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Topics - phillip

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1
Modding / Op Aberdeen Community Project
« on: 02-02-2011, 03:02:28 »
Let's use this thread to discuss the various plans and issues.  Post map concepts so they can be talked over a little bit before implementing.  Post map links so they can be reviewed.  We can also get them on a server to test on a network before we are ready for the public to download and play.

http://fhpubforum.warumdarum.de/index.php?topic=13475.0

Requirements
  • Rework the Map Operation Aberdeen
  • Mapname must be changed to Operation_Aberdeen_YOURNICKNAME to prevent conflicts


Options
  • All flags can be moved/removed/changed
  • Scenario can be changed
  • Armies can be changed to match scenario
  • Bleed can be changed
  • Kits can be changed
  • Out of Bounds can be changed (and is recomended)
  • Preferably little to no static changes, but allowed
.

The goal is to use the existing map, but make it more fun and/or more historically accurate.

2
Suggestions / Giving Aberdeen some love
« on: 30-01-2011, 17:01:05 »
Between the What 5 maps would you miss the least? thread and a recent crappy COOP round of driving up and shooting all the axis bots in the barrel mainbase, I was thinking this map could use some loving.  It's almost universally hated it seems.  But perhaps with a little help from the community we could give this map a facelift and make it awesome playable.


This is the minimap.  Yellow is the playing area.  There are 10-15+ tanks on each side.  The gameplay tends to just be drive your tank forward and shoot.  Not much for flanking.  Not much for infantry to do other than find a hole and hide in it.  Trucks/APC are death traps because of the amount of armor and lack of cover.  And a pipercub spawns at the bottom city if the brits have the central village flag.  I havn't played it enough in earlier versions to know if the bottom was a flag, but I imagine it was.  


So after getting in that pipercub, I realized this is what we have to play with for the map.  The current playable area is probably only a quarter or less of the space on the map.  Lots of rolling hills and valleys that could make for some fun team tanking warfare.



If you move the current OOB (white) to the blue, look how much more space there is to work with.  The entire mountain comes into play along with the pipercub village.  There is a plateau on the left side of the map and the allies could flank around the riverbed near their mainbase.  


In a 5 minute MSpaint layout that sucks, I put this together. The map wouldn't/couldn't be great for infantry, due to the lack of cover.  But this map could then be great for a pure tanking map. 32v32 tanks+arty.  Tanking flags with 200m flagzones with team spawnpoints that have reserve tanks to get back into battle.   Maybe start all flags as Axis?


The item that takes away from fun of tanking on the large maps is that you spawn, drive for 3 minutes, get one or two shots off, then start driving again.  To do tanks 32v32 I think you need to make tanks spawn forward near the flags so that players can spawn and get into a tank near a flag they control.  Then the team that owns the flag, gets forward tank reenforcments.  Maybe you keep the heavies in the mainbase.  And make each tank objectspawner produce up to 10+ objects.



My machine can't map, otherwise I'd do it.  I am pretty sure if someone puts the effort into updating the map, we could get Sam(F|H) to host it for a "FH Community Loves up Aberdeen" event.  Find a mapper to work on changing the objects, then plan a date to get 64 peeps on it.  I don't know if either of the tournaments have tried to expand the playing area in Aberdeen.  I'm pretty sure F|H hasn't.

I think Lobo was the mapper behind this map, and alot of time has been invested in it.  Instead of relegating maps to "This sucks. Let's never play it again"-status, why don't we as the community get together, brainstorm and give this map some love to make it really fun.


Quote
What 5 maps would you miss the least?
62 (10.8%) - Operation Aberdeen
38 (6.6%) Tunis
34 (5.9%) - Anctoville
34 (5.9%) - Bardia
34 (5.9%) - Mersa Matruh

Why not work on improving what is considered the worst map in the mod?  Can't get worse right  ;D

3
Singleplayer and Coop / Anctoville Errors
« on: 30-01-2011, 16:01:54 »
From a coop round.
Lots of the TeamSP errors


4
Suggestions / Link to main site
« on: 28-09-2010, 20:09:27 »
for the life of me I cannot seem to find a link, so I suggest altering the forum header to link back to the main F|H page.  Or adding another item to the menu on the top.  whatever.  An easy way to go from forum to home page.

5
Suggestions / Default Squad Names
« on: 11-09-2010, 21:09:49 »
Personally I don't care for default squad names.  "Alpha Bravo Charlie Delta" just doesn't have that 1940's ring to it.  If possible it would be cool for the default squad names to match each army for the period.

Perhaps
US/UK/Can
Able, Baker, Charlie, Dog, Fox, George, How, Item

German
Ein, Zwei, Drei ...

Italian
whatever Italians do

New Zealand
1 Sheep, 2 Sheep, 3 Sheep, 4 Sheep

Austrailian
F*ck, Damn, Sh*tcreek, :)

Just army appropriate would be cool.  But my guess is it is not possible, which is too bad.

6
Bug Reporting / PHL32 Kit Error
« on: 10-09-2010, 08:09:12 »
The axis mp40 kit gives a kit error and kills your player when selected.  regular not officer

7
Suggestions / Dead Grenade
« on: 07-09-2010, 18:09:50 »
Personally I like the feature in other games where if a player pulls the pin on a grenade and begins the shoot/throw of it but gets killed in the process the grenade falls to the ground and blows up his buddies.  I doubt it is possible but it would be a nice feature to have.  Causes players to think about their surroundings a little before throwing them (see Tunis)

8
Suggestions / Fun & Mic's
« on: 06-07-2010, 06:07:16 »
This mod can be immensly fun.  It can also be immensely dull.  When you get in a nice squad of guys where most to all are using their voice boxes in conjunction with their mics, awesome happens.  Great teamwork. Great fun.  Memorable games.  When you are in squads that don't talk, they dont work very well together, and its not nearly as much fun.  Even when you pwn 4 tanks with a pak40.

My suggestion to make the game more fun is to require players to have and use a mic.  Mics are cheap and it would make the game more fun for everyone.  Make the game only work if they have their junk wired up to one of these...


If they don't talk for a minute or two, zappo.  I think this will help bolster a more active community that uses their mics and encourages teamwork.  And in turn fun.




Seriously though, this game is alot more fun when the guys you play with talk.  Whether you know them or just met them.  I don't know what would be the best way to encourage a culture shift, but I think it would add much more fun to every match.

9
FH2 Help / Support / Squad Leader Selection
« on: 06-07-2010, 06:07:49 »
I have been wondering how the game selects who is the squad leader if the current one leaves.  Lately I have been joining squads, cap a flag, die a few times then they game decides to turn me into the squadleader with a fearsome score line of 3 pts, 0 K, 6 D.  Confused, perhaps my webcam is on and the server selects the next squadleader based on looks?

I always thought it was based on the order you entered the squad.  First in, first in line for SL.  Is it a server setting or did something change, or am I losing it?

10

Forgotten Hope 2.25 will be released this Friday at 18:00 GMT. F|H Tournament will be hosting 3 public servers for the event to offer the best teamwork and gameplay possible to the players The new patch includes 4 new maps and changes to existing ones.

The password for the download will be released on friday and we will have it posted then.


Forgotten Hope 2.25 Torrent Link


TeamSpeak 2

IP: ts.forgottenhonor.com
Play together, share the fun.



[F|H]#1 2.25 64p Maps Only
Squadless Kick Enabled
193.93.46.46:16567

[F|H]#2 2.25 + 2.2 64p Maps
Squadless Kick Enabled
193.93.46.46:16569

[F|H]#3 2.25 16/32p Maps
193.93.46.47:16567


All servers will have admins around all the time.


Play Forgotten Hope 2 at its best.
www.forgottenhonor.com


11
Bug Reporting / Tank/Weapon Selection
« on: 02-11-2009, 17:11:00 »
very minor thing, but thought I should report it.


I was on goodwood last night, ran toward a tank and scrolled the infantry weapon selector with the mouse as I entered a tank.  Once in the tank I could only keep switching the infantry weapons not the tank shells.  Exit, Enter and all was fine.  But odd though.

12
Suggestions / Tanking Teamwork Map
« on: 28-10-2009, 23:10:52 »
I have a dream, that one day my children will see a massive tank battle with tanking teamwork... sniff. :)

Ever since I read stuff like ( http://www.fprado.com/armorsite/tigers.htm ) and seen pictures like



I have had this idea for a real tank battle map.  Where the tanks have to coordinate to capture flags.  Big flagzones BIIIG so it is about tanks capturing an area rather than infantry.

Totalize/Goodwood are the current tanking maps, but they are more just infantry zones where the tanks support inbetween (I dont count Luttich because the many hedgerows limit tank movement and it is more about infantry/tank combat than tank/tank combat).  The size isn't as big as it could be so one guy who is really good at tanking can cover an entire area. This seems to happen alot of times on the maps with tanks.  One guy steams around taking out everything.  Because he almost always only encounters enemies one on one.  Leading to a nice 50-2 score at the end of the round. tanking teamwork isn't all that strong (imho)


The yellow is the playing area in totalize (my estimate)  what I would like to see is more the red size in a tanking teamwork map.  not just the OOB, but the size of the area that you play on the map.  Maybe controlling certain flags gives the teams spawn points around the map.  Like if you captured the Red/Blue flag then you get a spawn near that side of the map that has reenforcment tanks.  As if your army were encircling the area.  Less water the better because water channels all the fighting (imo)





Then put a bunch of tanks on each side so that most players get some kind of vehicle (or double up and engineer).  Then the team with the best teamwork and combined use of tanks would win.  I have no idea if any scenarios in the western front fit this or if it would work in game (too laggy?)  But I think it could be fun.  I am not a really good player, and I don't think I will ever be.  I like teamwork.  That gets me going.  I rarely if ever tank because it seems to be less about teamwork and more about being good at it.  But if there were 15-20 tanks/vehicles on a map per side it may end up being more of a teamwork effort.  tanks, tank destroyers, armored cars, heck even the Sdkfz 251 9/10/22.  Spawnable APC's would be nice for overtaking flags and allowing infantry to come in as AT and defend a flagzone.  I know there is some kind of limit on the number of types of vehicles/player controlled objects.  But I don't know the limit on the numbers of individual vehicles.

anyway, that's my dream

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