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06-26-2002, 01:49 AM
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#1
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Jedi Fortress!!
9/18/02-Edit:Site has been updated again with shots of HOTH! Go take a look! CLICK HERE!
Ok so it's time to give out the link to our mod site (even though it is anything BUT a complete site yet). We will be updating it constantly, so keep checking back. The mod is a class based, team mod for Jedi Outcast. Come see what we've got so far!
www.3dap.com/jediknight/jedifortress
If you would like to help, feel free to contact us: jedifortress@3dactionplanet.com
We're ALWAYS looking for help! Modelers, Mappers, Whatever. If you think you can contribute, please feel free to contact us! This is going to be a BIG project, and we've got a dedicated team working on it, but could always use more help.
If you've got any questions, suggestions, whatever, about the mod, feel free to ask them here. I'll answer what I can. 
Last edited by Lord Nodata; 09-18-2002 at 04:24 PM.
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06-26-2002, 02:02 AM
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#2
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Schism
Join Date: Jun 2002
Location: Paris, Hilton
Posts: 2,111
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Cool
I always like to see new MOD sites
And your the droid on the left, right. 
This is not a custom sig.
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06-26-2002, 04:33 AM
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#3
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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bump
We've updated the site a bit...more coming...
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06-26-2002, 05:24 AM
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#4
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Join Date: May 2002
Location: NC
Posts: 144
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Imo that mod is how all Multiplayer star wars games was ment to be. not just mindless hacking , but with strategy and options
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06-26-2002, 10:10 PM
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#6
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Sounds promising
This idea is promising. I shall watch it's progress with great interest.
The Force will be with you, always.
"Chewie " Bakker
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06-26-2002, 10:56 PM
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#7
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Join Date: Apr 2002
Location: Ottawa, Ontario
Posts: 874
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i dont know, having the R2 unit destroyable seems kinda stupid. unless the R2 unit has lots of health and shielding it would be really easy to destroy, unlike in ctf you have to kill a person to stop them.
i dont know if its possible, but it would be neat to be able to control the droid, like in SP. That way you can hide him, follow your team mates who are protecting you and stay out of harms way better. and to protect the controller maybe have the droid controls behind a force field, so when he starts to use it the field goes up. that sounds a little unrealistic, but i think would be better.
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06-26-2002, 11:02 PM
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#8
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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actually, control of the r2 unit will be possible. Simply get your Tech Specialist to the enemy control room, and as he "works his magic" there, he'll be able to possess and control ANY droid on the enemy team...EVEN the enemy R2 unit (the flag) 
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06-26-2002, 11:04 PM
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#9
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Join Date: Mar 2002
Location: Home
Posts: 375
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this is cool and i will be watching over u guys... well, im just a n00b mapper  cant do anything but i can make flash anims with shape tweens... blah blah blah.... some picture editing.... easily put, i am a jack of all trade. just not good enuff at all of them 
Hello. I told you I'll be back.
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06-27-2002, 12:02 AM
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#10
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Join Date: Apr 2002
Location: The Kingdom of Mongo
Posts: 577
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If you guys need a skinner I may be your man,...
What you've described here has the makings of a lot of the ideas I have floating around inside my head,... Even my 'Hoth Rebel Forces' skin pack I've been working on seems to be made for it. Hoth Rebel Skins
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06-27-2002, 12:04 AM
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#11
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Join Date: Feb 2002
Posts: 131
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I love this idea. Ever since I began to play JO I've been thinking about an Empire VS Rebel fortress style game. I don't know why they didn't add one before.
I really want to play a level like the old fortress style games but set at the invasion of echo base.
Looking forward to this.
AAZ
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06-27-2002, 12:17 AM
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#12
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Join Date: Jun 2002
Location: Uranus
Posts: 65
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YOUR SITE IS EVIL Darth Mauls eyes Follow you across the page ...
Im scared
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06-27-2002, 12:47 AM
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#13
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Join Date: May 2002
Location: No Where
Posts: 229
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so NoData ya are making mod for jk2 to..i liked ur avp2 mod.well i hope ya good luck.
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06-27-2002, 12:55 AM
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#14
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by HapSlash
If you guys need a skinner I may be your man,...
What you've described here has the makings of a lot of the ideas I have floating around inside my head,... Even my 'Hoth Rebel Forces' skin pack I've been working on seems to be made for it. Hoth Rebel Skins
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BEAUTIFUL skins. If you would like to help out with the mod, we sure could use ya! Send an email to nodata@planetavp.com and we'll get you set up!
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06-27-2002, 01:09 AM
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#15
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Join Date: May 2002
Location: NC
Posts: 144
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I will help in Anyway Possible. although im just a beginner skinning wise 
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06-27-2002, 01:20 AM
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#16
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Join Date: May 2002
Location: Anaheim, Ca
Posts: 33
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I like this mod a lot Nodata because while it's got a great concept and it has awesome ideas, it also seems very possible, and the production time would be cut in half because of all the available models and stuff....Brilliant!
I just hope you guys can complete this mod, I just saw one of the most promising mods go under (Kaiburr Saga) :-(
P.S.
I have a few questions please...
1. Are you going to get rid of team skins? It's pretty obvious that you would but I just want to make sure  I was just wondering how Bounty Hunters would work? Perhaps Jango for the Rebels and Boba for the imperials? I don't know, I just hate those dreaded team skins.
2. Will each team have its Jedi? I.E. Luke, Maul, Vader..
3. Is Solo in it?  If so what class does he fit under? How about Chewbacca?
Ok thanks for listening if you guys need a critique or someone that is online 24/7 and will give you ideas and stuff...Let me know 
The way a man deals with defeat is just as big a mark of his character as how he comes home from a victory.
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06-27-2002, 01:27 AM
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#17
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Join Date: May 2002
Location: NC
Posts: 144
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1. Are you going to get rid of team skins? It's pretty obvious that you would but I just want to make sure I was just wondering how Bounty Hunters would work? Perhaps Jango for the Rebels and Boba for the imperials? I don't know, I just hate those dreaded team skins.
2. Will each team have its Jedi? I.E. Luke, Maul, Vader..
3. Is Solo in it? If so what class does he fit under? How about Chewbacca?
-qoute-
From talking to Chaff. 1. There arent going to be team skins.
2. While there will be Jedi, but I dont believe its only going to be one jedi...Jedi = one of the many classes to choose from.
3. I believe solo and Chewbacca would fit even under the Scoundrels (Smugglers etc read the site for more info on that)
of course I could be wrong , just stating what I've picked up on 
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06-27-2002, 01:32 AM
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#18
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by The Rel)ee(V)eR
I like this mod a lot Nodata because while it's got a great concept and it has awesome ideas, it also seems very possible, and the production time would be cut in half because of all the available models and stuff....Brilliant!
I just hope you guys can complete this mod, I just saw one of the most promising mods go under (Kaiburr Saga) :-(
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Yes, we have a VERY dedicated team working on the mod, which includes more than one PROFESSIONAL. So we're NOT going anywhere. We're trying to watch our backs as far as legal issues go, so we shouldn't get shut down either.
As far as using existing models, yeah that's a major benefit to doing a mod that is NOT a total conversion. New models will not have to be made, and any new models that sprout up will be able to be easily put into the mod.
Answers:
1. Yes we ARE going to get rid of team skins. The enemy will simply be indentified as being the enemy. No nice colors to tell who is who. Simply put, if you're a Stormtrooper...better not shoot those other Stormies!
1.b. Bounty Hunters: They will be present in the mod and will function something like this...They will be a sort of Neutral team. Each team General will be able to Offer Bounty Hunter players to join their team, by offering them a sum of Credits. Bounty Hunters can accept or decline the General's offer, but will only gain points for skills if they are actively working for a team. The more money a Bounty Hunter collects from the different teams, the more skills he will be given, and the more equipment he'll be able to purchase. Becareful though. Since BOTH teams can bid on the same Bounty Hunter, they could switch sides at any time, and won't generally be trusted by EITHER side because of this. "Bounty hunters? We don't need their kind of scum!"
2. Yes, both teams will have Jedi...well the Empire team will have Sith, but that's a given. And we plan to use Most if not ALL of the major characters from the movies. So yeah, Luke, Vader, Maul..will all be in there in their appropriate timelines.
3. Solo: He's PLANNED to be in it, as a Scoundrel or Smuggler class. As to what the special benefits are going to be for that class...well you'll just have to wait and see!
Hope that helps!
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06-27-2002, 01:46 AM
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#19
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Join Date: May 2002
Location: Anaheim, Ca
Posts: 33
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Thanks a lot for the fast reply...BTW, if you can pull that Bounty hunter thing off, that has got to be one of the most brilliant ideas I've ever heard...
One more question, sorry heh
Are there going to be new weapons? Are you removing any weapons?
The way a man deals with defeat is just as big a mark of his character as how he comes home from a victory.
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06-27-2002, 03:01 AM
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#20
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Thanks! About the weapons: Yeah we're probably going to revamp most of the weapons. The only one I can say I'm REAL happy with is the Imperial Blaster Rifle...the other's weren't even really in the films... 
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06-27-2002, 03:22 AM
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#21
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Resident Cynic
Join Date: Jun 2002
Location: I think this is "imagination"
Posts: 1,435
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i can map
sorry about the flame in the mapping/levels forum
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06-27-2002, 03:32 AM
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#22
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Join Date: Apr 2002
Location: Calgary, Canada
Posts: 308
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looks pretty cool...
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06-27-2002, 04:26 AM
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#23
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by Wes Marrakesh
i can map
sorry about the flame in the mapping/levels forum
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Ahh np! I know we're just trying to cut down on the spam here...
Also our lead mapper should be contacting you soon! 
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06-27-2002, 04:45 AM
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#24
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Join Date: May 2002
Posts: 632
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Too bad one mod replaces another, if you made it so your mod was an extension of JK 2 ++ I'd consider trying it out on my server (when your mod works) otherwise, no.
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06-27-2002, 05:17 AM
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#25
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by QuietSith
Too bad one mod replaces another, if you made it so your mod was an extension of JK 2 ++ I'd consider trying it out on my server (when your mod works) otherwise, no.
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I don't think that you understand the depths this mod will go. JK2++ merely improves upon the existing elements in Jedi Outcast, and makes no major attempt to add new ones. Now, while that is GREAT for what it is, it's not the same as Jedi Fortress.
I'm not flaming JK2++, I think it's a GREAT idea. I'm just stating that it's not a major modification, merely a server tweak to the exisiting game. 
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06-27-2002, 05:18 AM
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#26
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Join Date: May 2002
Posts: 632
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I understand that but I enjoy about 98% of the tweaks that JK 2 ++ offers.
Do you plan on boosting the forces, saber fighting, and removing assfighting, as does the JK 2 ++ mod?
See my concern?
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06-27-2002, 05:27 AM
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#27
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by QuietSith
Do you plan on boosting the forces, saber fighting, and removing assfighting, as does the JK 2 ++ mod?
See my concern?
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You're still thinking on a smaller scale. "Assfighting" won't be a problem in the mod, as not every character will be a Jedi, or even have access to force powers. As far as boosting the force powers...YES. That is planned already and we've even done some preliminary testing with Level 4 force powers. Saber Fighting will be tweaked as well, and will probably NOT rely on Movement + Key commands to do a specific attack. It will instead rely upon button combinations and your level of skill. In this way, instead of swinging while running away from your enemy, just to get the attack you want to come out, you will be able to perform EXACTLY whichever swing you want to do, WHEN you want to do it.
So yeah...you could say we're going to tweak saber fighting. 
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06-27-2002, 05:41 AM
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#28
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Join Date: Jun 2002
Location: Lost...hopelessly lost
Posts: 145
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Looks absolutely amazing, if you can pull it off (of which, so far, I have complete faith you will).
I'll definatly be watching it...but I have a question:
You mentioned that Luke, Vader, ect. would be in scenarios on their proper timeline...who determines the players that get to take on these, obviously, massive roles, and what advantages will they have over others? Or will they be NPCs (AI) and I just missed that somewhere?
In any situation, however, this mod looks EXTREMELY promising, I'll definatly play.
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06-27-2002, 05:51 AM
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#29
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Senior Member
Join Date: Apr 2002
Location: Nowhere important
Posts: 1,878
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This mod looks sweeeeeet!!!  I like the idea of using an R2 unit for the flag. Great ingenuity! Then, I saw the eyes... 
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06-27-2002, 05:54 AM
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#30
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by mythren
Looks absolutely amazing, if you can pull it off (of which, so far, I have complete faith you will).
I'll definatly be watching it...but I have a question:
You mentioned that Luke, Vader, ect. would be in scenarios on their proper timeline...who determines the players that get to take on these, obviously, massive roles, and what advantages will they have over others? Or will they be NPCs (AI) and I just missed that somewhere?
In any situation, however, this mod looks EXTREMELY promising, I'll definatly play.
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Thanks! Now on to your questions!
Luke, Vader etc: Will all be player classes. Jedi to be exact (or Sith). Just the same as you can choose to play a Jedi now, you will be able to choose to play a Jedi within the mod. As of now, there's no limit to the amount of Jedi we are planning on allowing per team (however one may be coded in the future if we find a need for such a limit.) Jedi players though, will start with few force powers and skills (Just like all classes) and will have to play well to and work towards their goals to become a Jedi Master. Sith, on the other hand are a different story. At any given time, there will probably be only 2 Sith players ("Always 2 there are, a master and an apprentice."). For the Darkside, there will be other Sith players, but they will only allowed to obtain a small amount of power before they will have to Challenge the current MASTER or APPRENTICE Sith, to take his/her place.
Jedi will be given their own limits...to balance them out with the 2 Sith...
How's that sound?
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06-27-2002, 05:55 AM
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#31
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Pirate Flavored
Join Date: Apr 2002
Location: Rosemount, MN
Posts: 2,488
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AWESOME
cool mod, im glad someone finally made a real stragetic eam mod instead of the reagular ones that go like: o look its a flag lets all leave our base and get it: type a thing, thisll be cool
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06-27-2002, 12:18 PM
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#33
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Join Date: Jun 2002
Location: Lost...hopelessly lost
Posts: 145
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Quote:
Originally posted by Lord Nodata
("Always 2 there are, a master and an apprentice
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Thanks, but I always took this to mean that no Sith was a loner, each either had a master they learned from, or an apprentice they taught. I didn't know there could only be two Sith at one time. Then again, I've never read any of the books except a few about Leia and Han Solo's Twins, and that was a long time ago.
However, I think my question was misunderstood. You said Jedi and Sith will be playable, but also SPECFIC ones too, like Luke and Vader...I took this to mean that there could be lots of Jedi, but only one Luke, and lots of Sith, but only one Vader...
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06-27-2002, 12:26 PM
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#34
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Custom User Title
Join Date: May 2002
Location: Across your face.
Posts: 2,496
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Cool website you got there, and an even cooler idea. I like the scenario type of game play you talked about. Hope to try it out soon.
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06-27-2002, 12:50 PM
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#35
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Join Date: May 2002
Posts: 632
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I personally think classes are a bad idea.
Just use inv/ammo/weapon stations like in Tribes and people can customize their own classes.
That way they can get deployables like forcefields, sentry's, etc, and you can get all your weapons and ammo in one place.
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06-27-2002, 01:08 PM
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#36
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Join Date: May 2002
Posts: 54
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Quote:
Originally posted by Lord Nodata
Thanks! Now on to your questions!
Luke, Vader etc: Will all be player classes. Jedi to be exact (or Sith). Just the same as you can choose to play a Jedi now, you will be able to choose to play a Jedi within the mod. As of now, there's no limit to the amount of Jedi we are planning on allowing per team (however one may be coded in the future if we find a need for such a limit.) Jedi players though, will start with few force powers and skills (Just like all classes) and will have to play well to and work towards their goals to become a Jedi Master. Sith, on the other hand are a different story. At any given time, there will probably be only 2 Sith players ("Always 2 there are, a master and an apprentice."). For the Darkside, there will be other Sith players, but they will only allowed to obtain a small amount of power before they will have to Challenge the current MASTER or APPRENTICE Sith, to take his/her place.
Jedi will be given their own limits...to balance them out with the 2 Sith...
How's that sound?
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Sorry to sound bad, but that WILL NOT WORK.
Imagine the rushing to grab the sith spot. Also, RPG elements do not work in first person shooters. It just makes people whore their way to the top skill level, making them practically invincible.
I don't see how you are going to balance jedi?
You would have to remove all weapons but lightsabers, and remove their bullet-block ability or tone it down a lot (such as halving movement speed when the block button is pressed)
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06-27-2002, 01:47 PM
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#37
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by Boreas
Imagine the rushing to grab the sith spot. Also, RPG elements do not work in first person shooters. It just makes people whore their way to the top skill level, making them practically invincible.
I don't see how you are going to balance jedi?
You would have to remove all weapons but lightsabers, and remove their bullet-block ability or tone it down a lot (such as halving movement speed when the block button is pressed)
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Removing all weapons but the lightsabers from the Jedi and Sith is already planned. Jedi and Sith will use nothing but lightsabers in the mod (well force powers too, but that's a given).
As far as players "rushing to get the sith spot," perhaps you all misunderstood me. See there will be any number of Sith players at one time, however, only 2 of them will be able to obtain any actual power. In order for a Sith that is not one of those 2 to obtain any amount of power, he must challenge and defeat one of the ones IN power. If he loses, he loses skill points and/or credits. If he wins, he gains skill points and the ability to advance as a Sith. The previous Master, will be dethroned and pushed back to lower level. Such is the price one pays for following the darkside. A quick and easy path to power (simply defeat those above you) but you also MUST defend your title.
Jedi will have it a bit easier, though will probably advance slower.
Does that make it a little clearer?
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06-27-2002, 01:49 PM
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#38
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Join Date: Apr 2002
Location: Deathstar
Posts: 306
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Quote:
Originally posted by mythren
I took this to mean that there could be lots of Jedi, but only one Luke, and lots of Sith, but only one Vader...
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THAT is right.
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06-27-2002, 01:58 PM
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#39
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LFN Staff Emeritus
Join Date: Apr 2002
Posts: 2,793
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You know...Jedi were just people too...not gods.
yeah...remove all weapons, and having to actually WORk at blocking....would be like the movies.
I never saw Luke running around with a weapon after he got into the Jedi state. Never saw Obi-Wan running around with a repeater, or even a blaster.
Jedi were people. Everday people, just that they were FORCE SENSITIVE. That's why they get force powers....they weren't the "unkillables" One blaster sht could kill them if the Jedi didn't work on blocking it.
Current in-game name is #include
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06-27-2002, 07:54 PM
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#40
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Quote:
Originally posted by RpTheHotrod
Jedi were people. Everday people, just that they were FORCE SENSITIVE. That's why they get force powers....they weren't the "unkillables" One blaster sht could kill them if the Jedi didn't work on blocking it.
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Ah yes... where does staying-true-to-the-movie end and game-playability begin?
The Force will be with you, always.
"Chewie " Bakker
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