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Re: BFMods Community Project

Posted: Sat Jun 11, 2011 7:18 pm
by Swaffy
I live this place, and I think it is an awesome idea for all of us to work on a single mod. I'm tired of endlessly addin on to my mod [the only one I've ever worked on] and am finally ready to join a team of modders to make one big mod. I think the members of this community could make a strong team, and our organizational skills are fairly strong too.

Re: BFMods Community Project

Posted: Sun Jun 12, 2011 1:04 am
by fo0k
will need to think more before replying here... but its good thoughts.

and I would say one thing... Unreal UDK.

Ill think on :)

Re: BFMods Community Project

Posted: Wed Jun 15, 2011 11:37 pm
by Marshall_Nord
Black Mamba wrote:I think we should concentrate our efforts on making an infantry only mod, as this game lacks them a lot.
Sorry, but no vehicles = CS clone = not Battlefield.

Battlefield is suited for macro-scale combat, not close-quarter infantry combat. Ever wonder why a soldier can‘t crawl through a culvert, under a vehicle or through a small hole in a wall? The soldier collision box doesn‘t change height from standing to prone. Why? Maybe the Devs were more worried about vehicle combat details than making another Medal of Honor/Counterstrike type game?

The height map resolution is designed for large, open maps not small ditches and foxholes (one could shrink the height map or increase the soldier scale to allow more detained height maps).
Black Mamba wrote: In my opinion, of course, our mod needs to be unique. It has to bring something to the game which has NEVER been found in any previous mod.

4) The general theme of the mod will be modern combat (1990 to present times). We will incorporate many new armies in the game such as the S.W.A.T., the S.A.S., the G.I.G.N., the Touaregs, the Talibans, Al-Quaida, the Russian Spetznaz, the Canadian RCMP, the Navy Seals, and much, much more.

7) As we want to make this mod as realistic as possible, we will make sure all our campaigns have actually happened (nothing will be invented, everything is true). This means maps will be made from actual photographic evidence.
You pretty much described the old WDW mod:

http://battlefield2.filefront.com/file/ ... tall;57538

Re: BFMods Community Project

Posted: Sat Jun 18, 2011 1:32 am
by HJGF
I agree with Marsh this is Battlefield 1942 if i'm not wrong 42 was the only game from bf series that had naval battles like Iwo Jima or Wake and IMO I like the best those maps instead of Berlin or small maps. And as you said we are trying to take back bf42s community that will mean we will have lots of guys in a crowded server..yes that means that small maps will not be a good idea though the idea of making a big mod using the skills of everyone in this forum.

Re: BFMods Community Project

Posted: Thu Jun 30, 2011 9:05 am
by Senshi
Bundle your energy into existing mod projects of your liking. That is why I support Battlegroup. No point in doing something from scratch if there already exists something very awesome.

Sadly Battlegroup intend to stop developement after 1.8...

Re: BFMods Community Project

Posted: Sun Jul 03, 2011 12:24 am
by Swaffy
The most annoying part of FH I find is that every single sniper scope is the same crappy scope image.

Re: BFMods Community Project

Posted: Sun Jul 03, 2011 8:00 am
by Senshi
Uhm. That was kind of unrelated to anything in this thread? :?