: ROHAN
*Rohan Phesant (or warrior, w/e) - Sword, Shield - standard soldier class
*Rohan Archer - Bow (slow firing rate, but good damage - hopefully even requiring a charge - up to fire, which is possible - I've seen it in the weapon ODFs) - light class (scout)
*Rohan Guardian - Spear (throwing), rock, short axe (something with less reach than a regular sword), maybe 1x boiling oil (hehe), fusion cutter (for things that might be on the wall), slower than the other units (heavy class)
*Lorien Warrior - 15 pnts to unlock - Sword, Block w/o shield, bow
*Aragorn - 30 pnts to unlock - Sword, Block, punch (rofl j/k), **arrow volley**
*Hero - Theodin - Sword, Rally w/cooldown, 1x Invincibility (rename Glorious Charge if you can)

**Airstrike, only with lots of little arrows in an area that have little or no area of effect. It's only good against a good cluster, basically.

ISENGUARD

*Uruk - Hai Swordsman - standard class - Sword, Shield
*Uruk - Hai Crossbowman - light class - Crossbow, same as archer
*Uruk - Hai Siege Worker - technician class - hand crossbow/light weapon, fusion cutter, *mines (like the ones in the culvert), can operate catapults/push siege equipment perhaps?
*Uruk - Hai Pikeman - 15 points to unlock - Pike (very long but no slashing, if this is possible)
*Uruk - Hai Berzerker - 30 pts to unlock - Berzerker sword, rage, torch, *mines (perhaps either one could have them, but the mines can be deatonated either by a) torch or b) proxemity to an enemy, or something), also faster speed than normal troops (easily done)
*Hero - That Uruk that was commanding everyone in the movie - sword, block, rage (cooldown), dunno what else lol
With 10 custom units the file size is going to be gynormous. I remember from Vyse's LoZ map he was going to add the classic bombs (from the LoZ games) to evey unit, but it would be too big. Just think if evry unit was custom. I have an idea (to decrease the file size as a whole), why don't we release two separate maps; one that is Star Wars style and one LOTR style. The LOTR is going ot have to be revised though. I say a max of 6 custom units (adding both sides togther). If you add all of the custom vehicles and the size of the map, it's still a lot.

[EDIT (yes, I use edit, I never double-post]
Jedi_Trooper wrote:and btw sorry for asking but i dont really want to read through 7-8 pages of posts.. i havent been online here since like the middle of august and i was wondering if someone could tell me if anything of real interest has happened for this since i was gone?
In short, yoyam made a bunch of new custom vehicles and models, no0bs retired from the modding part of the team as of now, and I've taken his place and am the official mapper. To see some screens of the rough-rough draft, visit a few pages back, don't remember which one.

[EDIT2] Bac, any luck with the Ewok?

Posted: Sun Sep 10, 2006 1:39 am
by Bac-Talan
slayer_hunter_j wrote:With 10 custom units the file size is going to be gynormous.
Not really. Alot of the shipped sides is vehicles and flyers and guns and stuff that's not needed. It won't be small nessecarily, but it wouldn't be gynormous
Plus, Look at maps such as: Tatooine: Valley, The ROTE Series, The Firefly/Serenity Maps and many many others, that ALL have lots of modded units. Most people don't seem to have problems with the size of those. I say, let's just work on this and see how it goes; it's always easier to take out than put in.

Posted: Sun Sep 10, 2006 1:42 am
by Slayer_Hunter_J
But this is different. Each unit is going to have a different skin, weapon, etc. Weren't the other ones just weapons or so (not counting a few skin changes)? And also weren't some of the weapons reused? (I actually have no clue, I haven't downloaded any of them, rofl.)

Posted: Sun Sep 10, 2006 1:49 am
by Bac-Talan
Lol, actually, in SWBF2, you have to have all the assets in teh addon for all units, so a new texture won't change file size if you're already changeing the weapons. Plus, plenty of assets will be shared here too.

Posted: Sun Sep 10, 2006 2:33 am
by yoyam
jangoisbaddest wrote:First, I'm hoping you guys can incorporate a block system that is more fitting with the heart of this map (it shouldn't be too difficult - just modify the Jedi block so that there aren't any superfluous effects, and perhaps make characters move slower when they block with the shield. However I agree - if you can get rid of knockback, that would also be good - except the bezerker :twisted: ).


Anyway, here are my ideas for the sides (only a rough suggestion list. hope some of this strikes your fancy, cause some of this comes from my Kashyyyk map):

ROHAN
*Rohan Phesant (or warrior, w/e) - Sword, Shield - standard soldier class
*Rohan Archer - Bow (slow firing rate, but good damage - hopefully even requiring a charge - up to fire, which is possible - I've seen it in the weapon ODFs) - light class (scout)
*Rohan Guardian - Spear (throwing), rock, short axe (something with less reach than a regular sword), maybe 1x boiling oil (hehe), fusion cutter (for things that might be on the wall), slower than the other units (heavy class)
*Lorien Warrior - 15 pnts to unlock - Sword, Block w/o shield, bow
*Aragorn - 30 pnts to unlock - Sword, Block, punch (rofl j/k), **arrow volley**
*Hero - Theodin - Sword, Rally w/cooldown, 1x Invincibility (rename Glorious Charge if you can)

**Airstrike, only with lots of little arrows in an area that have little or no area of effect. It's only good against a good cluster, basically.

ISENGUARD

*Uruk - Hai Swordsman - standard class - Sword, Shield
*Uruk - Hai Crossbowman - light class - Crossbow, same as archer
*Uruk - Hai Siege Worker - technician class - hand crossbow/light weapon, fusion cutter, *mines (like the ones in the culvert), can operate catapults/push siege equipment perhaps?
*Uruk - Hai Pikeman - 15 points to unlock - Pike (very long but no slashing, if this is possible)
*Uruk - Hai Berzerker - 30 pts to unlock - Berzerker sword, rage, torch, *mines (perhaps either one could have them, but the mines can be deatonated either by a) torch or b) proxemity to an enemy, or something), also faster speed than normal troops (easily done)
*Hero - That Uruk that was commanding everyone in the movie - sword, block, rage (cooldown), dunno what else lol

Hope you like these, and I could maybe help, but I'm sure you've got everything in hand. Besides, I'm quite busy with my own map. Cheers!

Edit: More suggestions!

*If at all possible, mod the Kaddu or something into a rideable horse that can trample people :P
*Add some defensive devices on the wall that a certain class of defender can mantain
*Have the gate able to open/close with a switch that you strike (this is possible, as I have done it before - it requres a code in the LUA which I would be happy to share)
*Siege mode definately is a great idea. I think there is a way to add "destroy" objectives to objects, cause I've seen in the Kashyyyk LUA
*Glittering caves?
Ok so I just got back from my climb and this topic has grown 2 pages in one day, granted most of it is idea ppl doing what they do best :wink: alot of it has been constructive. I know Slayer made some definite progress w/ our secret which youll probably see some more of tomorrow once we get some screenies.

As it stands im still working on the citadel and the wall and the ram and the tower but while im here i just wanted to point out somethings that WONT be in the map:

*If at all possible, mod the Kaddu or something into a rideable horse that can trample people :P - NO, wayyyy too much work...

*...can operate catapults... - no catapults.

*Airstrike, only with lots of little arrows in an area that have little or no area of effect. It's only good against a good cluster, basically.
- Not gonna happen unless someone else steps up to it.

Things that will happen:

*First, I'm hoping you guys can incorporate a block system that is more fitting with the heart of this map (it shouldn't be too difficult - just modify the Jedi block so that there aren't any superfluous effects, and perhaps make characters move slower when they block with the shield. However I agree - if you can get rid of knockback, that would also be good - except the bezerker

- Yes, the current block and knockback system in vanilla BF2 is horrendous, this will definately be modded, if not by bac-talan then by me :D

Things that we will try to incorporate but could very well get dropped if we have problems implementing them:

*Have the gate able to open/close with a switch that you strike (this is possible, as I have done it before - it requres a code in the LUA which I would be happy to share)

- Awesome, until now I was just planning on having a remodeled kashykk barricade that they had to break through using force but being able to sneak behind and open it as another option would be awesome. I dont need all the details for it right now but when we get the Citadel and the wall up and running in game I will definately wanna hear more about this.

*Siege mode definately is a great idea. I think there is a way to add "destroy" objectives to objects, cause I've seen in the Kashyyyk LUA

- I know nothing about this but if we could get a scripter on the team, this might have a shot, I like the idea.
New Request For Help: I'm working hard on the sides, and getting progress, but now I need something from Yoyam and the other modellers working on this: Swords, maces, pikes and any other weapons you'd like to see. I'd like to see: A Rohirrim Sword, Gandalf's Staff, At least one Fighting Pike/Halibard, an Uruk Hai sword, A mace (maybe) and one of those anchor like things the beserkers use.
haha I already requested weaps in one of my earlier posts. Im working hard on the buildings so i dont have time for those. But if no one steps up for that by the time im done with all the buildings ill make some weaps up.

Ok new goals:

New Goal: Scripting for "siege mode". I honestly have no idea how to script for this so if wed dont get a scripter on this idea itll remain just that, a very cool idea.

New Goal: Scripting for the openable gates. Jangoisbaddest said he knows how to do this but didnt say if he actually would, so if he doesnt want to (which is understandable seeing as how he has his own map) we need a scripter to do this as well.

Posted: Sun Sep 10, 2006 9:09 am
by JackSkratch
n0bs wrote:just an edit of jangoisbaddest's sides

ROHAN
*Rohan Phesant - Sword, rocks (for throwing) - [standard infantry]
*Rohan Archer - Bow (slow firing rate, damage depends on where u get hit - hopefully even requiring a charge - up to fire, which is possible - I've seen it in the weapon ODFs) - [long range infantry]
*Rohan Guardian - Spear (throwing), rock, short axe (something with less reach than a regular sword), maybe 1x boiling oil (hehe), fusion cutter (for things that might be on the wall), slower than the other units - [heavy infantry]
*Lorien Warrior - 15 pnts to unlock - Sword, stealth, bow with faster fireing rate [Specialty Class]
*Rohan Tower Gaurd - 30pnts to unlcok - Long Sword, Shield, some sort of powerup (similar to clone commander) [Specialty Class]
*Hero - Theodin - Sword, Rally w/cooldown, 1x Invincibility (rename Glorious Charge if you can)

rohan team locals - aragon, legolass, gimli, haladir, that ugly [word not allowed] blondewho has the hots for aragorn forgot her name, gandalf, etc (lol just naming ppl i dont really care which any of them actually turn out to be into the map/mod)

ISENGUARD

*Uruk - Hai Swordsman - standard class - Sword
*Uruk - Hai Crossbowman - light class - Crossbow, same as archer
*Uruk - Hai Siege Worker - technician class - hand crossbow/light weapon, fusion cutter, *mines (like the ones in the culvert), can operate catapults/push siege equipment perhaps?
*Uruk - Hai Pikeman - 15 points to unlock - Pike (very long but no slashing, if this is possible)
*Uruk - Hai Berzerker - 30 pts to unlock - Berzerker sword, rage, torch, *mines (perhaps either one could have them, but the mines can be deatonated either by a) torch or b) proxemity to an enemy, or something), also faster speed than normal troops (easily done)
*Hero - That Uruk that was commanding everyone in the movie - sword, block, rage (cooldown), dunno what else lol

isengaurd team locals - trolls (reskinned wampas?)

;8ter n0bs
These look like pretty good sides, but your one unit short on each. I would recomend

Rohan:
Elf Commander-30 points to unlock- Twin Elfin swords, Magic Grenaid, Rally, also has force speed

Isenguard:
Dunlending Commander-30 points to unlock- Twin Orcish swords, Timebomb (reskined to look old, of course), Rage, also has force speed

Posted: Sun Sep 10, 2006 11:12 am
by yoyam
BTW my quoting of that post doesnt mean im using all of those units in the map. I just qouted it show my source for the things that will and will not be in the map :roll: :D

Posted: Sun Sep 10, 2006 12:59 pm
by jangoisbaddest
First off, thanks for listening!
yoyam wrote:*Airstrike, only with lots of little arrows in an area that have little or no area of effect. It's only good against a good cluster, basically.
- Not gonna happen unless someone else steps up to it.
Actually, I'm starting to mess around with orbital strikes (and I am planning on implimenting a similar strike in Kashyyyk, only with spears), so if I can get that to happen, it's one step away from being ready for your map (just needs different geometry for the arrows). So this can be my small contribution to the map :) .
yoyam wrote:*Siege mode definately is a great idea. I think there is a way to add "destroy" objectives to objects, cause I've seen in the Kashyyyk LUA
- I know nothing about this but if we could get a scripter on the team, this might have a shot, I like the idea.
I phraised this rather poorly. What I meant to say was that there was a way to make destroying a certain object a goal for the AI (as part of their behavior), which can be done in the LUA (so that they don't, you know, stand there at the gate and try to keep going through rather than attacking the gate).
yoyam wrote:New Goal: Scripting for "siege mode". I honestly have no idea how to script for this so if wed dont get a scripter on this idea itll remain just that, a very cool idea.
If nothing else, you can just do a mode in which the defenders are out - numbered, and their CPs capturable (but not the invaders'). But yes, I do like the idea of objectives.
yoyam wrote:New Goal: Scripting for the openable gates. Jangoisbaddest said he knows how to do this but didnt say if he actually would, so if he doesnt want to (which is understandable seeing as how he has his own map) we need a scripter to do this as well.
True, but I will TELL you how to do it, and try and help you along the way. All you need is an object on the wall. You give it infinate (or as close as you can) health, then go into the LUA and code it so that if it is dealt damage, a certain animation plays. If you have the gates, you go into zeroedit, into procedural animation mode, and animate the gates opening and closing, then refrence those animations in the code. I would suggest having two doors, so that they can swing inward/outward, instead of one door that just goes up. As far as coding, I'm not the best candidate, but I'll try to help you as best I can if you need it. Oh, and animation is easy, so any questions on that are welcome as well. It would be good to look at the scripting guide that comes with the modtools. Good luck everyone!

Posted: Sun Sep 10, 2006 1:21 pm
by n0bs
blah.... i can't stand not being part of this team anymore lol im gonna reinstall xsi IM COMIN BACK!!!!!!

Posted: Sun Sep 10, 2006 1:24 pm
by Bac-Talan
WOOT! We get n0bs back!
Lol, nice to see you back man, we can always use good help.
What do you usually do anyway? Models? Then we could really use your help!!!

Posted: Sun Sep 10, 2006 1:28 pm
by Slayer_Hunter_J
n0bs wrote:blah.... i can't stand not being part of this team anymore lol im gonna reinstall xsi IM COMIN BACK!!!!!!
I was wondering how long it would take you to go crazy and re-join. jk
So can I still be mapper?

Posted: Sun Sep 10, 2006 1:44 pm
by yoyam
Ur still mapper Slayer.

haha kk n0bs what we need are some weaps. You can continue on your wall if you so desire but me and slayer have been working cloesly trying to get the proortions and stuff rite if you restarted on the wall theres an extremely large chance itll come out mis-proportioned. We need weaps but ur free to work on w/e you want :D
BtW ghood to have you back man :D