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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - Port Fear (Custom TacMod Map) - This actually looks like it might be fun to play. That village would be difficult
  1. #16

    jmaker's Avatar

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    Re: Port Fear (Custom TacMod Map)

    This actually looks like it might be fun to play. That village would be difficult to get to.
    |TG-12th| jmaker

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  3. #17

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by jmaker
    This actually looks like it might be fun to play. That village would be difficult to get to.
    Thanks Jmaker. I hope it is fun to play, but its hard to tell in singleplayer testing. One of the reasons I wanted to make a map is control. If something doesn't play right, I have control to tweak as needed.

    I did remove the barricades tonight and fixed some terrain gaps. I've added some "holes" near most fenses to make them duckable.

    Once TacMod 1.1 is released with the effects pack I will be adding as much of those as I can.

    New version coming in the next few days.
    |TG-12th| SHINER


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  5. #18

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    Re: Port Fear (Custom TacMod Map)

    Shiner , maybe I'm missing something, but the download link in wiki did not work for me.

    The link "Current Version: Alpha v.03 Download Now Updated: 05/01/2006 " returns a "The page cannot be found" error message

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  7. #19

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    Re: Port Fear (Custom TacMod Map)

    Shiner, how is the map coming along?

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  9. #20

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    Re: Port Fear (Custom TacMod Map)

    Hey thanks for asking Drunken... I ended up moving hosts for my personal website; combined with a playoff run for the Mavericks I've not been able to spend any time on development. Now that we are releasing a TacMod Map Pack I and looking towards a Map Pack II with Killrog, asch's and my maps I will need to get back to it. I think the map is pretty set with statics and CP locations and just need to get back in with a sharp eye for details on the terrain and undergrowth.

    I'll get the latest version zipped up and uploaded this weeked. I really appreciate your feedback and help guys!
    |TG-12th| SHINER


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  11. #21

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    Re: Port Fear (Custom TacMod Map)

    why isn't kilrogg's in Map Pack 1? just curious..

    |TG-12th|WhiskeySix

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  13. #22


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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by WhiskeySix
    why isn't kilrogg's in Map Pack 1? just curious..
    We're waiting for the final version.

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  15. #23

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    Re: Port Fear (Custom TacMod Map)

    It's pretty final . I haven't heard of anyone finding bug reports or major things they didn't like so... I've been spectating a lot of the small games happening on server 2 and (surprisingly) the gameplay doesn't need much tweaking. I fixed the bleed last night and sent Asch a link to the 1.2 version. The only thing I would add are the custom billboards but couldn't you just update that with the tacmod installer in a future version?

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  17. #24

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Kilrogg
    It's pretty final . I haven't heard of anyone finding bug reports or major things they didn't like so... I've been spectating a lot of the small games happening on server 2 and (surprisingly) the gameplay doesn't need much tweaking. I fixed the bleed last night and sent Asch a link to the 1.2 version. The only thing I would add are the custom billboards but couldn't you just update that with the tacmod installer in a future version?
    I'll bring this up on the dev forums... I think supporting custom objects in custom maps could make the TacMod really start to stand out from the pack.

    V4 is now updated and uploaded:

    http://members.tacticalgamer.com/~sh..._Alpha_v04.rar
    |TG-12th| SHINER


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  19. #25

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    Re: Port Fear (Custom TacMod Map)

    custom objects/textures/everything are supported on a per-map basis. You don't need a mod anymore. I finished my map a bit ago Shiner

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  21. #26

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    Re: Port Fear (Custom TacMod Map)

    I did a brief run through of the map, I like the changes from .3.

    How do you enable the game to start in a local server? I tried "sv.numPlayersNeededToStart 1" and it didnt work.

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  23. #27

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by DrunkenSoul
    I did a brief run through of the map, I like the changes from .3.

    How do you enable the game to start in a local server? I tried "sv.numPlayersNeededToStart 1" and it didnt work.
    I haven't gotten that command to work either.. usually I have to load it up on my second computer and join that way.
    |TG-12th| SHINER


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  25. #28

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    Re: Port Fear (Custom TacMod Map)

    sv.numplayersneededtostart 1 works for me...i do it all lowercase, maybe its that.

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  27. #29

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    Re: Port Fear (Custom TacMod Map)

    I did get it to work last night with caps.. i must have just been misspelling it.
    |TG-12th| SHINER


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  29. #30

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    Re: Port Fear (Custom TacMod Map)

    Nearing a realease candidate...
    Final todos for myself when I get back from vacation:

    Paint surrounding terrain underwater
    Fix floating crane assembly
    Fix floating rocks just added to block out of bounds road
    Apply out of bounds area to map
    Redo mini and commander map
    Redo image behind loading screen
    |TG-12th| SHINER


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