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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - Inishail Forest v1.2 FINAL Released! - Here is the final version of the map. Changes : - Bleed now works. Hold
  1. #1

    Kilrogg's Avatar

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    Inishail Forest v1.2 FINAL Released!

    Here is the final version of the map.

    Changes:

    - Bleed now works. Hold 50%+1 flags to make the other team bleed.
    - Added 4 custom billboards made by TG members WhiskeySix, H-Hour, jmaker and DrunkenSoul





    Download:

    http://www.tacticalsites.com/~kilrog...orest_v1.2.zip


    Installation:

    Unzip Inishail_Forest_v1.2.zip into your EA Games/Battlefield2/mods/bf2/Levels folder. You should then have inside your /Levels folder, a folder called Inishail_Forest with client.zip, server.zip and an "Info" folder in it.

    ATC Maps:

    ATC Maps for Inishail Forest are now available.
    Last edited by Bommando; 07-05-2006 at 10:20 AM.

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  3. #2


    Coridon's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    WOW!! Robocop, Bommando and Santa are now immortalized on those billboards...

    GREAT JOB, I haven't played it yet and have only seen screenshots but I've heard nothing but praise for this map...
    |TG-1stMIP|Coridon

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  5. #3

    Beatnik's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Nice. Looking forward to giving this map it's proper treatment with 64 players. Great work Kilrogg.
    Beatnik

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  7. #4

    munchkin's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Haha, love the billboards. Great job on the map, Kilrogg.

    [conduct][volun][drill][sg-c1][tpf-c1]
    |TG-2nd|munchkin
    Nec aspera terrent.

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  9. #5

    UnDeaD's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Good job.
    |TG-12th|Undead


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  11. #6


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    Re: Inishail Forest v1.2 FINAL Released!

    Great job, those look fantastic!

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  13. #7


    Bubba's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Great job. Will enjoy playing this map over and over.


    TG_Mateo: "Forget freedom, democracy, the blues and New York Pizza: Our lasting contribution to human society is Bourbon."

    18th SF Operational Detachment Delta

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  15. #8

    Hambergler's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Strong work. Is there going to be a time set up to play this on the main server?

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  17. #9

    Turbo's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Very nice Kilrogg, I am going to have to reinstall BF2 just to try your map.

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  19. #10


    Tempus's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    Good work! All servers are upgraded!



    -- 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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  21. #11

    Robocop's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    wow that billboard looks awesome!!!
    i have to look at that right now.

    Thanks I owe you one.
    Silent Engineer

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  23. #12

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    Re: Inishail Forest v1.2 FINAL Released!

    Just be careful. You'll be even more hunted than you were before.
    |TG-12th| jmaker

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  25. #13

    Kilrogg's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    You can collect your reward in front of the temple near the US UCB. Please come unarmed.

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  27. #14

    wushuhero's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    hey Killrog how did you get custom billboards on just that map, did you just copy the file structure of the stock objectclient with the textures into your map folder?
    "The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu

    ingame name: Zuiquan1

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  29. #15

    Kilrogg's Avatar

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    Re: Inishail Forest v1.2 FINAL Released!

    1) create folder in your client.zip, called "objects"

    2) inside "objects", recreate folder structure to the (existing) texture you're replacing (example: objects/staticobjects/common/textures/common_01_c.dds)

    3) give all of your modified textures a suffix, it can be anything you want but if you're already using "woodland" textures, just put _woodland at the end of the file name (so you get common_01_c_woodland.dds)

    4) in Init.con, put your desired suffix in the lines
    if v_arg1 == BF2Editor
    LevelSettings.CustomTextureSuffix "Woodland"
    else
    texturemanager.customTextureSuffix "Woodland"
    endIf


    5) That's it. Just remember that your objects folder needs to be included in client.zip in your map. There's no lines of code to write or anything, the game loads everything automatically as of patch 1.2 (it's required to make boosters work).

    custom models might be a bit different but I think it's roughly the same process.

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