Awesome work! Thank you so much! Will give them a nice spin this weekend. Also I thought, about the maps that need the bots to land on the island, isn't it possible to just change one flag on the island as if it has already been captured and force the bots to spawn on it? This way we can keep the fighting on land only.
Also I thought, about the maps that need the bots to land on the island, isn't it possible to just change one flag on the island as if it has already been captured and force the bots to spawn on it? This way we can keep the fighting on land only.
Ivan, once again wonderful work on the navmeshing. Played them all and I am thoroughly impressed.
These maps were all designed without AI in mind, and you may have no interest in changing any of the dynamics, but if you are open for it, here are a couple gameplay design suggestions.
Wake Island:
This map easily plays best of all, and is great fun. To play as the defender however can become quite stale:
A: The Japanese will not really man the cargo spaces of the the landing crafts and arrive in small numbers at a time, also leaving their boats in the open and slowly (very slowly) moving a long way to the shore. The MG emplacements make it far too easy to mow them down, so removing some of them could be a way forward.
B: The Japanese will throw all their forces at the CP at the tip of the island, and end up fighting the rest of the round for the bridge-chokepoint. I adjusted the the Japanese to have twice as many men as the US side, and they still didn't stand a chance. If they would perform landings at other objectives from the start of the mission, a more dynamic flow could be established.
Tarawa:
I would love to see how a beach landing plays out here one day with fixed behaviour templates or whatever is needed. The 16p layer unfortunately is not very exciting, since it will always develop into a slugging match on a thing strip of beach. Adding an Airfield CP and opening some of the barriers, assigning neutral CPs to the Japanese side and creating a push-mode where the base can be captured would go a long way to make this map worthwile.
Tulagi:
This map plays fine, but could benefit from one or two more CPs, a push-layout and a capturable base CP. Moreover, from an aesthetic point of view, the map either needs a fixed watershader or a different skybox and sky variables. Water and lighting clash quite a bit, and the oversaturation is irritating at times. Great for screen-archery, not so much for fighting.
General:
Wake Island does not have a loadscreen-soundtrack. Some of the UI doesn't fit in well with the FH2 quality standards. If the CMP guys allow you to change this, it might be a good change to have your work blend in, if you care about such things, that is.
That being said, keep up your good work as a doctor first and foremost and thank you for making these available as they are right now.
Hey Darman, how are you? Glad you joined us!
Insteresting... I sent a PM to Ivan with some observations/opinions, and they almost match all of yours! Looks like I'm on the right path of "reading gameplay", with my observations close to yours, that are highly regarded! ;)
I think Ivan is doing such a great job with this Pacific stuff, and with a couple of tweaks these COOP's will be kicking ass! On all of 3 maps I think a Push Mode would be better for playability, on both sides. And of course it would match the real battles, that were all annihilation to the last man. Plus some additional, well emplaced CP's would have a great effect, mostly on smaller layers, specially, as you said, on Tarawa 16.
One thing that bothers me greatly are the CTD's related to Japanese armour. I'm just trying to understand how AI templates work, but the fact is I got CTD's 100% of times on Tarawa (32 and 64), all crashes related to bots crewing something at some point. What do you think?
Ivan, sent you a PM.
Warmest regards,
batistadk
Mr. Ivanwazowsky, You are the first successful map creator to make playable CMP maps, and I am very grateful for your work. Keep it up. ;)
EDIT: After update Tulagi 64 crash when i start a round.
Hi Ivan. Tried new Tulagi installation, but unfortunately got a CTD right after loading, just like Kandel.
Then, I proceeded to delete some spawnables based on my "intuition", namely: PT Boats, subs, LCT and Ford GPA. This way I loaded the map just fine. Marines didn't spawn, but I was able to board one of the LVT's and capture one of the CP's. All bots spawned inland normally. But I run into a CTD a few seconds later.
Some notes about my installation: deleted old cmp_Tulagi, copied the new one. Replaced all extra files as required.
Any ideas?
Best regards,
batistadk
rem [ControlPoint: Sasapi]
Object.create Sasapi
Object.absolutePosition 112.103/110.352/376.140
Object.layer 1
rem [ControlPoint: Sasapi]
Object.create Sasapi
Object.absolutePosition 112.103/100.352/376.140
Object.layer 2
Flagpole correction for Tulagi 64/Coop
GamePlayObjects.con
Search this Entry:Code: [Select]rem [ControlPoint: Sasapi]
Object.create Sasapi
Object.absolutePosition 112.103/110.352/376.140
Object.layer 1
Replace with this (taken from Conquest 64):Code: [Select]rem [ControlPoint: Sasapi]
Object.create Sasapi
Object.absolutePosition 112.103/100.352/376.140
Object.layer 2
This should fix the floating Pole position.
Is there any home that one of the upcoming updates will include a 'Pacific map/maps'?
Hi Michael, I play over a LAN with my two friends and regularly play for the full two hours on Ogledow, Villers Bocage and Breakthrough at St Lo. The maps that have been released ( Russian front Maps ) recently all seem to work flawlessly.
Have a try.
Great stuff. This could bring back to FH gaming ;D
Which maps are stable ? Nothings worse for me than getting really stuck into a game only to have a CTD half an hour into it.
I played the map all day from both sides.
When playing as axis, when the allies capture the ‘Park’ flag , the bots have not much interest in driving the tanks from the starting point. Turns mainly into an infantry battle when roughly half the flags are taken.
Here is a suggestion.
When the ‘Park’ flag is taken, spawn the isu-152 and is-2, near there. There seems to be more open space for the big two to roam around. ( Im trying hard to get them in the game! ;D )
Hey Ivan, once again fantastic work!
Just played the 64p layer of Berlin and had a ton of fun.
Here are some issues I noticed:
For balance, I would consider replacing the MG-42 with something less powerful. The map is full of open and narrow lanes and playing as defender it is very easy to lock those down even when greatly outnumbered. I had the same issue on Seelow and found the static MGs already placed around the map bad enough, so I chose to hand out MG-34s instead.
The strategic areas need to be looked after to adjust spawn behaviour. Early on, German AI will never spawn near the Tiger tank while as the game progresses into the center stage, Soviet AI will completely ignore its own tanks in the base and instead spawn near the frontline.
Edit: Is the Tiger supposed to be static? Will AI ever spawn into it because so far I have't witnessed it.
As usual, I would suggest to bring the UI experience in line with FH2 vanilla by changing map names, load screens and so on, also remove bright blue ammo stash markings on the minimap.
And finally, cloning the map is always a better option than overwriting an original as it keeps things smooth and compatible ;)
Keep up the great work!
I wrote an article about these maps ... "Coop Support for CMP Pacific in Forgotten Hope (https://battlefield-classic.michaelzfreeman.org/coop-support-for-cmp-pacific-maps-in-forgotten-hope/)".
Been away for a while and we got new updates. Awesome thanks a lot Ivanwazowsky!
I wrote an article about these maps ... "Coop Support for CMP Pacific in Forgotten Hope (https://battlefield-classic.michaelzfreeman.org/coop-support-for-cmp-pacific-maps-in-forgotten-hope/)".
Thanks very much Michael Freeman for your attention and article :) . I will try to improve the cmp coop maps. if you have ctd problems, just post here some screenshots about ctds. so i can help.
I wrote an article about these maps ... "Coop Support for CMP Pacific in Forgotten Hope (https://battlefield-classic.michaelzfreeman.org/coop-support-for-cmp-pacific-maps-in-forgotten-hope/)".
Can not thank you enough for the continuous expanding of our Coop FH2 world !
Thank you.
Latest version is available through the CMP Updater now as well.
Does this mean I should be using the CMP downloader util to install ? I'm not seeing an updated download link.
Thanks a lot Ivan, downloading now.
Keep up the good work(s) and stay safe everybody !
Almost missed this one. Thanks for the update.
This is the latest coop pack includes Ivanwazowsky's coop maps
https://discord.com/channels/338594020328472579/716392204452757597/828615393719091240
Hi, where is the latest coop map pack ? The discord links appear to be no longer valid.