View Full Version : Screenshots from upcoming Tatooine Map Mod

10-18-2004, 05:03 PM
Still in the works but since most agree
the map is too close together with everything
I have modded The dune maps to have:

More Spawn Point for Tuskan Raiders
(now you wil most likely have to team up
with the enemy faction to keep posts and
kill the angry natives.)

Tusken Raiders will now actively pursue
command posts on the entire map.

There are now over 30 Sarlac Pits (which
will be trimmed to under 10 at release) and
each one has has its idle time removed.
Meaning all pits will be constantly attacking.

The boundries are removed , and an
additional flying vehicle spawns for each

In the end release of the mod I may move
the single sarlac pit far off into the distance
as many have requested. Some tops of
mountain peak are now removed and tents,
moisture farms or small tents have been
placed to show more locals living there.

Please leave feedback on how YOU think
the Tatooine Dune Sea Map Mod should be
released... All suggestions will be taken into
consideration as well as pre-release testing
for a few of you.

Its the pits , I tell you.

Too many pits...

Flying over pit hell....
Dont jump in..

10-18-2004, 08:24 PM
Why so many sarlac pits (I guess 5 or 6 would be enough)? How did you manage to make the pits kill you, did you mod the Mission.lvl, or are all the pits the same object (sarlac01)?

10-18-2004, 09:21 PM
I placed a mod faq for all wishing to learn what tools and how to make anything appear anywhere on anymap.


I used this same formula to simply test out how many props and buildings could be swapped and I liked the results. I actually managed to overwrite everything except spawn points for vehilces and command posts and local spawns, all the rocks were replaced (which is almost 100) with the line from the sarlac pit.

The mod may not have all these , more like 2-4 but they will be hardcore since I edited tat1.lvl in the area of the file that describes what "weapon" and action the sarlac used there is an idle area, i make idle into qdle and its great. They are never not aggressive. WIth 4 its like hell running around on the ground at all, ,making the sky cap removed alot of fun to fly other vehicles.

In general these 1st mods we put out are to test limits of maps, playability with "tooo much" going on , so in the end well all have mods that everyone likes and that honor purist sw fans as well as bf42 fans looking to aggrofrag!

Try the mods faq and post your pictures, this is all community here I want to see some nice mods from everyone.....

10-19-2004, 01:59 AM
Great stuff, thanks for the faq, guru. :)
Now I get it.
P.S. Could you please have a short look into Kas1.lvl? Maybe water is also described as having a "weapon", maybe it also could be set to idle?

Agent 47
10-19-2004, 08:46 AM
kingguru i think the mod that are out just now are so coo can i just ask......... how do you make these mods.like do you need a special program or is it in the game?

Agent 47 :)

No unrelated contact info. ~Alegis

10-19-2004, 09:46 AM
Feel free to check the link in my post above, everything for starting mods/faq is there. I have posted many starter mod faqs in these forums as well , start in the hoth map mod topic , there is tons of information to get you started.

There is only 1 tool we are all using currently to mod these maps (ultraedit32) and you can also make them in notepad. hehe.

Good luck Agent 47

Agent 47
10-19-2004, 09:56 AM
thanks for your help kingguru also would you like to NO. Dont make me edit posts of you again ~Alegis

10-19-2004, 11:20 AM
Wow, that's an insane amount of Sarlac pits! Can't wait to try it out! Your mods are always good!

10-19-2004, 04:03 PM
Just wondering Kingguru,
have u seen my idea for a new Dune Sea Map...it's on the thread I started called"a couple of creative, yet practical ideas..."
I'm glad u figured out how to move the Sarlacc around. Once we can figure out how to create entirely new maps, perhaps we can make a movie-acuurate DUne Sea map (with a downward slope into the pit rather than just sitting on flat ground). The current Dune Sea Map is good but I have many ideas to make it better (just look at the thread I already started). Anyway...good job, keep up the good work!

10-19-2004, 05:06 PM
here's a link of some useful reference pics for the Pit of Carkoon- As you can see there is a significant downward slope. If possible, it would be great if u can incorporate a sarlacc pit similar to the one shown in the pics.http://www.visionx.com/vxsecure/st/poster.pl?id=s6sp001

10-19-2004, 05:09 PM
try to add some y-wings and tie-bombers, that would be fun

10-19-2004, 05:49 PM
my 2 cents
either change this one or make another mod of the dune sea.

it needs 1 sarlaac pit and it would be awesome if you could have the ground sloping all round, like the film. the slope should be pretty wide with the sarlacc at the bottom so that unless you have a jetpack you're dead.

there needs to be 2 civilization sections (rocks, huts, etc.) on either side of a long stretch of desert with big rising dunes and the sarlaac in the middle. like a large hoth-style tatooine map.

north is one faction. south is the opposition. the left and right (east and west sides) are the outskirts with big rock shelves and all the tuskens, tusken huts, etc. in the middle the dune sea and sarlaac.

10-19-2004, 06:14 PM
jeditraitor, what you just said basically sums up all my ideas for the map in a clearer format. I totally agree with everything u just said. Perhaps the Tusken raiders could spawn up on some far-off plateau like in the movies. Man, I really wish they released editing software so we could make new maps.

10-19-2004, 08:02 PM
great minds think alike!

as close to the films as possible that's what i say.

10-20-2004, 12:18 PM
Originally posted by thejeditraitor
as close to the films as possible that's what i say.

I agree!