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| Battlefield 2 - Point of Existence Discussion General discussion for Point of Existence |
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#1 (permalink) |
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Join Date: Oct 2006
Posts: 176
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Push Map and Flags
At one time I had the Forgotten Hope Modification on my computer for Battlefield 1942 before I had to erase my hard drive. As I can recall, they had a map that was between the British and Germans. It was a June 1944 Normandy map and you entered on the beach. Your goal was to advance northward through a small corridor and attack flags. While doing this a timer would be displayed as usual and a team (British) would have to travel north and capture flags in order. Once a flag was captured it could no longer be recaptured by the Germans. It brought a different gameplay and I was wondering,
1. Could this be developed for POE? 2. Could the current maps be used and eliminate on some maps the number of vehicles and/or spawn time? thanks |
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#2 (permalink) |
![]() Join Date: Apr 2005
Location: MA
Posts: 3,581
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Re: Push Map and Flags
I'm not sure if the first one could be done just in a map, it would probably require a server-side or client-side mod for the capture logic. It would be seemingly simple to implement: all flags start out owned by a team (one UCB for British, all the rest cappable German flags), then when a flag was turned and capped by British, it would turn into a UCB.
For the second question, vehicles and spawn times for them can be changed server-side (remember the icky experiment?). |
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#3 (permalink) |
![]() Join Date: Feb 2006
Location: On the road to perdition!
Age: 51
Posts: 3,343
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Re: Push Map and Flags
Well, there's POE2 frontline mode. Played it once on MnM.
«- FrontLine – Frontline mode is exactly as it sounds… fights are at the front line. Players must capture flags in order to advance. Once a flag is taken that becomes the teams only flag that they can spawn at or that spawns equipment. Win the round by pushing farther into the enemy territory which will cause them to bleed. “We recommend this mode be played with 32 players MAX.”» DB
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#4 (permalink) |
![]() Join Date: Aug 2005
Location: Michigan
Age: 23
Posts: 384
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Re: Push Map and Flags
I just looked in the editor and it might be possible to do what you're talking about. There's a tweak value for control points called 'OnlyTakeableByTeam'. It's possible that you could give the flag to one team at the start, but only have the other team capable of taking it. If the first team losses it, they wouldn't be able to get it back. I haven't tested this though; it's might work differently, or not at all.
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#5 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,831
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Re: Push Map and Flags
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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#6 (permalink) |
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Join Date: Oct 2006
Location: Boulder, CO
Posts: 321
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Re: Push Map and Flags
They created this kind of map in Desert Combat... I can't remember the name of the map.
The "back" flags had cages around them and couldn't be taken if they were out of order. |
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#9 (permalink) |
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Join Date: Oct 2006
Location: Manchester, England
Age: 28
Posts: 310
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Re: Push Map and Flags
The new Project Reality mod release for BF2 has maps where the advancing team takes flags and they can't be re-taken by the defending team, pushing them back further into the map.
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#10 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,831
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Re: Push Map and Flags
Which game mode is that? The PR default AAS mode you have to take them in order, but you can take them back in reverse order.
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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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