-
02-08-2006, 01:13 AM #46
Re: Maps
Some of the guys at this forum are working on more singleplayer to multiplayer conversions of existing CoD2 maps. Keep up to date with the latest in what maps are coming out (until the editor comes out, anyway, and then we can make our own maps).
Apparently someone is working on a conversion of Hill 400, which could be a great map for CTF.
-
02-08-2006, 02:22 AM #47
Re: Maps
I hope the map editor comes out soon.
Great job on those maps Strag....that one HQ map tonight was great!
+repthat sounds like a good idea trooper.
-Vulcan
-
02-08-2006, 02:23 AM #48
Re: Maps
Man, that game was fun stuff. Thanks for the intro to the game, guys. Seeing Trooper's sniping from the killcam is a thing of beauty.
Originally Posted by Trooper[SNPR]

[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
-
02-08-2006, 02:25 AM #49
Re: Maps
My pleasure!
Hopefully tomorrow we can get some discussion going on which maps we'd like to mod next for play with HQ.
Bone, would it be possible to post a link where others can grab Beltot HQ? If enough folks get it, maybe we can get some even larger games going on it.
-
02-08-2006, 10:21 AM #50
Re: Maps
Cool deal -- thanks! Since we're running custom maps now, do you think we should have a "maps list" post in our Official Rules, Announcements & SOPs forum, kinda like what the Counter-Strike group has for their servers? That way, if folks came to this forum from outside of TG, they could easily find our maps list, grab the maps we're running, and hop on with us.
Originally Posted by Bonehead
-
02-08-2006, 10:29 AM #51
Re: Maps
You must spread some Reputation around before giving it to Cadian again.
Originally Posted by Cadian
Dang rep system!
-
02-08-2006, 10:32 AM #52
Re: Maps
i was thinking about that yesterday, inserting a screen before you join the "select team" page, that would show our server rules and show links to the maps we have changed. Something like what the extreme mod shows before join. And another idea would be to have a little message that would pop up just before the mad ends that would tell the players that a new modded map is about to start.
yah i cant give you any more rep either strag....+++rep when i canthat sounds like a good idea trooper.
-Vulcan
-
02-08-2006, 10:56 AM #53
Re: Maps
Having a link to download new maps and unzipping them before connecting to the server would be very helpful. I tried to connect later last night but the download time for the Beltot HQ map was pretty long, so I packed it in. I did play someone early on in some one-on-one action on the Silotown map, and that's a pretty good-sized one. Greta job on getting some new maps in the game.
-
02-08-2006, 01:50 PM #54
Re: Maps
Okay, I made a post here with all the maps on Server 1 that I know of that are in rotation, including the links for downloading them.
Bone, could this post be moved over to our Official Rules, Announcements & SOPs forum? Also, I didn't provide a link for mp_beltot_hq_v1 because I don't yet know what the link is, so it may be a good idea to add that in the post.
This one post could be updated whenever changes or additions are made to Server 1's map rotation, so that everything remains in a central location.
-
02-08-2006, 03:48 PM #55
Re: Maps
I would recommend putting all of the server addon/mod info in the main server listing post, since these are all server-side and don't require any downloading on the client's part. Keeping a separate thread for maps (some of which must be downloaded by the client) provides a quick "jump-to" thread for anyone coming in looking for the maps.
Originally Posted by Cadian
I say this mostly to follow what some of the other TG game groups have done, such as the Counter-Strike folks. This way, we have some uniformity across TG.
-
02-08-2006, 03:55 PM #56
Re: Maps
okay ive looked over the server message scripts and i think ive found the one to load a server welcome message who knows....i need to design one and see if we can load it up..
next thing is get ahold of a mod maker and see where it actually goes in the configthat sounds like a good idea trooper.
-Vulcan
-
02-08-2006, 05:11 PM #57
Re: Maps
Are you talking about the Hostname and MOTD? If so, you can set them both in wrm.cfg:
Originally Posted by Trooper[SNPR]
// Hostname and Message of the Day
set sv_hostname "WRM Tactical Realism"
set scr_motd "This server runs WRM - Wolfsbane's Realism Mod."
For TG, this could become something like:
// Hostname and Message of the Day
set sv_hostname "Tactical Gamer -- Call of Duty 2 Server 1"
set scr_motd "This server runs custom maps and Wolfsbane's Realism Mod. Visit the Call of Duty 2 forums at TacticalGamer.com for more information and map downloads."
-
02-09-2006, 10:40 AM #58
Re: Maps
I'd feel okay putting something like "Tactical Gamer Beltot HQ (based on El Diablo's Beltot CTF)" or something similar for Beltot, but I don't wanna remove the credit for the overall map conversion. El Diablo did the real conversion work for this map, so credit should remain in his name, IMO.
Originally Posted by Cadian
But yeah, overall I definitely think it'd be cool to add our "Tactical Gamer" tags on the HQ maps, just so folks know for sure where the HQ updates came from.
I'm working on Trainyard right now, so I'll make the title for that one "Tactical Gamer Trainyard HQ (based on El Diablo's Trainyard CTF". Hopefully all that will fit! I also intend to tweak Beltot HQ a bit more, so I'll update the title for the final version of that as well.
-
02-09-2006, 11:28 AM #59
Re: Maps
Originally Posted by Strag
yah something like that but do you remember the extreme mod, it had a welcome screen, I can design something with the TG logo and everythingthat sounds like a good idea trooper.
-Vulcan
-
02-10-2006, 02:24 AM #60
Re: Maps
Okay, I got a start on Trainyard HQ tonight. After we selected the various Radio locations, I went ahead and got their coordinates. I've input eight of them and would like to test this abbreviated version of the map on our server before finishing the whole thing. I'll also finish up the improved player spawnpoints so we're not spawning on top of roofs and pipes and such.
After Trainyard, I was thinking about moving on to Silotown, and then Rhine. What do you guys think?
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote

Bookmarks