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| Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2 |
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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,831
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Modifying existing (standard) maps
I was going to take a look at some of the existing maps to see about modifying the ticket bleed. However, when I load a map like Karkand, the control points don't show up. I also get console errors like Couldn't open console script "levels/strike_at_karkand/Editor/GamePlayObjects.con" that show up when I load the map.
I've unzipped the client and server files in the map directory. Am I missing something else?
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#2 (permalink) |
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Join Date: Jun 2005
Posts: 928
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Re: Modifying existing (standard) maps
Keep in mind the map editor is beta, I mean really really beta.
Here's the link to the files you'll need to see the vehicles and spawn points in stock maps. http://bfeditor.gotfrag.com/forums/viewtopic.php?t=632 Keep in mind things are still missing even with this file. Also when you use this file do not unzip it into your bf2 levels. Instead start the editor and make a new mod instead of selecting bf2. Call it MyMod or whatever. Then unzip the file from the link above to your mods/MyMod/Levels directory, not the directory specified in the post. Then copy over the level you're interested in editing from the mods/bf2/Levels directory and unzip the 2 files. I tested this out and was able to see the spawn points and vehicles for karkand, I didn't try editing then playing though. |
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#3 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Modifying existing (standard) maps
Minor tangent...
Asch, it seems that you can modify things in server.zip without causing any problems for the clients. I have successfully tested ticket bleed changes on my server at home. I can help you out if you want to change some ticket bleed behaviours. I have it all down now.
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Peace through fear... since 1947! |
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#4 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,170
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Re: Modifying existing (standard) maps
Quote:
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Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#8 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Modifying existing (standard) maps
Quote:
I kinda like the river crossing. It does tend to get a bit lame if nobody is trying to cross, but usually there's something going on. Any ideas on how we could add spice to that map? I was thinking that turning the MEC main base into a UCB would make it more fair, but it would really remove the USMC incentive to charge across. A potential option would be to make a couple of flags more valuable than the others...
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Peace through fear... since 1947! |
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#9 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,170
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Re: Modifying existing (standard) maps
Thanks for the info, Icky!! I have updated Dragon Valley to test this out. Ticket bleed should now occur on that 64 player map.
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#10 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,170
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Re: Modifying existing (standard) maps
Tested and it works!
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#11 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,831
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Re: Modifying existing (standard) maps
Someone explain how they did this?
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#12 (permalink) | |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,935
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Re: Modifying existing (standard) maps
Quote:
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