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Call of Duty - Maps and Modifications Map and Modification discussion for Call of Duty.

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Old 03-03-2006, 11:06 AM   #1 (permalink)
Obi
 
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,081
Tactical Gamer CoD2 Server Mods

Our server is in good working order, with enhancements in place to offer a solid realism environment for team play and tactics in Call of Duty 2. We host various custom multiplayer maps, and we play only the Search and Destroy (SD) gametype (the first team to win seven rounds wins the map).


General Changes and Settings
  • By popular demand, KillCam has been disabled
  • By popular demand, iron sight zoom has been enabled on the server, with certain improvements.
  • The player's Damage Indicator has been disabled. When he takes damage, a player will no longer see the red arrow that points in the direction of his attacker.
  • The ability to see the number of players left alive has been disabled.
  • The "red dots" indicating enemy players' locations have been removed. These will no longer appear on the compass.
  • Weapon names have been changed to something closer to their actual military designations.
  • The ability to choose a specific team has been disabled. Now, the only options available to a player are "Auto-Assign" and "Spectate." This is to help prevent issues with team balance. (During competitions, this feature is disabled so that teams are able to choose sides.)
  • The maximum number of players allowed on the server has been set to 24.
  • The chance for only one bombsite to appear in Search and Destroy has been disabled. When playing with more than five players per team, it becomes extremely difficult for the bomb planters because the defenders know exactly where to concentrate their forces.
  • The round time limit has been extended to eight minutes so that teams may devise and implement solid team tactics.
  • A blood mod has been implemented, which adds more blood effects so that bullet hits may be seen a bit more easily.
  • A tracer mod has been added, which removes tracers for all of the weapons except the machinegun emplacements. Emplaced machineguns have enhanced tracer effects, including bullet fragmentation when a tracer round hits another object.
  • A compass mod has been added, which enhances the look of the compass and makes it more useful to the player.
  • A sound mod has been added, which improves the sounds of all of the small arms in the game.
  • A Match Start Delay mod has been added, which delays the start of a match until everyone has had a chance to load the map and join a team. Players can also use this pre-match delay to formulate strategy and tactics.

Wolfsbane's Realism Mod

This is the backbone of our mods. The WRM Forum at the 1stSF/SS has further details. This mod disables many of the "arcade" features found in Call of Duty 2. Some features include:
  • Cross hairs no longer display.
  • Grenade indicators no longer display.
  • Team icons no longer appear above players' heads.
  • Players can bleed when wounded, and have the ability to bandage themselves and teammates using the first option of the "Use Key Magic" menu system.
  • Weapons can jam randomly; this may occur when a player fires an automatic weapon or a semi-automatic weapon continuously for too long. To clear a jam, a player must use the second option of the "Use Key Magic" menu system (similar to how bandaging works).
  • Attackers will hear the words "MOVE IN!" at the beginning of a round, which should make it easier for players to know whether they're attacking or defending.

Weapons Balancing
  • To promote balance, weapons have been limited per team based on type.

    - ONE BAR/Bren/MP44/PPSh per team per map
    - ONE "sniper rifle" per team per map
    - FOUR submachine guns per team per map
    - TEN semi-automatic rifles per team per map
    - UNLIMITED bolt-action rifles per team per map

  • To promote balance, ammunition loadouts have been adjusted for each weapon class.

Supersonic Gunshots

SurvivorGrim's supersonic gunshot audio samples have been incorporated. This has been done not only to enhance the gameplay experience for players, but also to support Dslyecxi's effort. We hope this will take the level of immersion to another level for tactical realism players in Call of Duty 2.


Tactical Gamer Weapons

This mod alters the characteristics of weapons in the game to better approximate realism.
  • Weapon damage has been increased.
  • Weapon recoil has been increased.
  • Weapon rate of fire has been altered.
  • Weapon reload times have been altered, as necessary.
  • Weapon accuracy has been altered, as necessary.
  • The sniper rifle scope is dropped while rechambering rounds.
  • Grenade throw distance has been reduced.
To promote balance and dependencies between kits, grenades have been limited as follows:

1) Submachine gunners have one smoke grenade and zero frag grenades. So even though they're able to create their own cover and lay down lots of short-range fire quickly, submachine gunners need assistance from a rifleman or an automatic rifleman when frag grenades are called for.

2) Riflemen have one frag grenade and one smoke grenade. This is the game's "general all-purpose kit;" a rifleman can provide effective fire at medium and longer distances, he can create his own cover, and he can use his frag grenades to be somewhat effective at short distances. Still, riflemen really need assistance from submachine gunners when clearing buildings.

3) Snipers have zero frag grenades and zero smoke grenades. Since the sniper is a long-range fighter, he should be using stealth and distance as his tools when covering his team. Smoke and explosions from a sniper are just location advertisements to the enemy.

4) Automatic riflemen have one frag grenade and one smoke grenade. This powerful kit is able to lay down very effective fire at virtually all distances. He can create his own cover, as well as use his frag grenade to clear an area for himself and/or advancing teammates.



All necessary files are downloaded automatically when you join the server.

For mod talk use this forum.




EDIT: Stickied!
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Last edited by Strag; 10-21-2006 at 10:29 PM.
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