Welcome to Tactical Gamer

+ Reply to Thread
Results 1 to 6 of 6
Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - TG Map (Port Terror) v.01 Shiner - Port Terror Info at WIKI Please check the above link for details on my map.
  1. #1

    Shiner's Avatar

    Join Date
    Jul 2005
    Location
    Dallas, TX
    Age
    34
    Posts
    2,380

    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.
    Last edited by Shiner; 09-05-2005 at 03:49 AM.
    |TG-12th| SHINER


  2.  
  3. #2

    Turbo's Avatar

    Join Date
    Jun 2005
    Age
    29
    Posts
    3,926

    Re: TG Map (Port Terror) v.01 Shiner

    How many players is this map designed for? So far looks good, keep it coming.

  4.  
  5. #3

    Shiner's Avatar

    Join Date
    Jul 2005
    Location
    Dallas, TX
    Age
    34
    Posts
    2,380

    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.
    |TG-12th| SHINER


  6.  

     
  7. #4

    Turbo's Avatar

    Join Date
    Jun 2005
    Age
    29
    Posts
    3,926

    Re: TG Map (Port Terror) v.01 Shiner

    Cool, I will download it when I get home.

  8.  
  9. #5

    asch's Avatar

    Join Date
    Oct 2003
    Location
    Lake Wylie, SC
    Age
    36
    Posts
    11,578

    Re: TG Map (Port Terror) v.01 Shiner

    Quote Originally Posted by Shiner
    I don't have unlimitted bandwidth so don't go sharing with the world >
    Just so you know Shiner, that as a supporting member you get FTP space here at TG. That might make a great place to host your map so anyone can download it w/o using your bandwidth. The downloads are pretty damn fast too.

  10.  
  11. #6

    Shiner's Avatar

    Join Date
    Jul 2005
    Location
    Dallas, TX
    Age
    34
    Posts
    2,380

    Re: TG Map (Port Terror) v.01 Shiner

    Thanks asch. I will look into that.. also just uploaded a new minor revision.
    |TG-12th| SHINER


  12.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top