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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: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,246
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TG Map (Port Terror) v.01 Shiner
Port Terror Info at WIKI
Please check the above link for details on my map. I will be updating that page as changes are made. The wiki also has some screenshots which I hope to have updated after I've finished with the lightmap generator. Please let me know your comments, be critical but kind as this is my first map making attempt since OFP. <Download Map Here I don't have unlimitted bandwidth so don't go sharing with the world >Instructions: Well I couldn't get the built-in packager to finish without crashing so you get the "raw" files. Just extract this with win-rar or similar program to your /mod/bf2/levels/ directory. Update: I uploaded a new minor revision @ 2:00 am CST which fixes a few of the more obvious bugs and adds a road I forgot to include.
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![]() ![]() ![]() Last edited by Shiner; 09-05-2005 at 02:49 AM. |
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#2 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,924
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Re: TG Map (Port Terror) v.01 Shiner
How many players is this map designed for? So far looks good, keep it coming.
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Ikariam.com: World Alpha: Capitol: Sacoma [76:80], Marble Ikariam.com: World Alpha: Colony: CodyTron [64:82], Wine |
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#3 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,246
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Re: TG Map (Port Terror) v.01 Shiner
48-64, but it will be hard to tell if I need to add more vehicle spawns for 64 without actually seeing people play it.
I've really erred on the side of limiting vehicles in favor of infantry combat. I've also added a ladder to almost every building on the map, so you can expect lots up/down action. I'm hoping this additional element of risk will make squads work more closely together using bounding overwatch and other RL techniques... smoke will be necessary for a few flags that are positioned in the open .I'm struggling with the "package mod" feature as the first few attempts didn't produce a map that works. I'm hoping to have that fixed soon.
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#4 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,924
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Re: TG Map (Port Terror) v.01 Shiner
Cool, I will download it when I get home.
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Ikariam.com: World Alpha: Capitol: Sacoma [76:80], Marble Ikariam.com: World Alpha: Colony: CodyTron [64:82], Wine |
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#5 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,666
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Re: TG Map (Port Terror) v.01 Shiner
Quote:
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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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