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07-24-2006, 09:27 PM #46
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- Jul 2005
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Re: Port Fear (Custom TacMod Map)
I think things like this are interesting ideas, but we can't practically use them because uninformed players would receive no indication that the flag can only be captured by one team. It would have been nice if Dice implemented a special flag symbol that symbolized a flag that can only be captured by a particular team.
Originally Posted by Shiner
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07-24-2006, 11:08 PM #47
Re: Port Fear (Custom TacMod Map)
This was a common feature in the BF1942 series. I don't think players would have a problem getting used to it.
Originally Posted by SgtDuke
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07-24-2006, 11:45 PM #48
Re: Port Fear (Custom TacMod Map)
You can always just put a note next to the flag on the minimap in Photoshop. As long as it's not too big and not in playable terrain area.
But in your case the 2 flags are the same "type" so you can just tell players in your map description that taking the cache flags makes them uncappable.
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07-25-2006, 09:53 AM #49
Re: Port Fear (Custom TacMod Map)
Moot point. Even though the option is present in the editor to create a CP of this type the code was not brought over from 1942 so it doesn't work. I was able to confirm this from some posts on the bfeditor forums where others have tried

Its a shame since I think it would have been pretty cool to have a few "bonus" objectives. I still think this kind of thing would make a nice gamemode addition to tacmod down the road. After my map is complete I may spend some time learning python to see if something could be coded.|TG-12th| SHINER









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07-25-2006, 12:00 PM #50
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Re: Port Fear (Custom TacMod Map)
Do you think there's enough AA (stationary and/or mobile) to deal with the attack helos? I think I remember one station at the construction site, but I can't think of any others on the map. What about areas like the north village where there are no vehicles and an attack helo would go almost unchallenged up there?
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07-25-2006, 02:11 PM #51
Re: Port Fear (Custom TacMod Map)
cappable by team works but you have to manually put it in the gameplayobjects.con file with the other settings for a particular flag.
Originally Posted by Shiner
I've tested it and gotten it to work fine in the old version of my map.
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07-25-2006, 02:26 PM #52
Re: Port Fear (Custom TacMod Map)
I had thought extensively about this and part of me wanted the "prize" for holding the central point (which has no spawns) to be the AA control. I had also thought with the TacMod chopper balancing that the chopper would be more of a side-bar used for some chopper vs chopper action with possibly some strikes on vehicles. I don't think the map is that friendly for chopper vs infantry (except at the village), but that may be an understatement of other pilots skills.
Originally Posted by SgtDuke
I don't see any harm in giving the village some fixed AA cover since as you said the plentiful .50 jeeps won't be in that area..|TG-12th| SHINER









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07-25-2006, 02:27 PM #53
Re: Port Fear (Custom TacMod Map)
Thats good news. I have some ideas to make it obvious what the "Destroyable_Supplies" flag means from the minimap and by looking at it in-game.
Originally Posted by Kilrogg
|TG-12th| SHINER









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07-25-2006, 03:07 PM #54
Re: Port Fear (Custom TacMod Map)
you should put like 50 explosive barrels in a "walled bunker" there... then there's really a cache to destroy! maybe make the capture radius really small and under said barrels?

|TG-12th|WhiskeySix
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07-25-2006, 04:56 PM #55
Re: Port Fear (Custom TacMod Map)
and hope nobody's computer dies from 50 physics-enabled barrels blowing up at once
. Hell even 3 "teddy bear" crates exploding at once makes my computer lag and I have a rather kickass one.
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07-26-2006, 10:49 AM #56
Re: Port Fear (Custom TacMod Map)
The supplies CP is out. I think we are going to be working on a TacMod gamemod that would be applied to lots of maps so no need to do it just for mine.
I got pretty energized last night and did some significant texture painting. I'm not an artist, but I do think it looks alot better than before. I'm running a fresh set of medium level lightmaps today will review my map and then post a final RC. If no issues are found I'll run final lightmaps and hope it gets done in the 68 hours I have left before vacation.|TG-12th| SHINER









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07-26-2006, 10:54 AM #57
Re: Port Fear (Custom TacMod Map)
psh. details.....
Originally Posted by Kilrogg
though i suppose a single barrel could be used as a sort of capture-the-flag type game... may or may not be fun, but... (a CP under the barrel that causes instant bleed of the other team)
looking forward to it shiner!!
|TG-12th|WhiskeySix
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07-28-2006, 12:28 AM #58
Re: Port Fear (Custom TacMod Map)
Port Fear RC Final Release
If no major comments are made I will convert this to the final version before I leave for my vacation on Saturday. A huge thanks to everyone that helped on this map with comments, bugs, advice, technical help and otherwise.
Screenshots:
http://www.biermanfamily.com/program...?g2_itemId=372
Download:
http://members.tacticalgamer.com/~sh...er_RCFINAL.rar|TG-12th| SHINER









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07-28-2006, 12:36 PM #59
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07-28-2006, 03:03 PM #60
Re: Port Fear (Custom TacMod Map)
Yeh that doesn't look right. I had wanted to get taller grass for more cover.. but it doesn't seem to be working as I intended. Its pretty funny that you get so used to things like that grass as the author that you don't even notice it after a bit. Unless anyother changes come in that will be my last tweak and I will post a final and pm you.
Originally Posted by SgtDuke
|TG-12th| SHINER









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