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The Old Republic - 1.0

Posted: Sun Jul 01, 2012 8:12 am
by Delta-1035
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Hey guys, I'm really excited to finally release my TOR mod.
I've worked a lot on this and I'm so happy to see it released and almost finished.
I said almost because, as many of you might know, this is just the version 1.0 and is not complete as I want it.
For the next version, I'm going to add other things just like vehicles, new sounds and some maps made by the community members.

Know issues/bugs:
-In some maps, the foot step sounds are missing (still have not found a way to fix it)

Credit list (I hope I did not forget anyone)
Hidden/Spoiler:
-Lord Bertie: westar arc blaster rifle
-Icemember: commader fox and improved ep3 heavy trooper models
-Syth: Imperial Backpack Addon msh
-DarthD.U.C.K.: snowtrooper, darktrooper and b1 droid backpacks addon mshs, sonic nade model
-Fai222: sfor republic carbine
-Trainmaster611 & Repsharpshooter: manned deployable turret
-AQT: rebel engineer backpack addon msh and a lot of help on everything
-VF501: chaingun, vanguard model,
-Sky_216: original flare rifle assets, some effects
-Pinguin/Aman: orbital strike, some sounds, gunner animations
-CodaRez: falann hyper rifle
-gogie: sith warrior model
-Dev: commander without helmet, gunner model, ep3 sniper with darktrooper backpack, jungle trooper model
-Rouge Knight: decee 18 pistol
-THEWULFMAN: gunner animations, scalde-up droideka and a lot of help and support (for example on the era icon)
-a_speck_of_dust and B.I.G_Cookie: old HD droideka skin
-ANDEWGET: imperial machinegun model
-Lephenix: CP icons
-Rukubot: dh17 pistol model
-Darth_Spiderpig: republic repeater
-ARC_Commander: sonic exp and concussion rifle
-GT community: without it, this would never have been done
Screens
Hidden/Spoiler:
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To install this era mod, just put the TOR folder in your Addon one.
The era supports all the stock maps, except geonosis, hoth and yavin4 that will be added on the later version.

And here you have the download link:
http://www.gamefront.com/files/21927302 ... lic-v1.zip

Have fun and do not forget to tell your opinion on this topic! :)

Delta-1035

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 8:20 am
by AcaelusThorne
(Immediately pressing DL button without thinking and then starting to read Post)
Awesome :yes: . Can“t wait for my crappy i-net to download and get to play it. :runaway:

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 8:25 am
by RattleandHum1988
Can't wait to play this! Thanks so much!

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 9:07 am
by yuke5
Ohhh boy. I can't wait to play. I'll try to give you a very full, comprehensive report once I play through.

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 1:11 pm
by BattleSheep
Just played it and it is awesome! I love the way you gave the sith warrior the shadow guard's voices from DarkTimes mod :D

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 1:29 pm
by Nihillo
I like the class selections and the models and skins are outstanding! They seem pretty faithful to the stuff in ToR.

I have some balance concerns though, the Bounty Hunter (medic) needs some nerfing, I managed to kill about 80 enemy soldiers in less than 5 minutes without dying, it was quite silly. He has virtually infinite ammo thanks to the ammo boxes and he can regenerate health, so he is a walking (and flying) powerhouse. I suggest tweaking the stats on the concussion rifle, either making it a single-shot gun, severely reducing the ammo capacity for it or simply removing the ability to drop supplies. Either one should work, his only real issue is that his weapon is too spammy.

This might be just me, but personally I found the sith droid class very underwhelming to play as, for no particular reason aside from the fact that it's basically a droideka with no shields and better accuracy. There is nothing really wrong with it, I just don't like it; maybe I'm just tired of the blandness of Droidekas. :P

Aside from that, it was pretty fun playing it for a while, thanks for taking your time in developing it!

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 1:53 pm
by tor2
Thanks, :bowdown: thanksthanksthanksthanksthanks! My life started to make sense since i heared about this release!
:bowdown:
Hidden/Spoiler:
THANKS
I can test it not until tomorrow :(

Edit: You should make a post on ModDB, the Mod would be very popular in short time i think...

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 3:26 pm
by Cerfon Rournes
This looks really awesome from the screens; downloading now. :)

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 4:35 pm
by Eggman
I look forward to trying it out. :thumbs:
And I agree with tor2 that this would be a great project to share on ModDB. I'm sure you would a huge number of followers in no time.

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 9:36 pm
by BattleSheep
After watching some TOR gameplay I wondered if you're going to put heroes in this mod

Re: The Old Republic - 1.0

Posted: Sun Jul 01, 2012 9:38 pm
by yuke5
Okay, here goes...

Praises -

The mod was incredibly fun to play. There was not a single unit I didn't have fun playing as. My two favorites were the commando and the vanguard.

Criticisms/Ideas for improvement -

The unit "Jace Malcom" (or whatever his name is) is fun to play as but is best as a hero unit. The flare gun he carries is somewhat overpowered, as there is no shot delay. Add some, so that the gun isn't spammable. Also, there is some redundancy with Jace and the commando unit both being present. What you may want to do is create a Jedi unit which mirrors the Sith unit and replaces the commando unit and the Havoc Sqaud variation of the Republic side. Basically, the jedi would only be a unit when Jace is the hero.

The issue mentioned by Nihillio regarding the bounty hunter is pretty prominent.

The republic legion with the dark grey armor and the yellow markings looks way too much like clone troopers. If the visors are just tweaked a bit, I'm sure immersion in the Old Republic universe and not the Clone Wars/

I didn't see any heroes, but I know you made some in the WIP thread, so I'm assuming they'll be present with later releases.

What I personally would really want to see is a special hunt mode on Coruscant, which mirrors this video:

http://www.youtube.com/watch?v=bVyJP92TiVg

Basically just a bunch of jedi and sith fighting each other would be cool to see. The sith side could just use the unit you already have in place with some variation in force powers. The Jedi side would have to be created, but there are plenty of assets already made.

The Sith side could use of variety in just appearances. Maybe on some maps the sith sniper could be an Hk-47 droid or something. Just to freshen things up a little. Maybe on Jungle maps the Empire soldiers could have dirty skins, and on sandy planets sandy skins. Maybe.


Well, there is my two cents. The mod is fantastic as is, but when is mod ever really done? :D

Re: The Old Republic - 1.0

Posted: Mon Jul 02, 2012 2:37 am
by Delta-1035
I have some balance concerns though, the Bounty Hunter (medic) needs some nerfing, I managed to kill about 80 enemy soldiers in less than 5 minutes without dying, it was quite silly. He has virtually infinite ammo thanks to the ammo boxes and he can regenerate health, so he is a walking (and flying) powerhouse. I suggest tweaking the stats on the concussion rifle, either making it a single-shot gun, severely reducing the ammo capacity for it or simply removing the ability to drop supplies.
Well, since he is the medic support unit, I can not remove the supplies, but I will think about making him less powerful.
I found the sith droid class very underwhelming to play as, for no particular reason aside from the fact that it's basically a droideka with no shields and better accuracy. There is nothing really wrong with it, I just don't like it; maybe I'm just tired of the blandness of Droidekas. :P
Yeah, it's not so fun to play as it but it's a class that must be included.
The unit "Jace Malcom" (or whatever his name is) is fun to play as but is best as a hero unit. The flare gun he carries is somewhat overpowered, as there is no shot delay. Add some, so that the gun isn't spammable. Also, there is some redundancy with Jace and the commando unit both being present. What you may want to do is create a Jedi unit which mirrors the Sith unit and replaces the commando unit and the Havoc Sqaud variation of the Republic side. Basically, the jedi would only be a unit when Jace is the hero.
Nope, no jedi class will be added.
The republic legion with the dark grey armor and the yellow markings looks way too much like clone troopers. If the visors are just tweaked a bit, I'm sure immersion in the Old Republic universe and not the Clone Wars.
I'm sorry, but they looks just like that.
I didn't see any heroes, but I know you made some in the WIP thread, so I'm assuming they'll be present with later releases.
Indeed they will.
The Sith side could use of variety in just appearances. Maybe on some maps the sith sniper could be an Hk-47 droid or something. Just to freshen things up a little. Maybe on Jungle maps the Empire soldiers could have dirty skins, and on sandy planets sandy skins. Maybe.
Nope, there's no point on doing that, it would only waste space and time imo.

Thanks to all the good comments, guys.

Re: The Old Republic - 1.0

Posted: Mon Jul 02, 2012 5:42 pm
by RattleandHum1988
Here goes..

Really love the mod. It does make it feel like the game is being played in a different era, and surprisingly it's the little things that make that possible. The green blaster bolts, the CP icons, etc. Although it's still a little jarring to hear a rep soldier say "stormtrooper"! (Although I have no idea if that can be taken out or not).

Really looking forward to the heroes you've created, and I'm wondering if you're modding it so there'll be AI heroes on the opposite side when playing? Always love when mods do that.

I don't think it's unbalances at all apart from the medic thing mentioned. I think you balanced it really well even with the emps having the sith warriors. Glad you took out their force powers, that was a good decision. Reminds me of the Bane books when the brotherhood of darkness takes sith that aren't even fully trained to fight against the army of light. Like the sith warriors aren't fully trained in the dark side yet, so they can basically just whack away with their sabers. Anyway, great!

As for the look, I like how you managed to change how the republic look in terms of environmental changes. I would've liked to see that same thing happen with the emps (unless it does and I'm just forgetting). I know you already shot down that idea of changing the soldiers (the HK droid suggestion would be awesome) but it really would add that star factor to the mod. It would take more time obviously, but it would be something cool to see in the future, maybe with the release of 2.0 or something.

The suggestion of the commander/commando thing is a pretty good one too. I think his gun is fine the way it is, but ONLY if you made him a hero, because as a regular unit you're basically invincible playing as him. The same goes for the gunner. AWESOME awesome unit, he just looks awesome and his gun kicks Diet Dr. Pepper. That being said, I think something needs to be nerfed there. Either make his defense a bit less, or maybe even only allow 2 units on the field at a time. When playing a map like coruscant when like 3 of them get into the main hall they pretty much cream everything that walks out. Another thing that might work well there is to have their gun have to warm-up like hte stock clone commander's chain gun. That way he's a bit more vulnerable when you find him around a corner, because right now as long as you have a good trigger finger he can pretty much mow down anyone he comes across. So either 2 on the field, lower his defense, or make his gun have to charge up (I think this idea would work the best).

That's all I can think of right now. It doesn't seem like you like getting suggestions/criticism, but I really do think that some of the ideas kicking around already would make it a bit better. But in the end it's your mod, and it plays well as is. Can't wait for the rest of it to be released.

One more question, is it online compatible yet?

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 8:08 am
by AhsokaTano
Awesome. I really like this mod. The republic sides are perfect, they are identical with the troopers of SWTOR.

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 11:18 am
by Maveritchell
Delta-1035 wrote:Yeah, it's not so fun to play as it but it's a class that must be included.
Boy, there is a lot of defensiveness going on in your post, but the above-quoted is just lousy. "It's not fun but I'll do it anyway because I need to" - that's selective self-delusion at its finest.

Listen, I've stuck with design decisions before in the face of testers' recommendations just as bullheadedly as you're doing here, and I can say from experience that when you don't have a good reason (like the above), you're only going to kick yourself later on for gimping your mod. On the other hand, listening to your testers can be a rewarding experience (especially when you're getting a lot of the same feedback re: certain requested changes). The changes you make at testers' bequests don't undermine your authorship - you're still the one making the things - but they can often lead you down a path that's more creative than the one you took before.

Bottom line? You released a test version, compiled your criticisms, and said "maybe" to part of one of them and stubbornly ignored the rest of them. There's no shame in listening to people you're asking for help from. Look at this WIP thread and see how the author is responding to comments and criticism? Read through a couple pages of the back-and-forth and look at how much his mod is improving simply from responding!

P.S. Own personal recommendation - you've got some really neat reskins, but invest in a new model or two. Right now your mod feels like "generic clone trooper legion mod X" - new models would go a long way. Likewise, your mod does nothing new - pick a theme (like a specific gamemode you're focusing on, or a specific new mechanic) and build some content around that.

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 3:01 pm
by BattleSheep
Are you going to make Darth Jadus? He's so cool!

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 5:15 pm
by AirspeedRedux
Maveritchell wrote:P.S. Own personal recommendation - you've got some really neat reskins, but invest in a new model or two. Right now your mod feels like "generic clone trooper legion mod X" - new models would go a long way.
On that note, I just wanted to say I don't have a big problem with the republic side (which I think is partly due to the circumstances of the Old Republic game makers basically creating more clone-looking armor; its even noted on wookiepedia), but the bounty hunters on the Empire side, while cool, are kind of multi colour reskins of the stormtrooper engineer and stock clone sniper. In TOR they look more like this

http://i1-games.softpedia-static.com/sc ... iler_8.jpg

which I think preserves their awesomeness, while still allowing you to give them some colorization and make them stand out. Just my opinion.

I also wanted to note that I don't think anyone is here to criticize you negatively, we all just really really love the work you've done here and want to feel like we're helping you create the best possible mod.

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 7:08 pm
by yuke5
AirspeedRedux wrote: I also wanted to note that I don't think anyone is here to criticize you negatively, we all just really really love the work you've done here and want to feel like we're helping you create the best possible mod.
Exactly.

Re: The Old Republic - 1.0

Posted: Tue Jul 03, 2012 9:29 pm
by Nihillo
If I'm not mistaken, Delta based the Bounty Hunter medic on that Mandalorian chick from the TOR trailer. Personally I think it's a spot on recreation.

I confess that I sometimes mistake the Bounty Hunter engineer as a Republic class, due to the fact that red is normally a color associated with the Republic. The engineer has the same color scheme as the unarmored troopers from Knights of the Old Republic, so my mind automatically associates the two. But I do like him, I'm rather fond of the TIE pilot look... uh, as you may imagine.

Re: The Old Republic - 1.0

Posted: Wed Jul 04, 2012 6:58 am
by RevanSithLord
Hidden/Spoiler:
[quote="Maveritchell"][quote="Delta-1035"]Yeah, it's not so fun to play as it but it's a class that must be included.[/quote]

Boy, there is a lot of defensiveness going on in your post, but the above-quoted is just lousy. "It's not fun but I'll do it anyway because I need to" - that's selective self-delusion at its finest.

Listen, I've stuck with design decisions before in the face of testers' recommendations just as bullheadedly as you're doing here, and I can say from experience that when you don't have a good reason (like the above), you're only going to kick yourself later on for gimping your mod. On the other hand, listening to your testers can be a rewarding experience (especially when you're getting a lot of the same feedback re: certain requested changes). The changes you make at testers' bequests don't undermine your authorship - you're still the one making the things - but they can often lead you down a path that's more creative than the one you took before.

Bottom line? You released a test version, compiled your criticisms, and said "maybe" to part of one of them and stubbornly ignored the rest of them. There's no shame in listening to people you're asking for help from. Look at this WIP thread and see how the author is responding to comments and criticism? Read through a couple pages of the back-and-forth and look at how much his mod is improving simply from responding!

P.S. Own personal recommendation - you've got some really neat reskins, but invest in a new model or two. Right now your mod feels like "generic clone trooper legion mod X" - new models would go a long way. Likewise, your mod does nothing new - pick a theme (like a specific gamemode you're focusing on, or a specific new mechanic) and build some content around that.[/quote]
Exactly. And don't think of it as discouragement. Awhile back, I use to be really defensive about my work and despite saying that, "I'm keeping an open mind, so any thoughts would help", I always defended what I did with, "Oh yeah, I know that's a problem. I was gonna fix that/change that and add this/that." or something similar. Trust me when I say, Delta, that you will soar if you listen to the community. You don't have to accept to do some of the features they say, but in the long run, I think it'd help.

Can't make new models? Ask someone else to make them. They would be absolutely honored to help (well, I'm sure they'd at least like to help. I can't model really, so I had to ask a few people to make things). This community is about helping each other and I'd say, "Hey. Let them help." Right now as it is, you do have a great mod, but I think you can excel with a little bit of help here and there. It might make your credits list longer, but it's definitely worth it.