SW Battlefront 2 --> WC Total war game? Just a brainstorm no announcement

Shaggy

Vice Admiral
I was checking out the website for Star Wars Battlefront 2, which will be out in November, and saw that the flight capabilities in the game are expanded quite a bit, with space battles and such.:D
Anyway, I was thinking this might be the perfect engine for a good WC Space air and ground warfare mod.
You could modify the wookie textures to create Kilrathi and the stormtrooper textures to create WCM era marines. There could be a Reaver class and Pilot class and even maybe a Privateer class.:p
Battlefront 1 might even make a good candidate too, and there's already an SDK out there, but B2 has a larger multiplayer base to it, 64 players instead of B1's 32.
Maybe if we can get a good team together, particularly with people who have good model programs ;) , there could be a damn fine game for the making.:)
I'm going to check around Battlefront boards and check out some of the other technicals about this, but anyway, any opinions on Battlefront or ideas for the game?
Personally, this is something I'd be willing to invest major amounts of money in just to see come to fruition. Only problem is I don't have large amounts of cash.:(
 
I've found over the past few years that it's not a lack of models (or modellers) or graphic artists that prevent fan projects from succeeding but rather the lack of capable programmers. That's what you would need to obtain first.
 
The biggest concern I've got right now is if it's possible to introduce new models into battlefront, which I'm going to look into.
As for the type of game a mod would generate, what does everybody else think?
 
You'd be better off making a mod with Unreal 2004 by just swapping textures and some models with the Space Station Assault level.

I loved Battlefront but making a WC game - a series which is mostly about flying around in ships - with a game that has grossly simplified vehicle action is a little silly.
 
So LeHah what are the space mechanics like in UT 2K4?
Can you barrel roll the fighter or hold it on it's side in a break turn or is there any roll ability at all? Can you pull the fighter into a loop or not?
I know Battlefront doesn't have these abilitites, but I haven't seen a game that does in addition to ground pounder warfare.
I just feel like the ground war in WC is worth a look.
I'd like to be able charge across the poisoned battlefields of Repleetah or roll over an invading Confederation column in a Border Worlds tank.
Plus the instant action option in SWBF makes it infinitely replayable, particularly if people want to throw together their own map packs with the SDK and upload them, once the initial custom models introduction is done.

P.S.
It is possible to introduce new models and textures. There's even a big mod in the works that brings the game up to The New Jedi Order timeperiod in the books.
 
Shaggy said:
So LeHah what are the space mechanics like in UT 2K4?

Probably about the same as in Battlefront - but considering half the work is already done with the look of the ships and the space station layout - it would take a lot less work because a lot of it could just be retextured to look like WC instead of building it from the ground up.

Shaggy said:
Can you barrel roll the fighter or hold it on it's side in a break turn or is there any roll ability at all?

You can definitely do more in UT2004 than you can in Battlefront. You can actually pitch your fighter onto its side (but not roll). Something always struck me as lazy with the Battlefront flying ships - possibly because they have the 'borders' so close on most of the levels.

Not to mention, the station in the UT level has a number of turrets you can control.

Shaggy said:
I just feel like the ground war in WC is worth a look.

I agree completely. The WC Movie made me think of the UT level it's self (or was it the other way around?)

Shaggy said:
I'd like to be able charge across the poisoned battlefields of Repleetah or roll over an invading Confederation column in a Border Worlds tank.

...Then I'd wait for UT2006, buddy.

Shaggy said:
Plus the instant action option in SWBF makes it infinitely replayable, particularly if people want to throw together their own map packs with the SDK and upload them, once the initial custom models introduction is done.

UT2004 has this option as well.
 
what about battlefront2?
battlefield 2 might also go, talking about fighter rolling and such. also, maps are way bigger than in ut.
swbf2 maps might be even bigger, since they already have space battles in there, plusd it has the pro on bf2 that it has an sp mode

guys, i just watched the swbf2 trailer. looks like fighters can do all you want them to, including rolling
 
Well I've always thought the aircraft control in BF 1942 was way too touchy and hard to control. The best I could ever do is cruise above the battlefield and take nice long turns, or it would stall and crash.
I haven't played UT2K4 yet, but if 2K6 has flight in it maybe I'll wait and give that a look.
But this is all just an idea and it doesn't necessarily have to SWBF 2 that runs it.
 
from what i've seen in the trailers it would be a better choice that ut, since it has bigger maps an more vehicles in those. i'd say that ground based mods(only ground based) propably feel more at home in ut, like orchestras, for example
 
Chevieblazer said:
battlefield 2 might also go, talking about fighter rolling and such. also, maps are way bigger than in ut.

Depends on the map. I've seen a number of UT04 maps that dwarf a lot of the Battlefront levels.

Chevieblazer said:
swbf2 maps might be even bigger, since they already have space battles in there, plusd it has the pro on bf2 that it has an sp mode

I don't know why you'd think that maps would have to be bigger just because of space battle. They had a similar level with one of the Bespin levels, where you could fly around the tabana gas station - yet its one of the smallest maps in the game.
 
I saw the trailer weeks ago. Why would that change any of my recommendations?
 
because what you see of the space dogfights, the map sizes etc.

i admit i haven't seen enough of ut06 to take more than an educated guess what kind of role vehicles will play there, but in ut04 their role was negligible compared to bf or swbf

edit: don't get me wrong, ut 's a great game, and i enjoyed playing it, but it wasn't meant for large scale vehicle action. bf is, as is swbf, second part of which is also already made for space dogfights and such.

asking me for ea serious alternative to swbf2 for this mod, i'd say either bf2(though fighters are hard to control, but they fly fairly realistically) or Quake Wars, which features both ground and air action aswell, plus having the by far best graphics of all mentioned games, with the possible exception of ut06, though i doubht it will be more useful for this kind of project than any previous ut games
 
I've been running some custom maps for SWBF and it seems that integrating new vhicle models it relatively easy, at least compared to SO.;) XSI Softimage directly saves to the appropriate format, if I read the modding tips right, I could be wrong. But the Coruscant map that's out there has at least two speeders that were undoubtedly custom made, though one was based around the yellow speeder from Episode 2. I say undoubtedly because while the physical models were pretty good the textures were fairly weak. The addition of the models also didn't permanently change anything in the game. There are even custom units with different weapon loads available in some custom maps but you can swap between original and custom maps in the Instant Action list. It just seems easier to mod without having to replace or permamod a game.
Anyway looking into that got me to wondering about UT 2K3, 4, and 6. UT 2K3 has a free GMax gamepack available on the Discreet website. Does anyone know if the 2K3 gamepack would also be compatible with 4 and 6?
 
i know that 03 and 04 are not compatible, and since the for 06 the engine has evolved enough to be called a new one, i'd very much doubht they are compatible
i think that last unreals that were compatible were unreal 1 and ut1
 
Actually the in-flight for UT04 is a bit tricky because it is very heavy upon the mouse for flight control. BF was too if i remember right however they may up the flight engine for BFII plus it felt odd in UT04. I have both by the way.
 
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