Promod Maps & Sounds Editing

Everything about custom mods for Republic Commando!

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Ironhide
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Promod Maps & Sounds Editing

Post by Ironhide »

Everything new and interesting about maps and sounds will be posted here.

I will start with just quoting the changes on the original maps which have been made yet, to have clear overview.
Engine:
•Replaced AA with a pistol
•Deleted all EC nades
•Deleted the rocket
•Added 2 more nades for each team
•Deleted one trando spawn at the rocket (reason: to close to the republic base)
•Fixed the stuck ath the republic ACP and Blaster place
•Removed 2 glitches in trando base
•Removed one glitch at the republic sniper
•Added a republic blaster in the trandoshan base and a tradoshan repeater in the republic base

Lockdown:
•Removed AA
•Removed Concussion
•Removed Heavy Repeater
•Replaced EC nades with Thermal nades
•Added ammo of each blaster once in the middle
•Added a republic blaster in the trandoshan base and a tradoshan repeater in the republic base
•Removed two glitches in both bases
•Removed two glitches in the middle
•Removed the hiding places in the walls


Arena A17:
•Added a republic blaster in the trandoshan base and a tradoshan repeater in the republic base
•Removed AA
•Removed Heavy Repeater
•Removed EC nades
•Placed 1 more bacta for trandoshan (so far, rep had 1 more, now they've the same number of bacta tanks)
•Added a republic blaster in the trandoshan base and a tradoshan repeater in the republic base

Arena G9:
•Replaced the rocket with a 2nd sniper
•Removed EC nades
•Removed Sonic nades
•Removed concussions
•Added a republic blaster in the trandoshan base and a tradoshan repeater in the republic base

Garrison:
• Corrected the Shotgun bug which wasn't respawning in red base.
• Replaced the Anti-armor with Termal Detonators in each base.
• Added a Blaster in the Red base.
• Replaced the Heavy Repeater in the middle with a Sniper.
• Replaced the Concussions with Bowcasters in each base.
• Removed all the EC nades & Sonic nades.
Narcissus: You never hit more than 1 sniper shot in a row. Never have.
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Re: Promod Maps & Sounds Editing

Post by DC-17 »

Lockdown => We should add snipers in both bases.
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Re: Promod Maps & Sounds Editing

Post by GeniuZ »

Dc-17 wrote:Lockdown => We should add snipers in both bases.
pro AND con

pro: would be cool, there wouldnt be any arguments abotut his no-snip-before-start thing

con: it kinda destroys the tactical meaning of this map, which wouldnt be cool
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Re: Promod Maps & Sounds Editing

Post by DC-17 »

True. But it gives the opportunity to the weak time to have some chance to make some frags against the best team which is the only one who controlls the snipers.
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Re: Promod Maps & Sounds Editing

Post by Vash »

Alright, I have changed ALL multiplayer sounds and speeches now. My new sound package is ready. It will be released with Promod.
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[18:30] -=TAG=-Snoop: Okay, Thank you, and sorry for interrupting your ingenious laboratory work Professor Vash.
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Re: Promod Maps & Sounds Editing

Post by Crimson »

So what sort of new maps do you want? A good friend of mine is an experienced UT mapper who would make them with me.
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Re: Promod Maps & Sounds Editing

Post by Numb »

Vash wrote:Alright, I have changed ALL multiplayer sounds and speeches now. My new sound package is ready. It will be released with Promod.
Nice!
Crimson wrote:So what sort of new maps do you want? A good friend of mine is an experienced UT mapper who would make them with me.
What about creating 4-8 new maps for the Promod? A terrain-map would be awesome.

All maps should have the opportunity to be played in both CTF and TDM/DM. :)
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viva
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Re: Promod Maps & Sounds Editing

Post by viva »

something like a city map would be pwnage
you can´t ban me ":D"
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Re: Promod Maps & Sounds Editing

Post by Vash »

We need competiton maps for Promod. Nice CTF maps for example. They have to be symmetric.
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[18:30] -=TAG=-Snoop: Okay, Thank you, and sorry for interrupting your ingenious laboratory work Professor Vash.
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Re: Promod Maps & Sounds Editing

Post by TAG Phobos »

Hi, I posted earlier on another thread, "cross hairs/weapons."

Anyways, I'm working on a map you guys might like to add to the mod, and I'm very close to finishing, but in like the last 5 minutes of work the editor has, as usual, pulled some funky shit.
Everything I do is no longer snapped/locked to the grid, so if I move the wire brush, it doesn't go from one block unit (16x16x16) to another, instead it moves freely, which isn't too bad for moving statics, but I want to subtract etc, and if I do it inaccurately it can cause glitches. So before I reinstall the editor/patch, does anyone know how to reset this setting... ? :mad: :frown:
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Re: Promod Maps & Sounds Editing

Post by Vash »

Unfortunately, I can't help you with this problem, but if your map is done, we can surely think about adding it to Promod. Post some screenshots when it's ready.
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[18:30] -=TAG=-Snoop: Okay, Thank you, and sorry for interrupting your ingenious laboratory work Professor Vash.
TAG Phobos
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Re: Promod Maps & Sounds Editing

Post by TAG Phobos »

Alright, after reinstalling even Rep Com the problem persisted, however, I did manage to fix it. There is a small button at the bottom of the UE, that looks like a small grid and is called "toggle grid snap" =] So I can finish this map now (sometime today).
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Re: Promod Maps & Sounds Editing

Post by Ironhide »

I am currently working on a new enginemap.
Bascially I have only done a few the rooms yet, but anyway here are some first screenshots (I used the original engine because I want the rep base to be the same).
I will actually remove a lot of the old stuff on the map (trando base, rocket room and so on), and try to make it symmetric. At the end you should have the possibility to watch from one base to the other (as you know it from Lockdown) and a lot of vents, sideways and rooms beside the corridor you can see on the screens.

The map is finished for about 20%, and I have not worked on the lights, bugs and textures yet.
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Rep BV.
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Re: Promod Maps & Sounds Editing

Post by Numb »

Looks great, dude.
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Re: Promod Maps & Sounds Editing

Post by Shanks »

i dont like it tbh iron it just looks overfilled and (gezwungen kp was das auf englisch heißt.)
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