[Project] Shadowspear (Special Forces Minimod)

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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

[Project] Shadowspear (Special Forces Minimod)

Post by Bluedrake42 »

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WHAT IS SHADOWSPEAR?

Shadowspear at the moment is only a concept. I made this thread to test the waters and see if there are enough individuals interested enough to make this minimod a reality. If there are enough interested people willing to help, Shadowspear will be Project Reality's first special forces focused minimod.

WHAT WILL THE MOD BE LIKE?

Project Realty has always had a big focus on teamwork and realism, and I intend to keep this minimod true to those roots. You will not have "James Bond" fancy gadgets, you will not be lonewolfing with overpowered weapons, and no... there won't be fast ropes.

Depending on the community response and human resources we have available, Shadowspear will be a rather light minimod, focusing more on map design and gameplay changes than new vehicles or weapons.

If all goes as planned you will see things such as:
  • A New Special Forces Faction: The real life SF counterpart we would model our new faction after is as yet, undecided. However I can guarantee we will be mostly using existing weapons from the Project Reality arsenal.
  • Custom New Gamemodes: Initial missions will be rather akin to the "Insurgency" gamemode. OPFOR forces will be considerably more well-armed, but with dated technology. BLUFOR forces would have very little equipment, and either a small main base or none at all... however they would have a slight technological advantage.
  • New Effects, Tools, and Weapons: Likely there will be a few silenced weapons for specialized kits, but these won't be widely available, and should only be used surgically. In addition things such as Night Vision/Thermal Vision, specialized grenades, and other gadgets will be planned depending on what resources we have available. But of course, none of this I can guarantee will make it into the game.
An example mission would be something like this:

BLUFOR forces will be inserted via either paradrops, air insertion, ground insertion, or boat insertion. BLUFOR gains intelligence by destroying enemy vehicles, FOBs, and high ranking soldiers (such as squad leaders, snipers, commanders, etc.) Once BLUFOR has enough intelligence, an objective on the map (such as a radar station, missile launcher, fuel station) appears... and BLUFOR has to destroy it.

We might be able to script more missions as time goes on, but atm that will be our premiere layout for special forces. It should be relatively easy to script as opposed to POW, VIP, etc.

WHEN WILL IT BE FINISHED?

That is entirely up to the community. If I get an overwhelming and positive response, then hopefully within months. If no one is interested in the project, it could take up to a year (if at all.) I have planned multiple tiers for the minimod depending on what kind of response I get: at minimum a new faction using existing models will make it into the game with a new gamemode for existing maps, at most we might see all of that plus new maps, more than one game mode, new vehicles, weapons, and maybe even completely new effects (day/night cycle possibly?)

WHO AND/OR WHAT ARE YOU LOOKING FOR?

For this project to be a success, we will need:
  • Mappers: Someone who understands how Project Reality maps work, and can edit and create new gamemodes (possibly even entire new maps.)
  • Military Advisors: We need someone who understands how special forces operate in the military, so we can create as realistic loadouts and scenarios as possible.
  • Modelers/Texture Artists: If we DO happen to create any models (no matter how small) we'll need at least a few modelers and texture artists. If anything we may need to do small things (like copying a silencer from one gun model to another, or making small gun attachments)
  • Coders: We need someone to tie everything together, from making gamemodes, to editing weapon functions.
  • A Project Reality Developer: Once the mod is complete, we need someone from the PR team to help us get it working with Project Reality (setting up downloads, integrating with the game itself, etc.)
WHY YOU?

I'll be honest, I have very little modding experience... but what I do have is a lot of reach in the community, and a great platform to promote this mod. I have been with the Project Reality community for almost 6-7 years now, and it would be a dream to give back to it just a little bit of what it has given to me.

Hopefully when the dust has settled, we can create a brand new experience that is both tense and exciting, but also cerebral and challenging. I absolutely believe we can make a Special Forces mod for Project Reality that still reflects the deep teamplay and immersion we've grown to love. All I need is your help.

ALRIGHT, I'M CONVINCED. WHERE DO I SIGN UP?

If you are interested in helping with this mod, please contact me via PM on this forum, or you can email me at [email protected].

Thanks so much everyone, and I hope that in the end we can build one of the best minimods this community can offer!
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Project] Shadowspear (Special Forces Minimod)

Post by SShadowFox »

I really like the idea, but I don't know if the community as a whole will like the idea.

About mapping, what map size are you aiming for? 2km, 1km or maybe even 512m?
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Bluedrake42 »

2KM-4KM would be best

Special forces missions are often large and open ended (for instance when the CIA entered Afghanistan to win over the northern alliance) I want to make sure that's reflected in these missions. Open ended, stealth focused, and tactical.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: [Project] Shadowspear (Special Forces Minimod)

Post by waldov »

I approve, unfourtantly I dont have the time or skills to help but sounds cool anyway.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Pvt.LHeureux »

Need Delta Force now!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Project] Shadowspear (Special Forces Minimod)

Post by SShadowFox »

Bluedrake42 wrote:2KM-4KM would be best

Special forces missions are often large and open ended (for instance when the CIA entered Afghanistan to win over the northern alliance) I want to make sure that's reflected in these missions. Open ended, stealth focused, and tactical.
That sounds cool, I will take a look at mapping for you, but I'm occupied with some other things right now, so I'll leave that as a secondary thing for now.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: [Project] Shadowspear (Special Forces Minimod)

Post by 3===SPECTER===3 »

Very well put together Blue ;-) I can def dig this and if done properly, see it as a great integration in PR.

To me I see this minimod as a more organized and polished 'jump off' from the Scenario Sundays that you've been hosting on your server. Would that be right? (can't wait for more of those vids btw 8-) )

Cause from what I've seen with the way those rounds are organized and play out they're A LOT of fun.

I'd think maps and coding new gamemodes would be the biggest thing to get this going and unfortunately I have no experience when it comes to that :( but maybe if this gets a following I can do some simple models for the future. I'd really like to see this pan out, good luck 8-)
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Rabbit »

Making a new gamemode is a lot of work, best bet would to tweak ins. Making an objective a paper you shoot to "acquire", or a static model person who is an HVT you have to shoot and kill or use zip ties on. Aiming for a new gamemode should probably be something much later down the road.

All my opinion though.
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AfSoccer "I just don't see the natural talent."
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Bluedrake42 »

At the moment our first gamemode would be a tweaking of insurgency, so hopefully it wouldn't be as big an undertaking as making an entirely new gamemode from scratch.

And yes Specter, originally Scenario Sundays was a test to see how well the community would respond to scenario based gameplay... this is the second phase of my master plan ;D
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: [Project] Shadowspear (Special Forces Minimod)

Post by camo »

The problem with having special forces is that in real life they are much better trained than everyone else on the battlefield, you cannot convey that into video games as everyone is roughly the same level of skill. "BLUFOR forces would have very little equipment, and either a small main base or none at all... however they would have a slight technological advantage." This won't be enough at all against a superior number of players as shown by insurgency as that is pretty well balanced and that is with technology advantages as well as having equal numbers.
Also i'm just not really interested, there are plenty of special forces shooters out there. I also remember reading a dev say PR will never have special forces.
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3ti65
Posts: 242
Joined: 2011-02-10 15:11

Re: [Project] Shadowspear (Special Forces Minimod)

Post by 3ti65 »

Scenario Sundays were great, this is going to be great as well if the right people contribute.

Sadly i have little knowledge in mapping, etc., but i guess i got access to some maps that never made it into PR which could be cool to play on.

I think you need to get the models from the R-Devs directly if you want to edit them. (The suppressors/ Sights)

I hope this will be a success, seing the popularity of the scenario sundays i guess all you need is some good coders/ mappers / moddelers.

Good luck :)

Also the Project name is gay, but who gives a shit. ^^
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Bluedrake42 »

camo_jnr_jnr wrote:The problem with having special forces is that in real life they are much better trained than everyone else on the battlefield, you cannot convey that into video games as everyone is roughly the same level of skill. "BLUFOR forces would have very little equipment, and either a small main base or none at all... however they would have a slight technological advantage." This won't be enough at all against a superior number of players as shown by insurgency as that is pretty well balanced and that is with technology advantages as well as having equal numbers.
Also i'm just not really interested, there are plenty of special forces shooters out there. I also remember reading a dev say PR will never have special forces.
PR was also never going to have Vietnam or WW2 theaters either, things change my friend. Also yes the minimod may be unbalanced, but that will offer players playing BLUFOR a challenge (and also an incentive not to BLUwhore...) I know there are many PR players out there who would like to hone their skills for more specialized missions.

...Also TBH normal real-life soldiers are better trained than PR players...
3ti65 wrote:Also the Project name is gay, but who gives a shit. ^^
=(
Last edited by Bluedrake42 on 2013-11-11 12:02, edited 1 time in total.
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Gosu-Rizzle »

Bluedrake42 wrote:...Also TBH normal real-life soldiers are better trained than PR players...(
The thing is that the whole point of special forces is that they are the best of the best. They usually arent that much (if at all) better equipped than reqular grunts, they are just better at what they do. On top of that, they are often send in against untrained opponets, such as somali pirates.
Those two things will be close to impossible to potray in a game where anybody can play on either side, and most players arent that far apart in skill level.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: [Project] Shadowspear (Special Forces Minimod)

Post by 3===SPECTER===3 »

Gosu-Rizzle wrote:The thing is that the whole point of special forces is that they are the best of the best. They usually arent that much (if at all) better equipped than reqular grunts, they are just better at what they do. On top of that, they are often send in against untrained opponets, such as somali pirates.
Those two things will be close to impossible to potray in a game where anybody can play on either side, and most players arent that far apart in skill level.
It works just fine for insurgency now. IRL conventional forces are much better trained than insurgents but the asymmetrical balance of insurgency works well to cope with that.
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paul161616
Posts: 377
Joined: 2008-07-08 17:24

Re: [Project] Shadowspear (Special Forces Minimod)

Post by paul161616 »

Don't listen to all the nay-sayers. I think this a great idea and something i have thought would be a nice addition to PR for a long time. I think with a little bit of work you could have a mini-mod which alters the INS gamemode so that there are 3-4 objectives known to each team at the beginning of the round and make the teams 1:3 ratio of players (the smaller being blufor).

You could start with just weapons caches at first, but with a couple extra models I don't see why you couldn't have a missile truck spawn instead of a cache model, or a communications tent. I wish i had the skills to help but sadly i don't. Don't give up on this project, i think it can be very successful.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Gracler »

I agree with Rabbit that this sounds like it can be achieved with some tweaking of insurgency mode.

If made well it sounds like a good refreshment to insurgency, but I can't help thinking that it sounds like all the attention is on one side making them VIP and whoever else that joins the game are just "turkey stuffing" Making it 3:1 ratio would make it even more VIP.

I may be biased though since I never really cared for playing as insurgent when my odds where terrible, and with those terrible odds I didn't feel very "special forces" playing Blufor. mowing down a crowd of insurgents, but I guess this would feel like a reversed insurgency with the risk of insurgents mowing down special forces.

A unique game mode would kindle my interest though, and new weapons are cool but they get old real quick for the amount of work put into it.

I give this idea :thumbsup: because it has potential of being unique and fun though. Working towards the VIP extract without forgetting about the insurgents need for having fun.

Whatever you do 100 players seem excessive for a very tactical game. A tiny map with 32 players sound more manageable but you seem like you got your mind set for big maps so perhaps 64 players would fit.
Last edited by Gracler on 2013-11-15 04:01, edited 7 times in total.
carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Re: [Project] Shadowspear (Special Forces Minimod)

Post by carmikaze »

Bluedrake42 wrote:
Regarding the balance:

The advantages that Special Forces could have in the minimod:

- plenty of suppressors
- scopes (with variable zoom(1x and 4x) maybe, like with the SpecterDR or Leupold Shortdot)
- Jdam bombs

The Special Forces will often still be overwhelmed by the insurgents because:

- insurgents have unlimited respawns, they risk way too much because they can spawn as much as they want

- because they can risk more, they suppress Blufor way more than the other way around, insurgents don't have to save ammo, they'll get new mags anyways when they get killed and respawn

- because they don't have to care about ammo, they pretty much always use full-auto, so i'd suggest:

- increase the recoil on AKs to call a halt on the AK spraying madness.
or/and
- the insurgency faction doesn't get unlimited tickets

___


The mod needs to have Marsoc units :razz:
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Bluedrake42 »

Just a heads up, I'm planning on using militia forces with access to plenty of 2nd world weaponry such as BMPs, T-55's, full FOB's, and other decent weaponry and vehicles.

Special forces will be facing forces more in line with the Iraqi and Syrian Armies as opposed to rebel groups.

The special forces faction will be heavily outgunned, and will have to rely on stealth and precision strikes to complete their objectives.

Mainly the balance will hinge on how difficult it is for OPFOR to defend BLUFOR objectives. Even if the Special forces team are outgunned, if they can focus on completing objectives without needing to take on the full front of the OPFOR team it should be doable.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: [Project] Shadowspear (Special Forces Minimod)

Post by Heavy Death »

This just aint gonna work. I think you're better off creating an event with SF missions.

30v30/50v50 specops vs militia will just turn into normal pr where ones have supressors and others have tanks.
You cannot say that specops will use advanced military maneuvers, use stealth whatnot because they simly dont have the advantage of real life.
If blufor are outgunned, they will most probably die, because this is a game. If you could say: Milsim/tacticool/PRPros guys get on blufor and dumb peple to the opfor side, then yes, but opfor will use as much stealth as the specops and then its meh.
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