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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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pinioncorp

Post by pinioncorp »

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Pincer, very interesting, I didn't know that Hailfires were Banking Clan creations. But I can't stress this enough:

No vehicles.

This map in content and scope, is most like the Tantive IV. There is no room for vehicles, whatsoever. And although I like the idea, its too late to go changing it now to encorporate a racetrack for the hailfire droids.

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Pincer

Post by Pincer »

Hey no worries i only posted it as the thought came to my head. Good luck with the map i hope its going well :!: :D
ARC_Trooper

Post by ARC_Trooper »

(This is the other part to my post!)
CIS Side:

SBD
(no changes)

Droid marine
(no changes)

Anti-Armor droid
(10 rockets + 10 mines)

Assassin Droid
(2 Autoturrets + infinite Stealth +4 Thermal detonators+ award sniper rifle)

IG Lancer Droid
(IG 88 weapons)

Unlockable Classes:
MagnaGuard [2 points] (w/o staff)
(up to 10 on field @ a time)

Droideka [8 points]
(up to 20 on field @ a time)

MagnaGuard [10 points] (w/ staff)
(up to 5 on field @ a time)

Hero:
Assajj Ventriss

Durge
(auto health regen)


more?
EsKiMo

Post by EsKiMo »

WOW!! looking great. any chance durge is the sep hero?
RevanSithLord
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Post by RevanSithLord »

Didnt see Magnaguards, so I take it no Magnaguards. They actually weren't seen till after Chapter 21 or so in SWCW. They weren't seen or used on Muunilinst, so no.

CIS- Banking Clan Defense forces.

Red B-1 Battledroids = Normal
B-2 Battledroids = Normal- Maybe beefed up a little more, like OOM-9's, and they need to look threatening.
Assault B-1 Battledroid = Normal, but same skin as the B-1 Normal Infantry
Assassin droid = Same skin as Assault and Normal Infantry, and make the sniper rifle rapid fire like in the cartoon.
Droideka = Normal as before, but I would like to see the double lasers for both of the cannons when they fire.
Commander Droid = I have no idea, but the droids needed some command of some sort.
Hero = Durge = Depends on how many points you want to unlock him with in the menu. Pistol (someone may need to model this) But use the Dark Trooper model, but skin it with Durge like stuff.


Republic-

Clone trooper- Regular stuff.
Clone Lieutenant - Like the regular clone, but maybe....eh do something special with him. Electro-binoculars or something.
Clone Sergeant - regular stuff as Clone, but maybe boost of Morale or some special like that, or rage.
Clone Captain - Just pistol really
Clone Sniper - Just make it a Black ARC or something.
Clone Anti-tank- same as the ol rocket clone
Clone ARC Blue- ARC Rifle if OOM-9 tells you how to put it in there.
Clone ARC Captain - If someone provides you with a hand repeating blaster model, then go with that.

Hero = General Obi-wan Kenobi - Maybe if someone reskins kenobi with his clone war stuff on, then use that skin for him, or I'll just do it. :P

Hope that is helpful! :D
pinioncorp

Post by pinioncorp »

Image



Image

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Durge doesn't really fit the profile of a dark trooper. As much as I'd like to put Durge in this map, I don't have a Durge model, nothing really fits him.

Plus, I hate the maps where to counter the Jedi, the other team gets the next-to-useless Fett (or similar). Jedi versus Sith, Standard Hero versus Standard Hero. It works best.

At this point, what little time I have to work on this project is going into finishing the base map. I'm running into problems, (as usual) but I'm determined to finish this. I'll have exams soon, but after that I'll have more time to get to onto it. Maybe then I'll look into the Durge situation. Still have to figure out what heroes should be in the GCW era...

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Wadi

Post by Wadi »

Luke and Vader? Han and Boba? Actually, I think Leia would fit in here. Maybe put her against Palpatine? Her invulnerability is a nice counter for his force lightning.
richard

Post by richard »

Too bad Durge cant be in it. I wish someone had a model of him cause I think hes a cool Bountyhunter.
pinioncorp

Post by pinioncorp »

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Yeah, I like him too, but it would not be fitting to try and make him from the shipped models. I don't have any experience in modelling characters either.

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ARC_Trooper

Post by ARC_Trooper »

You can transfer models from JKA to SW Battlefront II... (Ask Levathian for the link...)
MartinK

Post by MartinK »

did durge appeared in JKA?? i cant remember, unless you're talking about other models
ARC_Trooper

Post by ARC_Trooper »

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minilogoguy18
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Post by minilogoguy18 »

JA models are too high poly to transfer to SWBF2, you have to practically butcher them to make them work and they dont even look right after running the polygon reduction script a couple of times, they lose thier polyflow and edgeloops.
ARC_Trooper

Post by ARC_Trooper »

How about Outcast Models?
Oh, I think that there is a way to reduce the details on the JKA Models
Archangel

Post by Archangel »

Are you alive pinioncorp? How go the map, do you think finish it yet? Please it's a great idea's map pinioncorp go go!! AND THANKS FOR ALL
Protector_Pulch

Post by Protector_Pulch »

Archangel, you just bumped a thread over a month old. The mods don't like this - doing this constantly will get you into trouble.
pinioncorp

Post by pinioncorp »

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This map is still in production. I finished the university semester last week so I am putting lots of time on this. But with that said, I have to carefully consider where I am going with the project.

Looking back on what I have done now, I realise this map has been victim of scope creep. Put simply, I have been trying to do too much at the one time. Hence, at the moment I am trying to finish the map itself first. Once that is done I can play with the sides, weapons etc.

However, I have a major AI pathing problem. It is where the path splits in two ways, where the edges go upward and the middle goes down. In normal circumstances the AI goes through completely fine, but when they go into battle they run everywhere. In trying to get closer to the opponent, they go beneath them and run into a wall. When the enemy characters are gone they automatically go to the nearest hub, which is for the wrong level.

Image

If you can understand that fully pro paint drawing... The red is the top floor, the purple is the middle and the blue is the bottom floor. Anyone know a way around this problem?

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Aksel3

Post by Aksel3 »

Sorry, dosn't know a soloution since I'm not a modder, I'm just glad that this ain't dead! :D
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Post by PvtParts »

Try placing barriers to keep them from attempting to attack via the lower walls.

Just make sure theres nothing else above them, though seeing as how this seems like an indoor/close quarters map, you could just make the barriers appropriatly short.

Or, you could remove the planning of that section completley (except that leading to and from it) and use barriers alone to 'steer' the ai properly.
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minilogoguy18
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Post by minilogoguy18 »

ARC_Trooper wrote:How about Outcast Models?
Oh, I think that there is a way to reduce the details on the JKA Models
you have the IQ of a small soap dish since JK2 and JA models are EXACTLY the same, the only difference is that they removed some less needed bones from the JA skeleton but the models are the same. its so stupid how people keep wanting to port models when SWBF2 models are SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO low poly that it wouldnt take long at all to make a decent unit model.
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