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Re: North America Mod

Posted: Mon Aug 20, 2012 4:17 am
by Edward Fox
Could I make a suggestion Xyneline? (Not to step on your toes. This is your project and you are the boss.) :?

You might want to adjust the borders of the territories so that they do not line up with present U.S. states. Perhaps follow natural features such as the Mississippi and Columbia rivers, the Continental Divide or the Appalachians. All other maps use fictional territories.

Re: North America Mod

Posted: Wed Aug 22, 2012 1:19 am
by Xyneline
Edward Fox wrote:Could I make a suggestion Xyneline? (Not to step on your toes. This is your project and you are the boss.) :?

You might want to adjust the borders of the territories so that they do not line up with present U.S. states. Perhaps follow natural features such as the Mississippi and Columbia rivers, the Continental Divide or the Appalachians. All other maps use fictional territories.
I'm not the boss because this is not a thing. :P That sounds like a good idea, though. I might work on this map more someday if I get free time, and if I do, I'll probably change the borders, maybe expand into the northern or southern areas too... (Mexico was a placeholder for the demo level anyway)

Re: North America Mod

Posted: Thu Aug 23, 2012 12:18 am
by MarioSDU6/SDU7
Xyneline wrote:
Edward Fox wrote:Could I make a suggestion Xyneline? (Not to step on your toes. This is your project and you are the boss.) :?

You might want to adjust the borders of the territories so that they do not line up with present U.S. states. Perhaps follow natural features such as the Mississippi and Columbia rivers, the Continental Divide or the Appalachians. All other maps use fictional territories.
I'm not the boss because this is not a thing. :P That sounds like a good idea, though. I might work on this map more someday if I get free time, and if I do, I'll probably change the borders, maybe expand into the northern or southern areas too... (Mexico was a placeholder for the demo level anyway)
Or just use your imagination to do several custom borders that have nothing to do with USA and Canada ;) I did this with my own version of Asia for the New Ghorkov campaign. (the Japan country had to be split in 2 levels)

And don't worry, when you have free time during Fridays after school, studying, and homeworks, you can continue with this project. Unfortunately I won't be able to help due to my work on making the Full UA Easy install packs in different languages working perfectly on Gameranger (as I had different matches with Gameranger about UA). I'm cherring on all of you to make this North America mod, because we really miss the days as Resistance!

Re: North America Mod

Posted: Thu Oct 18, 2012 4:09 am
by Xyneline
I'm wondering for a mod like this, would most people want to use the same vehicles or new ones or a mix of both? By "new vehicles" I mean rescripting other vehicles, turrets, and models to have different weapons, armor, and upgrades.

I started messing around with level files, and making a level from scratch is quite a laborious process. The typ_map editor program seems limited in the amount of sectors types it can place. I don't think I'd be able to finish a mod of this size well, but I might chip away at it in my spare time.

Also, I'm wondering what the story of this mod should be. Would SDU7 be campaigning after Parasite City in the original, or should it be a different SDU? If it is SDU7, wouldn't he have all his vehicles unlocked at the beginning of the first level since his victory in the original campaign?

Re: North America Mod

Posted: Thu Oct 18, 2012 7:54 pm
by Ormu
Xyneline wrote:I'm wondering for a mod like this, would most people want to use the same vehicles or new ones or a mix of both? By "new vehicles" I mean rescripting other vehicles, turrets, and models to have different weapons, armor, and upgrades.
New units are always welcome. Just make sure that they are properly balanced and try to include them in the storyline somehow.
I started messing around with level files, and making a level from scratch is quite a laborious process. The typ_map editor program seems limited in the amount of sectors types it can place. I don't think I'd be able to finish a mod of this size well, but I might chip away at it in my spare time.
Yeah, creating high-quality maps, and especially the typ_map sections, is definitely the most laborious part in modding. Those two editors can help a little but they only use models from set 1 and have other limitations. This may be easier in the future, however... let's see what happens.
Also, I'm wondering what the story of this mod should be. Would SDU7 be campaigning after Parasite City in the original, or should it be a different SDU? If it is SDU7, wouldn't he have all his vehicles unlocked at the beginning of the first level since his victory in the original campaign?
I would suggest a Black Sect campaign but that's entirely up to you. :D

I don't recommend enabling too many vehicles at the beginning. The tech upgrade system - collecting new vehicles and improving their performance - is an essential part of the great gameplay of UA.

Re: North America Mod

Posted: Sat Oct 20, 2012 7:07 am
by Xyneline
Ormu wrote:I would suggest a Black Sect campaign but that's entirely up to you. :D

I don't recommend enabling too many vehicles at the beginning. The tech upgrade system - collecting new vehicles and improving their performance - is an essential part of the great gameplay of UA.
Heh, it'd probably take five times as much time to make a Black Sect mod. I like that idea, but I don't think I'd be able to complete that. And I'll just enable one vehicle at the beginning, like the fox in the original campaign, and use tech upgrades. Still, story-wise, that would likely mean either SDU7 somehow lost his vehicle and building technologies, or the player is some other SDU (which doesn't seem as unlikely as I first thought since there were multiple Resistance stations in Metropolis Dawn).

Re: North America Mod

Posted: Thu Oct 25, 2012 2:29 pm
by Edward Fox
My thought was that after cleaning up the Old World SDU7 could clean up the New World.