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Lephenix
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PostSubject: MOD/MAP ideas   5/7/2010, 3:29 pm

Post your Mod/Map ideas , and references for help the guy which can do it here .
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RevanSithLord
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PostSubject: Re: MOD/MAP ideas   7/26/2011, 9:14 pm

I did have an idea for a map, but I will probably be working on it myself sometime later.

A Pearl Harbor type of Space Map. Destroyers and frigates docked at the space docks, damaged ships being repaired....and then suddenly, enemy fighters and bombers raid the place and cause massive damage. Maybe some 'hardpoints' that can be destroyed and when destroyed they could have fire FX so it'd give the illusion that the entire 'harbor' is on fire and ships are being damaged beyond repair.

Can this be done effectively? I think this style of map could appeal to people here if done correctly and maybe if someone wants to pick up this style of project for their own work, that'd be cool, but I'll be doing my own map eventually, so this shouldn't be a problem.
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Ajax
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PostSubject: Re: MOD/MAP ideas   12/31/2011, 11:53 am

Have ideas for a sides mod, with eventual new maps that use the Clone Wars as a base.

Basically, with the exception of the Droideka, all units have a Primary Weapon, a Secondary Weapon, and a "tool" item (Detpack, thermals, etc.)

8 classes are:

Rifleman (Clone Trooper, B1, Stormtrooper, Rebel Trooper)
Heavy Rifleman/Resupply (Clone Marine, B1, Stormtrooper Medic, Rebel Soldier)
Automatic Rifleman (Heavy Trooper, Droideka, Shock Trooper, Assault Rebel)
Sniper/Resupply (ARF Trooper, Assassin Droid, Scout Trooper, Rebel Marksman)
Anti-Tank (Clone Anti-Tank, Super Battle Droid, Rocket Trooper, Vanguard)
Commander (Clone Commander, Tactical Droid, Imperial Officer, Rebel Leader)
Commando (ARC Trooper, Commando Droids, Storm Commando, Bothan Spy)
Special Unit (Jet Trooper, MagnaGuard, Jump Trooper, Wookie Warrior)

And with a couple new heroes.

New maps would be based on Rath's journey through the Clone Wars, with more details in my post in the Designated Days Character thread.
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Glitch
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PostSubject: Re: MOD/MAP ideas   4/3/2012, 12:59 am

Is there a Conversion Pack of all the Star Wars Battlefront 1 maps, with the Star Wars Battlefront II classes (no extra classes or modifications) and updated graphics?

If not someone should attempt to do this. Possibly adding info about each BF1 map in the instant action lobby where you select maps and game modes. Avoid adding the Battlefront remakes that were included in Battlefront II and make the names in the lobby appear white like all the original maps. Taking credit in the download and not in the actual game.

Bespin: Cloud City
Bespin: Platforms
Geonosis: Spire
Kashyyyk: Docks
Kashyyyk: Islands
Naboo: Plains
Rhen Var: Harbor
Rhen Var: Citadel
Tatooine: Dune Sea
Yavin 4: Arena


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RevanSithLord
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PostSubject: Re: MOD/MAP ideas   4/3/2012, 2:16 am

The closest thing to this request is Marvel4's SWBF1 Conversion Map Pack. You can find it here:

Link: http://starwarsbattlefront.filefront.com/file/Marvel4s_BF1_Conversion_Pack;117027
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Glitch
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PostSubject: Re: MOD/MAP ideas   4/3/2012, 8:05 pm

RevanSithLord wrote:
The closest thing to this request is Marvel4's SWBF1 Conversion Map Pack. You can find it here:


I've had that conversion pack before, (Is there a way to add info about each map?) he takes credit for converting the maps in the instant action lobby but there is no info about the map itself. Also, Is there a way to make specific mod names appear white in the instant action lobby rather than yellow?
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RevanSithLord
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PostSubject: Re: MOD/MAP ideas   4/3/2012, 9:28 pm

Glitch25 wrote:
RevanSithLord wrote:
The closest thing to this request is Marvel4's SWBF1 Conversion Map Pack. You can find it here:


I've had that conversion pack before, (Is there a way to add info about each map?) he takes credit for converting the maps in the instant action lobby but there is no info about the map itself. Also, Is there a way to make specific mod names appear white in the instant action lobby rather than yellow?

If they modded in the yellow font, it will always be there unless he changes the color to white and remunges everything (which can take awhile). As for the info, I don't think it's difficult as all it requires is re-edit of the description (only 3 lines available), but he only put his name there so people know which conversion pack they have (if I am not mistaken). The people who convert these maps are ones who assume most players know the original BF game's level names by heart and know which levels they are and that they don't need much of an explanation nor introduction. However, I see your reasoning by wanting the info of the maps. I agree, the more info the better.
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Glitch
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PostSubject: Unofficial 2.5 Patch    7/29/2012, 8:28 am

This mod is a work in progress. I have many more ideas for this. I just need to get them organized.

To explain what the purpose of this mod is I will list a few key features.

-All BF1 maps converted for BF2
-All BF1 map names are white
-All BF1 maps have their proper discriptions
-Settings save when you exit instant action
-Up to 100 units per side in instant action

Spoiler:
 

-BF1 Campaign included and can be selected to play at campaign menu and campaign for the maps in instant action
-BF1 maps are integrated into the current galactic conquest
-Some maps will have Day and Night, for example, Naboo: Theed. Random during modes, specific during campaign.
-All map objects will be given high res shadows and proper glow maps
-New lighting will be added to a few maps

-Every Unit and Vehicle will be given their actual names. Weapons without names will be given custom names.
-Stock sides will NOT be changed in any way. That can be saved for optional updates

-Republic side will stay the same to keep online compatibility

-Clone Troopers will have different skins and models according to the maps
-212th will appears on Mos Eisley, Kamino, Utapau, Naboo, Mustafar, and Death Star
-187th will appears on Yavin 4
-Coruscant Guard appears on Coruscant
-41st Elite Corps appears on Kashyyk, Dagobah, Polis Massa, and Tative IV
-501st Appears on Campaign Levels only
-21st Nova Corps appears on Mygeeto
-327th Star Corps appears on Felucia, Jabba's Palace
-Phase 1 Clones Appear on Rhen Var, Geonosis, and Bespin

I'm going to need a team to complete this. It would take me a two years to complete on my own xD


Weapon and Class Names

Spoiler:
 


Last edited by Glitch on 8/13/2012, 4:09 pm; edited 6 times in total
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Lephenix
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PostSubject: Re: MOD/MAP ideas   7/29/2012, 10:21 pm

Glitch, you have lot of nice ideas, but they are still at the concept stage, it's not a category for ideas and concepts, it is for work in progress, that means you have already started it:
http://swbf-custom.forumactif.com/t2-work-in-progress-rules
This apply for your unofficial patch too.

EDIT: also i merged your CIS V2.0 and CIS V2.5 online compatible topics since it is the same mod.

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Glitch
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PostSubject: Re: MOD/MAP ideas   7/30/2012, 12:00 am

I'll re-post Unofficial 2.5 patch in the mods in progress section when I reach the halfway point with the mod.


Last edited by Glitch on 7/30/2012, 9:52 pm; edited 1 time in total
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Lephenix
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PostSubject: Re: MOD/MAP ideas   7/30/2012, 9:43 am

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Glitch
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PostSubject: Re: MOD/MAP ideas   7/30/2012, 1:57 pm

Lephenix wrote:
Maybe in that Smile : http://swbf-custom.forumactif.com/t6-mod-map-ideas

Derp. Embarassed Could you please move the Unofficial 2.5 Patch there? And delete this one if possible. I already have it posted elsewhere.
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PostSubject: Re: MOD/MAP ideas   7/30/2012, 3:29 pm

I think I can try.

Edit: Scratch that, I don't have the ability to actually remove a topic it seems, but I did delete the first post somehow. Usually on forums that'd collapse an entire thread. Hmm. Okay, Lephenix, it's in your hands now.
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Lephenix
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PostSubject: Re: MOD/MAP ideas   7/30/2012, 8:09 pm

Haha, i guess i'll have to make tuts for modos Laughing . Ok, i'll do that.
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PostSubject: Re: MOD/MAP ideas   4/28/2013, 6:35 pm

I have just registered, so, hello to everyone.

Gamefront links dont work, when i download a file nothing appears, it says it has 0 kb. i managed to get the modtools from another place, but I cant find the munge fix (Which i need because its not working) and I cant find the 1.3 unofficial patch.

so im requesting if someone could upload it in moddb battlefront 2 downloads? (cant post the links)

The other reason for registering, is that I had a map idea, and im not sure if it would work at all, but here it is.

It would be something similar to:
''Cant post links due to that im new here''
search: Star Wars: Battlefront II- Utapau: Orbital Attack

But in a brand new map, at first it only would be a clone wars era map with conquest and XL gamemode. (It is posible yo make xl gamemode? I havent seen it on options).

''cant post the link of the concept''
h t t p :/ /w w w . moddb . com/members/ nightovizard/images/battlefront-2-map-concept

CIS have setted a base on a a remote planet of the galaxy. Republic ships have assaulted the planet with the objective of controlling it. CIS must defend the base at all costs. Planet characteristics have allowed to the republican fleet composed by 1 venator and 4 acclamator to enter inside the atmosphere of the planet finding a CIS stronghold with antiaircraft turrets and a bubble shield generator and 4 CIS frigates on it.

1.- Republic venator command point. It has automatic defensive turrets and controllable defensive turrets, exactly as in space. The command point can be captured by the CIS sending a dropship inside the hangar. If the CIS capture that point it would make very difficult to clone troopers to win. Of course it should be very hard to capture it since it would have strong defenses. It also has the support of 4 acclamator that have automatic antiaircraft defenses. Hangar:
Republic Starfighter x 1
ARC-170 x 2
V-wing x 1
LAAT x 1 (It would be able to act as an spawn point when it lands)
If its captured by the CIS, the ships of the hangar will change to CIS ones. (Happens to the CIS base as well, other not for balancing purposes)

2.- 2 mobile AT-TE mobile command points. This battle has similarities with Hoth and Geonosis. when they are destroyed, they will spawn again in some time. It also spawns a x 1 LAAT (It would be able to act as an spawn point when it lands).

3.- Spawn point that has 2 x BARC speeders and 1 x AT-RT , its a little hill.

4.- Spawn point that has 2 x BARC speeders, 3 x AT-RT and 2 x IFT-X Hovertank, its one of the 3 biggest hills. It has important defenses and turrets.

5.- Spawn point that is some sort of bunker buildings, first CIS defensive line. It has important defenses and turrets. It has x 2 STAPS (Speeders), x 1 Armored Tank Droid and x 2 Hailfire Droid.

6.- Spawn point that has 1 x STAPS and 1 x AAt Hovertank, its one of the 3 biggest hills. It has important defenses and turrets.

7.- Spawn point that has 1 x STAPS and 1 x AAt Hovertank, its one of the 3 biggest hills. It has important defenses and turrets.

8.- CIS base command point. It has automatic defensive turrets and controllable defensive turrets, exactly as in space. If the clone troopers manage to capture this point theyll probably win the match. It has strong defenses both antivehicle antiaircraft and antinfantry as well as a bubble shield that protects the hangar, the defensive system machine and the energy shield generator machine. The base is placed on the side of a cliff. It also has the support of 4 CIS frigates that have automatic antiaircraft defenses. Hangar:
Droid Tri-Fighter x 1
Droid Starfighter x 2
CIS Strike Bomber x 1
Droid Gunship x 1 (It would be able to act as an spawn point when it lands).

and 1 x spider droid near to it.

How does it sounds? since i have some problems with munge and the modtools i dont know if ill be able of making something like this (That if it can be done of course) if not, would someone like to make something similar? Thank you.


Last edited by nightovizard on 4/29/2013, 10:02 am; edited 1 time in total
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PostSubject: Re: MOD/MAP ideas   4/29/2013, 12:33 am

Hi Smile

Quote :
But in a brand new map, at first it only would be a clone wars era map with conquest and XL gamemode. (It is posible yo make xl gamemode? I havent seen it on options).
Yes it is possible to make XL mode, as well as your
own custom game modes.

Trouble with Gamefront? Are you in a European country? Some are banned...

Nice idea for a map! It would definitely be interesting, I've played the space to ground ones, which where pretty neat.
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PostSubject: Re: MOD/MAP ideas   4/29/2013, 9:54 am

Nedarb7 wrote:
Hi Smile

Quote :
But in a brand new map, at first it only would be a clone wars era map with conquest and XL gamemode. (It is posible yo make xl gamemode? I havent seen it on options).
Yes it is possible to make XL mode, as well as your
own custom game modes.

Trouble with Gamefront? Are you in a European country? Some are banned...

Nice idea for a map! It would definitely be interesting, I've played the space to ground ones, which where pretty neat.

Yes but this would only happen on the ground and in the air, no space. (Ships would be inside the atmosphere)
ht tp :/ /ww w. youtube . com/ watch?v =VIOjlFB03VQ
this scale:
ht tp :// ww w. youtube. com/ watch?v =fBExj5Pg4Xg
Imagine some combination, that would make one of the most epic maps of swbf2.
and yes i am from europe (spain), so i supose my country is banned and thats why i cant download anything there. Thats why i requested if someone could upload them in moddb since there are other maps and mod there that are able to be downloaded. since im a new user i cant post links, but when i cna ill edit the post and add them. Thank you for your reply.

and, command points could be destroyed in some way? If i can do my own custom gamemode i have some nice and innovative ideas.
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PostSubject: Re: MOD/MAP ideas   4/29/2013, 11:49 pm

Yes it is possible to make destroyable CPs (at least it should be)

If you want to download from gamefront use this:
https://www.torproject.org/
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PostSubject: test   4/30/2013, 9:03 am

Nedarb7 wrote:
Yes it is possible to make destroyable CPs (at least it should be)

If you want to download from gamefront use this:
h ttp s: // ww w. t orproj ect . or g/

Thank you very much that should work!

and yes i remmeber the generator from hoth... i was thinking on having 2 spawn points in each base and venator. One of them is capturbale, and the other one can be only destroyed. the capturbale one would be the one inside the hangar, the other another place inside the ship. no sure if i could edit the venator insides and making that only has the shield generator engine and the defense sytem. Perhaps the other spawn point could be destroyed destroying the bridge... Well since now ill be able to download the patch and the fix il probably will do somethign since i have been looking at tutorials on youtube, and i actually have used mapeditors much more complicated.

PD: Its not working, it says file not found to any file from gamefile.

But i have found the 1.3 patch in another web, whats left is the munge fix. but i cant find it anywhere...
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PostSubject: Re: MOD/MAP ideas   5/1/2013, 12:11 am

Odd, I heard that that should work, try this instead, its worked for someone not long ago:
http://www.hotspotshield.com/en
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