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Re: Battlefront Chronicles

Posted: Tue Oct 18, 2011 12:44 am
by RevanSithLord
Wow, Eggman. You certainly have been at work, my friend! Awesome screens. :D Pretty excited for this mod, I will definitely say. :D

Re: Battlefront Chronicles

Posted: Tue Oct 18, 2011 1:49 am
by Nova Hawk
Wow, really nice screens! Makes me want to install BF2 again but sadly, can't do it on Macs... ugh.

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 8:25 pm
by Eggman
Nova Hawk wrote:Wow, really nice screens! Makes me want to install BF2 again but sadly, can't do it on Macs... ugh.
Just get a copy of a Windows OS (XP, Vista, 7, anything that will run the game) and install it on a partition using Boot Camp. The whole process is super easy. I've created this entire mod on a MacBook that runs Windows XP on a small 60GB partition. As long as you give each partition the right amount of hard drive space for what you need, you can essentially wind up with two computers in one.


Map Update #6: Take a Guess...
Hidden/Spoiler:
Image

Image

Image

Image
Bit of a break from in-game screenshots to show something totally original that I'm very proud of. I posted images of this model a while back in the Model Showcase thread. Since then, I've made some slight updates - I've scaled the model up to be slightly larger, and I've edited the textures a bit. To get a sense of the model's scale, it is the base for a medium-sized conquest map. The map that will be based on this model was one of the first ideas that popped into my head for things that absolutely had to be included in this mod...I'm sure you can figure out what the map will be if you look at it for five seconds, but I like to be a tease every now and then. :P I'm definitely excited for this map - if it turns out as planned, it will make for fun gameplay both on the ground (in a relative sense, anyway) and in the air, kind of like SWBF1's Bespin: Platforms. It's going to take a ton more work in the modeling department, since the architecture for the whole map will have to be fairly intricate, but in the end I think it will be worth it.

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 9:07 pm
by willinator
That is absolutely awesome! :eek: ! I can't believe you are making
Hidden/Spoiler:
Cato Nemoidia
Ever since I played Battlefront 2, I wished that they had included a map of that in the game. Hey, since The Wulfman's poll for BFIII tends to be leaning towards that map, maybe you two could do a collaboration? Perhaps both of you work on the sheer amount of buildings for it, and release it in each mod with different sides? Just a suggestion from a modder who is absolutely thrilled.

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 10:36 pm
by TheSelfDestroyer
willinator wrote:Ever since I played Battlefront 2, I wished that they had included a map of that in the game.
same here,great work with that bridge,now you must create that rock arch but it must be easier

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 10:50 pm
by THEWULFMAN
Heh, I forgot about that model. :lol: I should have known. :P
willinator wrote:Hey, since The Wulfman's poll for BFIII tends to be leaning towards that map, maybe you two could do a collaboration? Perhaps both of you work on the sheer amount of buildings for it, and release it in each mod with different sides? Just a suggestion from a modder who is absolutely thrilled.

If Eggman wants to collaborate and share assets and all that jazz, great. However he seems to be doing just fine without my help. Additionally, I wanted to try and stay out of this mod's hair as much as possible, since both mods were announced at the same time(6 day difference, meh) and in a few ways they are similar. For instance I don't really want to make a Saleucami map since Eggman did such a great job on his version. In regards to Eggman's plans about his Cato Neimoidia map, it's pretty much the same as what I had in mind. I need to talk to my team and to Eggman and we'll figure out what to do from there.

In the meantime I look forward to more updates to this awesome mod. :)

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 11:12 pm
by Eggman
Yeah, collaboration is not in my plans at all. I prefer to work alone. I tend to be a loner by nature, I'm really busy with my academic/professional life, and I'm a chronic perfectionist - meaning I would be a real pain for anyone to work with.

WULFMAN - just do whatever you want to do with your map design. Don't feel like you need to coordinate to make a vastly different map or anything, especially if you already had something in mind. In the end, I consider modding to be a personal hobby. If you think it would be really fun to make a certain map, then go ahead and make it, regardless of whether or not there's something similar in the community. Heck, the community doesn't need another Geonosis or Hoth or Felucia or Tatooine or any stock worlds, but I'm making them anyway just because I want to try my hand at creating my own take on them.

Re: Battlefront Chronicles

Posted: Wed Oct 19, 2011 11:23 pm
by THEWULFMAN
Eggman wrote:WULFMAN - just do whatever you want to do with your map design. Don't feel like you need to coordinate to make a vastly different map or anything, especially if you already had something in mind. In the end, I consider modding to be a personal hobby. If you think it would be really fun to make a certain map, then go ahead and make it, regardless of whether or not there's something similar in the community. Heck, the community doesn't need another Geonosis or Hoth or Felucia or Tatooine or any stock worlds, but I'm making them anyway just because I want to try my hand at creating my own take on them.

Fair enough. Just let me know if you ever do need any help, as Frayed Wires would be happy to give it. :thumbs:

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 1:07 am
by AQT
Looks and sounds great, Eggman! I think we've all waited long enough to see such a map in development. And it would only make sense to have the gameplay of a Cato Neimoidia map to be similar to the Bespin: Platforms. :thumbs:

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 1:39 pm
by EraOfDesann
It'll be nice to see a real Cato Neimoidia map brought to Battlefront! Are you taking any references from The Force Unleashed 2?

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 1:58 pm
by Eggman
EraOfDesann wrote:It'll be nice to see a real Cato Neimoidia map brought to Battlefront! Are you taking any references from The Force Unleashed 2?
I don't think so. While the Force Unleashed rendition is definitely cool, I'm basing the map on the scene from Episode III. If I include the GCW era for conquest or other modes, it probably won't have any connection to TFU either. I'd rather set it in some ambiguous post-RotJ period, mainly because I'm looking for an excuse to include the K-wing in a map somewhere. :P

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 2:13 pm
by Lephenix
Excellent, i have been making a (quick) bridge and a rock arch model of Cato Neimoidia some month ago too. Good luck for the rock arch (it was the hardest for me to do). And i really liked the orange colors/lighting in the Star Wars The Force Unleashed II version, with nice clouds and an orange sky. Or the movie version with a nice blue sky and lot of clouds. Good job and nice texture :thumbs:.

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 4:19 pm
by Eggman
Lephenix wrote:Excellent, i have been making a (quick) bridge and a rock arch model of Cato Neimoidia some month ago too. Good luck for the rock arch (it was the hardest for me to do). And i really liked the orange colors/lighting in the Star Wars The Force Unleashed II version, with nice clouds and an orange sky. Or the movie version with a nice blue sky and lot of clouds. Good job and nice texture :thumbs:.
I agree on the trouble with the rock arch. I tried getting a start on the arch back when I first started on the bridge model, and I just couldn't get it right. Natural formations seem really tough to make.

And regarding the texture: I guess it was a little misleading to say the model is "totally" original. The textures are taken from the stock Mustafar assets, and edited slightly to fit the color scheme I want.

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 8:07 pm
by TheSelfDestroyer
i think it would be cool if you make two bridge cities,eachone with (as example) a cis cp at one side,and in the other side a republic cp,and then,in the middle of each city a neutral cp to capture,so you are near forced to take a fighter and go to the other city

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 8:43 pm
by yuke5
TheSelfDestroyer wrote:i think it would be cool if you make two bridge cities,eachone with (as example) a cis cp at one side,and in the other side a republic cp,and then,in the middle of each city a neutral cp to capture,so you are near forced to take a fighter and go to the other city
Maybe in theory, but I don't know if the A.I. is smart enough for that.

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 8:49 pm
by TheSelfDestroyer
oh,i don't think it's strictly to the AI to do that,with it just flying fighters that difficult you the travel to the other city it would be fine,i have also thought in a fog between th two cities,so when you are flying to one of them,it slwly appears in the distance until you arrive.anyway,they are just ideas,it's eggman's map

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 9:21 pm
by Marth8880
DarthEste01 wrote:oh,i don't think it's strictly to the AI to do that,with it just flying fighters that difficult you the travel to the other city it would be fine,i have also thought in a fog between th two cities,so when you are flying to one of them,it slwly appears in the distance until you arrive.anyway,they are just ideas,it's eggman's map
A portal system (not portal/sector portal, but wormhole portal) could work.

Re: Battlefront Chronicles

Posted: Thu Oct 20, 2011 10:14 pm
by kinetosimpetus
What about having the 2 bridges near and parallel to each other, but at different heights, and then put smaller bridges between them?

Re: Battlefront Chronicles

Posted: Fri Oct 21, 2011 12:21 am
by Eggman
I have to say, you guys are a lot better at the guessing game (or maybe just a lot nerdier :P ) than the folks at ModDB. I'm getting answers ranging from "that place where Plo Koon dies" to "a bridge on Kashyyyk" to "part of a Hyena bomber." It's definitely generating interest though, so I guess my cheap marketing ploy paid off. :wink:

Regarding the map including two bridges: I'm not going to do that, because it would be a huge mess with the AI. Little connecting bridges are out of the question because they wouldn't be appropriate for the setting at all (suspended cities that sway freely in the breeze - image connecting a bridge between two objects that are moving around independently, and moreover, trying to walk across it!). I like to design my maps to be as elegant and efficient as possible; anything I did to try to pull off multiple cities would just make for awful gameplay, held together by cheap hacks and workarounds. It doesn't hurt to speculate, though, and I would love if there was a reasonable way to have multiple bridges involved in the gameplay.

Re: Battlefront Chronicles

Posted: Fri Oct 21, 2011 12:23 am
by kinetosimpetus
Ah, I assumed the main bridges were solid and didn't sway.

Yeah, 1 bridge is probably the best.