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Re: The MOD/MAP Idea thread

Posted: Wed Oct 13, 2010 3:47 pm
by DarthD.U.C.K.
i think the ramp is the least problem when you want to make a complete interior for the milenium falcon..

Re: The MOD/MAP Idea thread

Posted: Fri Oct 15, 2010 4:50 am
by Anakin
the idea is more a new map. you start in the millenium falcon and if you finished this and you go to the exit, you jump to the Hangar with an model of the melenium falcon. you shouldn't go in the falcon while i'ts in the Hangar

Re: The MOD/MAP Idea thread

Posted: Fri Oct 15, 2010 6:26 am
by DarthD.U.C.K.
but you start in it, right?
that means you need an interior and thats what i meant.

Re: The MOD/MAP Idea thread

Posted: Fri Oct 15, 2010 10:41 am
by Anakin
Yes thats right you start in it. if you go to the exit you come to the Hangar via portal. there is no way back. because you don't need

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 8:56 am
by Slime615
I had this epic new mod Idea... It would probably start as a side mod though.

Ok here it is,
The Sith Imperial war

The Fel Empire against the One Sith...
upon one side would be the Fel empire, the four basic units, being the three advanced units would be different types of Imperial knight!!! Every unit would have a ranged weapon, and a mêlée weapon

Hidden/Spoiler:
the One Sith would all be various types of Sith, with Krayt as the final unit. They would be 7 species, Daveroinan, Twi'lek, Zabrak, human, of male and female, (Except female Daveroinan) these seven would all have Lightsabers, be it twin, double, single, long-handle,, guard shoto, Pike, and whip. They would all be red... In addition to that, they would have various ranged weapons, sniper, rifle, grenade launcher, and rocket launcher, heavy and twin pistols...

Finally they would have Darth Krayt as a hero...

In addition, each of the One Sith would be skinned with Darth Maul's red and black tattoos, and orange eyes. the end result being the One Sith.... tell me what you think of the idea? I would not be able to do it, as the mod tools disagree with my new computer, (Being an old XP) And I could not make them.... Even so, I think I could organize a mod team, without actually doing any physical work on it, relying on theoretical knowledge and idea/ organization skills.... Tell me what you think of the Idea....

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 9:19 am
by Obi-Wan Kenobi
I like it, it sounds original.

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 9:26 am
by Slime615
thanks, I like to think of myself as an ok skinner, but I am hopeless at lua, odf, moddeling and all the rest...

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 3:18 pm
by ps2owner
how come no one's done a new york city map? (hint,hint)

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 3:24 pm
by sim-al2
Because that would be somewhat... hard... to do. I mean think of all the modeling it would take to compare to a professionally done version like in all those mobster games. :shock:

Re: The MOD/MAP Idea thread

Posted: Sat Oct 16, 2010 9:15 pm
by Press_Tilty
And I'm not sure how fun NY would be.

Re: The MOD/MAP Idea thread

Posted: Sun Oct 17, 2010 3:49 am
by Slime615
It would be farr to big... or else you would have to scale it down which would seriously damage gamplay.....

Re: The MOD/MAP Idea thread

Posted: Sun Oct 17, 2010 8:59 pm
by Press_Tilty
Plus, it wouldn't be very good for gameplay, the more I think about it. Have you seen any maps that are a grid? NYC would just be a grid, with no where to go, and it'd be terrible because you couldn't go in any buildings, except maybe a few, so no sniping.

Re: The MOD/MAP Idea thread

Posted: Sun Oct 17, 2010 9:04 pm
by sim-al2
Besides there's Urban Map on SWBF Files any way which is pretty close to NY anyway.

Re: The MOD/MAP Idea thread

Posted: Mon Oct 18, 2010 12:27 pm
by [Padawan]Helkaan
Atin made a Los Angeles map. He can help you.
http://www.gametoast.com/forums/viewtop ... 29&t=23323

Re: The MOD/MAP Idea thread

Posted: Mon Oct 18, 2010 4:30 pm
by AQT
That visually isn't Los Angeles nor does it come close to it at all, even in the "post-apocalyptic" setting.

Re: The MOD/MAP Idea thread

Posted: Mon Oct 18, 2010 6:03 pm
by Press_Tilty
Think of it this way. Think of Favela in COD MW2, then make the buildings tall, with no rooves, and make it way bigger, then add 32-some-odd people. That's what it would be like, and really hard to make.

Re: The MOD/MAP Idea thread

Posted: Tue Oct 19, 2010 2:27 pm
by [Padawan]Helkaan
After "The Battlefront Project" (Syth), BFX (ARC_Commander), The Dark Times (Maveritchell), The Exile's Voyage (AQT)...

The Bounty Hunters War


A new era mod.

Features:

New era: Bounty Hunters War (between EP4 and EP6)
New modes: Massacre mode, Space Wave mode, Escape
New campaigns: "The Guild avent" and "The Black Sun reborn"
New heroes: Dengar, Xizor, Bossk, Zuckuss, IG-88, Gheeta, ...
New maps:
Tatooine: Sarlacc's underground
Guild's base
Circumtore
Improved Space Tatooine

Details and assets

Addon name: BHW
Era: Bounty Hunters War (common_era_bhw)
New games modes: For all stock maps, the BHW mod add the new era (BHW), for all modes (conquest, hunt, assault, CTF1, CTF2, space assault)
Maps:
Tatooine: Sarlacc's underground | TSU | Modes: Hunt, Escape
Guild's base | BHB | Modes: Conquest, Massacre
Circumtore | CMT | Modes: Conquest, Massacre
"Improved" Space Tatooine | SPT | Modes: Space Wave, Space assault
All these maps use stock assets (TSU use Tatooine: Dune Sea and Felucia assets, BHB use Bespin, Endor and Mustafar assets, Circumtore use Jabba's palace assets, and SPT use Space assets, Death Star assets, Polis Massa assets, and Tantive IV assets).

Heroes:
Empire: Xizor (from ConvoPack), Vader (JKA version converted by Deviss)
Bounty Hunters: Boba Fett (helmet-less from JKA by NeoMarz converted by Darth_Z and stock version), Bossk (Model-textures by RavenSoft, converted by AceMasterMind), Zuckuss (requiere a new model), IG-88 (improved model by CodaRez)
Hutts: Gheeta. That's a playable Hutt; to make the assets, we must extract the original (animated) Jabba prop from Jabba's Palace to XSI (or another mod tool) and remove the under tablet (where Jabba is sitting", reskin the model, then create a ODF who make Gheeta as playable unit.
Independant: Dengar (Tatooine Luke model but with the skin created by AQT).

But


That's only an idea. I can't mod everything and I'm a bad modder.
But if you are interested by the creation of this mod, PM me.

Re: The MOD/MAP Idea thread

Posted: Wed Oct 20, 2010 2:28 am
by Maveritchell
[Padawan]Helkaan wrote:Model by Maveritchell, textures by RavenSoft
Not to digress, but the model I used had a texture photosourced with my own and Pandemic's work. Nothing in Dark Times uses any texture from any game besides Battlefront (in fact there are very few textures that are not solely Pandemic's/mine).

Re: The MOD/MAP Idea thread

Posted: Wed Oct 20, 2010 10:29 am
by [Padawan]Helkaan
So I must credit "Maveritchell/Pandemic/RavenSoft"?

EDIT: I found that in TEV readme:
AQT wrote: Maveritchell - Trandoshan FPM
Raven Software - Original Trandoshan & texture
So who I must credit?

Re: The MOD/MAP Idea thread

Posted: Wed Oct 20, 2010 10:33 am
by DarthD.U.C.K.
you are talking about the converted jkamodel, maveritchell meant the bossk he made for darktimes