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Topics - [KamiKaze] Destroyer

Pages: [1]
1
Modding / Putting commander into map
« on: 10-10-2012, 15:10:30 »
Hello,

So, i have never done this before, i think that it would be useful for Warsaw and upcoming Omaha. Any ideas how do i even begin with this? How do you put in commander + his options in a map? =)

I tried to look for tutorials, either there are none or i searched using wrong words ;P

2
So, as mentioned, Voting is completed!  ;D

Download Community Map-pack #1 here
Install instructions: Remove existing versions of the maps (to be 100% sure everything goes right), then put all maps into your fh2/levels folder, nothing special =)

Final results are following (Bolded names are the ones that made it to the map pack):

7 Points = Warsaw Uprising
6 Points = Battle For Stonne
5 Points = Bloody Beach, St Mere Eglise
4 Points = St. Fromond

3 Points = Sedan Breakthrough
2 Points = Monte Cassino, Carentan
1 Point = Berchtesgaden
1 Point = Saaremaa
1 Point = Kasserine Pass
1 Point = Valkenswaard
1 Point = Blood D-Day
1 Point = Operation Dynamo
1 Point = Arnhem
1 Point = Operation Nordwind FH1

We were considering 7 maps, but the size was just too big :/ But, there will be more map packs i think, so dont worry! =)

Eitherway, VBIOS #2 is up and running, everybody welcome =)
Server information: If you have disconnection issues you might need to disable your Hamachi network, on XP you do like this: Start->Settings->Network Connections->Right click on Hamachi->Disable
If you still have problems, then make sure you delete old versions of maps that are in map pack before installing it.
-----------------------------------------

If you have any suggestion how to improve voting in future then please write here.

3
Modding / Community Map Pack #1
« on: 28-09-2012, 16:09:20 »
Like the topic says! =) Lets all gather and choose few maps for the first Community map pack! =)
----------------------------------------------------------------------

Some answers of questions that i forsee before anyone asks them:  ;)

Community? Yes, as the fans choose the maps themselves, then it cannot be called anything else then map pack representing the community of this great mod.

Voting? Yes, the maps that are mentioned the most will be the ones that will take their place in the first Community Map Pack. You choose which maps will be included!

How big will be the pack? 5-6 maps max, to keep the size some what reasonable = easier accessability.

Will it be played? Yes, when the map pack content is finalized it will be online on VBIOS #2 Server!

----------------------------------------------------------------------

Now, for voting, i suggest following system, write names of anything between 1 and 5 maps, like exemple below (Names of the maps here are hypotetical):
Battle of Mars 64 conquest, Last Samuraj 32 capture the samuraj, Braindead 64, Battle for Vodka 64 objective, Pavlov's Dog house.
Map size and mode are only optional, those will not have impact on voting, but will be useful for the server managers for sure =)

After one or two weeks time, i will count all the votes, annouce the voting over, and like said before the maps that will recaive most points will be the ones that will be mentioned most times =)

If you are unsure of which map to choose, or maybe simply forgot the name, then feel free to make use of my little custom map list thread. Names out of this list works aswell ofcourse, as long as the map developer released the map to public =)

--Current Standing:--
7 Points = Warsaw Uprising
6 Points = Battle For Stonne
5 Points = Bloody Beach, St Mere Eglise
4 Points = St. Fromond
3 Points = Sedan Breakthrough
2 Points = Monte Cassino, Carentan
1 Point = Berchtesgaden
1 Point = Kelafonia (Pending)
1 Point = Kasserine Pass
1 Point = Valkenswaard
1 Point = Blood D-Day
1 Point = Operation Dynamo
1 Point = Arnhem
1 Point = Operation Nordwind FH1

So, Place your bets! Here house doesint win but we all do =)

-=(-Sponsored by VBIOS SERVER-)=-

4
Modding / Custom Maps list
« on: 19-09-2012, 21:09:14 »
I am making this becouse i feel there are many custom maps that i personally dont know of, and would like to know about =) If you have a map, that you would like to be on this list please post info, including 5 screenshots, short description, credits, ai support and download location =) I think when the list is filled, it will be a lot easier for everyone to find what they are looking for =)

Following form is used:
Code: [Select]
[b]Name of the map[/b]
[quote=Map Information]Desc: Your short description of the map
Ai Support: Yes or No
Screens: [url=LinkHere]1[/url] [url=]-[/url] [url=]-[/url] [url=]-[/url] [url=]-[/url]
Credits: You?
Download link: [url=LinkHere]Version?[/url][/quote]
----------------------------------------------
Maps are sorted in Alphabetic order and only maps working on 2.45 FH2 version are listed
----------------------------------------------

Africa epic
Quote from: Map Information
Desc:
Ai Support: Yes
Screens: 1 - - - -
Credits: thomaslinxin
Download link: For 2.45

Air Rush
Quote from: Map Information
Desc: http://www.youtube.com/watch?v=eRKyKAdpzfE
Ai Support: Yes
Screens: 1 2 - - -
Credits: thomaslinxin
Download link: For 2.45


Appenini
Quote from: Map Information
Desc:
Year of battle: 1943
Location: Central Appennine Moutains, Italy
Number of flags: 4 + 2 Mains
Flags for bleed: 3
Time of day: Morning/Midday
Time of year: Late Autum
Tanks: Light
Air: None
Loadout:
Germans: x1 Schwimwagen, x3 Hanomag, x3 Puma
Americans: x1 Willys .50 cal, x3 M3A1, x3 M8 Greyhound
Screens: 1 2 3 4 5
Credits: Taloran
Download link: For 2.45

Argentan 1944
Quote from: Map Information
Desc: The last objective to close the falaise pocket. The allieds had to push the Germans out of the city Argentan and liberate it.
Ai Support: No
Screens: 1 - - - -
Credits: Muratti
Download link: For 2.45

Arnhem
Quote from: Map Information
Desc:The British 1st Airborne was still in control of the northern approach ramp to the Arnhem bridge. The Germans recognised that they would not be moved by infantry attacks such as those that had been bloodily repulsed on the previous day so instead they heavily shelled the short British perimeter with mortars, artillery and tanks; systematically demolishing each house to enable their infantry to exploit gaps and dislodge the defenders. Although in battle against enormous odds, the British clung to their positions.
Ai Support: No
Screens: 1 - - - -
Credits: Frodo
Download link: For 2.45

Battle for Stonne
Quote from: Map Information
Desc:In the night of May 13-14, the French urged various forces south of Sedan to counterattack the German breakthrough, but it was already too late. Very early in the morning on May 15, the "Grossdeutschland" Infantry Regiment supported by tanks of the 10 Panzer Division assaulted the French city of Stonne, to consolidate Guderian's breakthrough at Sedan. They didn't expect to encounter the French 3rd Armored Division and 3rd Motorized Infantry Division arrived late on May 14, too late to counterattack. The battle of Stonne has been called by the Germans the "Verdun of 1940" and was one of the first major tanks battle of World War Two. The town itself switched side 17 times in 3 days.
AI Support: No
Screens: 1 2 3 4 5
Credits: Sn00x & CptBocquier (French Hope)
Download link: For 2.45

Beaumont
Quote from: Map Information
Desc:Beaumont  Size16 = Skirmish without respawn at flags
Ai Support: Yes
Screens: 1 2 - - -
Credits: LeGriffu, Team CONT@CT, zxx43(AI Support)
Download link: For 2.45

Berchtesgaden
Quote from: Map Information
Desc:Berchtesgaden,Le nid d'aigle  Size16 = pushmod / Size32 = Destroy Objectives
Ai Support: No
Screens: 1 2 3 - -
Credits: LeGriffu, Team CONT@CT

Black Morass
Quote from: Map Information
Desc:Location: Normandy Marshes
Number of flags: 8 (3 Uncaps)
Flags for bleed: 3
Axis have vehicles. hanomags / opels
Axis may have off map artillery
Allies may have 2x mortars
Allies will have Stuart Recon's: M5A1 Stuart "Reese"
Ai Support: No
Screens: 1 2 3 4 5
Credits: Frodo
Download link: For 2.45

Blood D-day 2.0
Quote from: Map Information
Desc:
Ai Support: Yes
Screens: 1 2 3 4 5
Credits: thomaslinxin
Download link: For 2.45

Bloody Beach
Quote from: Map Information
Desc:Bloody Beach  Size16 = Pushmod / Size32 = Destroy Objectives and vehicles******In destroy objectives: the yellow stars indicate the position of targets to destroy or protect by
the team to which you belong. Objectives are not flags.
Objective destroyed may not be recovered.
Ai Support: Yes
Screens: 1 2 3 4 5
Credits: aserafimov, Team CONT@CT, zxx43(AI Support)

Bloody Gulch
Quote from: Map Information
Desc:
Ai Support: No
Screens: 1 2 3 4 5
Credits: Sn00x
Download link: For 2.45

Bombing The Reich
Quote from: Map Information
Desc: Remake of the FH1 classic bombing the reich but on this version both sides get an objective to destroy.
Ai Support: No
Screens:
Credits: FH1, Muratti (Port)
Download link: For 2.45

Carentan
Quote from: Map Information
Desc:To complete the capture of Carentan, Gen. Courtney Hodges of First Army created a task force under Gen. Anthony McAuliffe to coordinate the final assault. The mission to take Hill 30 was reassigned to the 506th PIR, the attack along the Bassin ¨¤ Flot was renewed, and the 501st PIR was relieved of its defensive positions to circle behind the 327th GIR and approach Hill 30 from the east. The movements were covered by an all-night artillery bombardment of Carentan using naval gunfire, Corps artillery, 4.2-inch mortars, and tank destroyers that had joined the 327th GIR along the eastern canal.
Ai Support: Yes
Screens: 1 2 3 4 -
Credits: Sn00x
Download link: For 2.45

Classic Gazala
Quote from: Map Information
Desc: A remake of the BF1942 map. A desert battle between the British and German armies.
Ai Support: No
Screens: 1 - - - -
Credits: Conversion by Squarebasher.
Download link: For FH2.45

Classic Ramelle Neuville-1944
Quote from: Map Information
Desc: The counterattack by german forces against a recently liberated French town in Normandy.
Ai Support: No
Screens: 1 - - - -
Credits: Originally created by Otolikos, ported to FH2 by Pacifist.
Download link: For FH2.45

Classic Goodwood
Quote from: Map Information
Desc: A remake of the FH1 map. A British assault on prepared German defenses in Normandy.
Ai Support: No
Screens: 1 - - - -
Credits: Originally created by GI_JOEJK, ported to FH2 by Pacifist, textures by Stubbfan.
Download link: For FH2.45

Eagle's Nest
Quote from: Map Information
Desc:The Allies have found a German command post code named, Eagles Nest. Despite the fact that the Eagles Nest is in a highly defensible position up in the mountains, the Allies are going to attempt to capture it, rather than bombing it into oblivion.
Ai Support: Yes
Screens: 1 - - - -
Credits: ImTheHeadHunter & EzPiKnZ[ONT](AI support)
Download link: For 2.45

FH2 Gold Beach
Quote from: Map Information
Desc:Gold Beach lay in the invasion area assigned to the 50th (Northumbrian) Infantry Division commanded by Major General Douglas Alexander Graham, and the British 8th Armoured Brigade of the British 2nd Army, under Lieutenant General Miles Dempsey. Gold Beach had three main assault sectors¨Cthese were designated: Item, Jig (split into sections Green and Red), and King. A fourth named How was not used as a landing area.The beach was assaulted by the 50th(Northumbrian) Division between Le Hamel and Ver sur Mer. Attached to them would be elements of 79th (Armoured) Division. The 231st Infantry Brigade would come ashore on Jig Sector at Le Hamel/Asnelles and the 69th Brigade at King Sector in front of Ver sur Mer. Number 47 (Royal Marine) Commando, attached to the 50th Division for the landing, was assigned to Item sector.
Ai Support: Yes
Screens: 1 2 3 4 5
Credits: =|HERO|=War3.FK
Download link: For 2.45

Forest
Quote from: Map Information
Desc:Forest  Size16 = Skirmish without respawn at flags / Size32 = Destroy Objectives, vehicles and sherman / Size64 = Pushmod******In destroy objectives: the yellow stars indicate the position of targets to destroy or protect by the team to which you belong. Objectives are not flags. Objective destroyed may not be recovered
Ai Support: Yes
Screens: 1 2 - - -
Credits: Team CONT@CT, zxx43(AI Support)

Juin 44
Quote from: Map Information
Desc:
Ai Support: Yes
Screens: 1 2 3 4 5
Credits: den75

Kasserine_Pass_2008
Quote from: Map Information
Desc:This is the first confrontation between the Allies and Axis forces in North Africa. The new and untested Allied troops must fight the battle-hardend Axis 10th, and 21st Armored Divisions . If the Allies fail to stop the Axis, they could loose Tunisia.
Ai Support: Yes
Screens: 1 2 - - -
Credits: ImtheHeadHunter, winterhilf@yahoo.com (AI Support)
Download link: For 2.45

Kerrata Gorge
Quote from: Map Information
Desc: February 1943. Tunisia. Von Arnem is bottled up in Cap Bon. Meanwhile the ordinary British army layabouts are merely bottled up.
After a particularly convivial evening in the mess, the British spearheads are approching Kerrata Gorge - which they expect to find undefended! Unfortunately.....So German units approching from the opposite direction! With the weather turning stormy....Who knows what might happen!
Ai Support: No
Screens: 1 - - - -
Credits: P3rfor@or
Download link: For 2.45

La Varde
Quote from: Map Information
Desc:The fort of la Varde, built on XVIIIe century fortifications, protect the East sector of the Saint-Malo Festung, and allow the adjustement of several heavy artilleries. The construction started in 1942 and will lead to around twenty concrete fortifications in August 1944.
Fights ended on August 13rd for the hundred German defenders, allowing Thunderbolt to attack intra-muros and the City of Saint-Malo.
Ai Support: No
Screens: 1 2 - - -
Credits: Musska (French Hope)
Download link: For 2.45

Longues sur Mer
Quote from: Map Information
Desc:
Ai Support: Yes
Screens: 1 2 3 4 5
Credits: aserafimov

Maupertus
Quote from: Map Information
Desc: June 23rd, 1944. The battle for Normandy is raging at its highest point. In the way of the Allied victory lays Maupertus, a small village a few kilometers inland from Cherbourg. Capturing Maupertus is key for the operation due to it's airfield overlooking and protecting the port from allied planes with its heavy flak.
Ai Support: No
Screens: 1 2 3 4 -
Credits: Whinger
Download link: For 2.45

Moerbrugge
Quote from: Map Information
Desc: The allieds have to capture a bridgehead in a small village named Moerbrugge in Belgium.
Ai Support: No
Screens: -
Credits: Muratti
Download link: For 2.45

List continues on next post...

5
Modding / Classic Omaha Beach Charlie Sector [FH1 Port]
« on: 13-09-2012, 03:09:51 »
So, as the topic says, the most ever beloved map for FH by many (including me) =)

The aim is simple, make it play as close to the original as possible, which includes:

Feeling the bullets fly by your ears while you look for cover
Making players feel like if they were there (as much as possible)
Intensive combat
Uneven (Yet even by victory points)

Some personal adjustments in comparence to original:
More Blooody
Less vechicles
Last German flag rework (Gonna make it a small town instead, or maybe a bunker complex ala gold-beach, feel free to help me with a proposition or/and layout, i dont seem good at that)

I am open for suggestions =)

Planned to post some screenshots straight away but.. Failed with lightmapping, so tomorrow ;P

6
Allright! So, here is the new test mappack, (Remember to delete previous version of Warsaw Uprising)

DestroMapPack_Noname_18_SEP_2012

It includes:
Warsaw Uprising 1944 V0.95 and Omaha Beach Charlie Sector V0.1 (FH1 remake)

To read before giving feedback:

Warsaw Uprising 1944
Current todo list (so no need to give feedback on those issues):
Todo - Fix "WP" wall painting lod at distance
Todo - Make new "civilian" skin/model
Todo - Make a complete Ingame map

Omaha Beach Charlie Sector
This is very early version, everything that is in map is WIP and will probobly not look same after few updates. The reason why i put this map so early for testing is becouse i need some very basic and important feedback on following:
"1. Is the distance between water and bunkers optimal?"
"2. Is the beach width including distance from bunker to bunker optimal?"
"3. Is the height from water to top of the bunker optimal?"

Any other feedback must be threated more like suggestions then feedback as many of the things you see in map are either temporary or WIP, but feel free to give suggestions! =)

7
Modding / Desctructible objects
« on: 12-08-2012, 13:08:42 »
Anyone knows a tutorial on how to make those? I cant seem to find one...

Thanks in advance ;)

8
Modding / Injury sounds
« on: 12-08-2012, 03:08:00 »
Anyone knows how do you change Injury sound? I been playing around with this for hours... cant seem to get it too work...

And how about the specific faction injury sounds? Do they even work? ;P

9
Modding / One Ingamemap for each team, possible?
« on: 07-08-2012, 12:08:51 »
Well, as the subject says pretty much =)

The reason is, that for exemple i have MG positions, which i would like to point out for one team, or sewers which i would like to make a map for also for only one team.

10



The details (Remember to remove any previous install of Stonne / Warsaw before you install the below)
French Hope Forum Link

Server Adress: IP = 174.133.0.58 Port = 16567 (WaW Server)


Map Download Links:

The password is cassoulet

French Hope Second Mappack - MODDB Link


French Hope Second Mappack - SendSpace Link


HotFix for Warsaw Uprising 1944
(just replace server.zip inside Warsaw_Uprising_1944 folder with this server.zip)

TS : 91.121.122.159:9994 (No pass needed, channel " Beta Test 4th August Stonne & Warsaw")

Time : 20h00 CEST. (so 19h00 GMST) (GMT summer time)


ALL WELCOME!

11
Modding / FlashLight
« on: 27-07-2012, 17:07:42 »
Hello =)

I noticed there is FlashLight in equipment, i tried to use it but the mesh seems not to be there :/ Did i miss something?

I am thinking of next warsaw uprising map which will include sewers, and flash light would be very important... Maybe anyone knows another flashlight from BF2 or how to get this one to work?

12
General / Little 2.45 personal review
« on: 27-07-2012, 13:07:05 »
In FH1, i got very often this feeling of battle, bullets flying over my head, taking cover and running for my life (The immersion gets high enough to give me feeling of somehow "beign there").

In 2.4, I seldom got this feeling unfortunatly, i got annoying on many maps becouse of for exemple, meeting a tank alone over and over again and dying or small things like getting stuck, lack of personal objective and intense combat. Together with other things that overally made me frustrated at some points in the map ending in breaking the immersion that needs time to reach the boiling point.

In 2.45, I must say, i dont know what you guys did (some things are obvious like more game modes) but it plays Great! Now i get simillar feeling that i had in FH1  :o The new maps are well layed out and keeps the things intresting. There is this feeling of battle i somehow lacked in 2.4 =) What i still miss is the "most used by me at least" voices like "Take cover!", "Requesting Reinforcments!". Those two add to the immersion in my opinion =)

What i am dissipointed over is lack of localization additions (Its very simple things, just need to put in few lines of text which will include all planned factions like France or Poland, very simple for you, very important for mappers, same with sounds, each team takes only 2 mb around for whole ingame speech... Not big deal, come on).

Cheers, Keep up the great work!
Destro

13
Modding / Tips and Tricks
« on: 20-04-2012, 05:04:12 »
Half time of my first map making was solving problems (50-75% of whole development time), in other words if i knew all below i would avoid 50% of errors ;D And so, i decided to write a category based quick solution/aid as a support to allready existing tutorials. I made this for myself first but then i thinked, that it would be great to gather all kinds of this quick solutions :) Something simillar to Map Crashing topic but focusing on the map development. I will be filling this as time goes, if you have anything to add, feel free to write it down together with which section it belongs to and i will write it in, same goes with better solutions then allready written :)
.                                                                                                   .

Terrain
- Try to make terrain as smooth as possible, it will help you later when placing undergrowth/overgrowth. If terrain is not smooth enough then larger undergrowth might end up having it parts flying in the air (becouse undergrowth is flat!).
- If you have placed undergrowth allready, and you raise or lower terrain, the undergrowth close might move!

Effects
- Dont turn "SaveInSeperateFile" on, it will just make things complicated by spreading an created effect into many small files (unless you know what you doing ofc).
- When you make your own effects you have to use ini.con to call on them, Engine doesint read unpacked FH2 zip files. Exemple of my ini.con

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

rem Effects
run effects\xxx.con
run effects\xxx.tweak


I suppose samething can be done to custom vechicles etc... This "effect" folder that is called is located in my map directory.
- Becouse of amount of variables you have to set for effects best is to edit allready existing.

Objects
- To place Invisible walls while seeing them, you can turn on Soldier Mesh.
- Camera mode "Soldier" seemly use diffrent height then ingame first person view. Thats why if you are making a very exact shooting spots, make sure to make them a little little higher (10-20cm up around), to make sure it will serve the intended porpose ingame.
- Personally, i like to scroll through (well, its my first map, but thats how i will do in future aswell) whole object resources and place out them all out in some free spot. Later, when i am assambling one part of the map, i just go over there and look, easy to see which objects fits best when all are out there at same time.
- To easly copy an object hold down "Ctrl" and Move the object using (Not the middle) either X,Y or Z.
- Structure of effects goes like this: Bundle-->EffectBundle-->Effects(ParticleSystem, or whatever).

Skinning
- There is a very usefull program called "BF2 mesh view", it is a must have for anyone who want to edit textures! Just search it on google, very easy to find :]


Custom kit tutorial Version 0.5

1. Copy one of existing kits, try to keep yourself to the kind of kit you want, like if you want to make custom engineer kit, then take existing engineer kit as base for your new kit. Becouse, the kit includes links to helmet & belt model and model when kit is on the ground. Acually, even names when you choose spawn in game, like "Engineer", "SMG" or "Assault".

2. Make your own folder inside your level's folder named "kits" (or whatever you like), put the copied kits inside there and rename it to whatever you feel suits it, but you must remember it as you will use that name in point "4".

3. Go into your custom kit's con file, and replace, however, read the whole point 3 before you begin:

ObjectTemplate.create Kit pu_B38_p08 <--- Name of your kit, you will use it later on, change it to what suits you.

ObjectTemplate.addTemplate Beretta38 <--- This line means that this kit will have one Beretta38.
ObjectTemplate.addTemplate P08 <--- It will also have a P08 pistol.

Before you edit those, goto "fh2\objects\weapons\handheld" look up the weapon you want to have for your kit, and open its tweak file (For exemple, Beretta38\Beretta38.tweak). You can use search function to find following line "ObjectTemplate.itemIndex". For Beretta38 it looks like this:

ObjectTemplate.itemIndex 3 <-- This number stands for which slot uses the weapon, in players weapon inventory.

Now, if you have two weapons in a kit with same number, there will be a crash! So, check every weapon's itemIndex before you include it in your kit.

4. Go into your maps Init.con file, at the end you enter the kit file's names that you want the game to load. Here is how the Init.con file looks for my warsaw map (if you still got that map you can look more closer by opening it yourself), to note, the following lines are placed at the very end of the init.con file:

rem KitSelectionPOL <-- This is just for my own info
run Kits\PU\pu_B38_p08.con <-- Here is the path to the kit file, your might be diffrent
run Kits\PU\pu_K98_Colt.con
run Kits\PU\pu_MP40_Colt.con

5. In the Init.Con file, you also have the starting kit settings somewhere in the middle of the file, it looks like this:

gameLogic.setKit 1 0 "GW_SMGAssault2_U" "gw_heer_maschinenpistole"
gameLogic.setKit 2 0 "pu_B38_p08" "pu_powstaniec"

"GW_SMGAssault2_U" and "pu_B38_p08", are the kits (look below for more info).
"gw_heer_maschinenpistole" and "pu_powstaniec" are the soldiers (soldier model and skin)

Remember that "pu_B38_p08" name comes from inside your kit file. If you open your kit's con file, you will see somewhere at top of the file the following:

ObjectTemplate.create Kit pu_B38_p08 <-- Yupp, here it is! =)

6. Make back up of your edited Init.con! =)

Note: This is only for kits that you choose before you spawn, not the ones placed around the map.

I hope i didint miss anything, if i did just drop a note =)

14
Modding / Warsaw Uprising 1944
« on: 04-04-2012, 19:04:25 »
Hello :)

Well, i recently checked on how FH2 is doing, and i found pure infantry maps somwhat lacking, so i decided i will try to make one myself :) Now, dont get me wrong, i love tank maps, but nothing is better then some close combat sometimes, and my personal perfect ratio is 50% Tank maps, 50% Infantry, best if they switch every round. So, here is my first map, i hope i didint screw something up at this stage as the map is pretty much completed, things that remain i will write at bottom ;P


The setting is Warszawa Uprising 1944, idea in short: Germans assault the partisant (Armia Krajowa/AK/"Home Army") position, while partisants try to stop them. 4 Flags in plans currently. A push map with 4 diffrent kind of combat envirement (Few days ago while searching for inspiration i read an extreme tragical story, so tragical that i couldint finish it, most terrible is that it was true, eitherway, i used some testemonials towards the gameplay ideas and tried to make them as i imagined the wittness words);

1) German assault from open terrain on church, Partisants have access to high and low positions for riflemans and 1 or 2 machinegun positions as defence. Church is the flag point here.
“Colleagues were perishing, new ones were sent to us. I had stupid luck, maybe because when Fels forced me to action, he wished me to ‘die like a dog’.” (Schenk is laughing). “I don't think he liked me. Our group of assault engineers was called then the Himmelfahrtskommando (Commando of Ascension), because we always were first, and the Poles were shooting, no one knew from where. The bullet whizzes and you fly to heaven. We quickly learned from clever Poles how to hide. They could shoot from under a slightly risen roofing tile. Many fought in German uniforms and spoke German very well. We couldn't wear our metal helmets as Poles were wearing them too. We were afraid we would start shooting at our own troops." - Mathias Schenk, 18 Mathias Schenk Sturmpionier (assault engineer).
Gameplay Aim:
I want this to give a feeling from german side as an assault (As Mathias Schenk testemonie he stated, The officer screamed us to run forward, those that didint do so he shot in the back). And i want from polish side to give feeling of desperate defending, i want the church to feel important and i want constant german assault, only one stug for germans that i plan will give little ability to spawn rape (as there are many diffrent rifle positions to fire from).

2) A close combat struggle in ruins, with flag position at a barricaded building (A Bank, supposed to look like one anyways, hope it does!) and 2 machine gun positions.
“Today I don't know if we blew up the State Securities Printing House or maybe the Polish Bank. It was somewhere downtown. We couldn't conquer that target for a long time. They told us to dig a tunnel. We dug in pairs, wearing only underpants. We changed in the fore. When I was in front, I smelled a strange odor and then my colleague stopped taking soil from me. I crawled to him; he was dead. The tunnel exited into a cellar. I heard Poles. They probably took it over..." - Mathias Schenk
Gameplay Aim:
This one is ment to be pretty much chaotic ruin combat, with a lot ruins laid out all over the place, it allows both Poles and Germans to find a hiding spot, at the end there is a barricaded building which is a flag and Germans are supposed to assault.

3) House-Alley-House combat, flag position at a fortified partisant corner building with at least 4 good defending spots.
Gameplay Aim:
Flag 3 is based on words "We went from house to house", Germans will have to secure house, and then go to next one, running straight forward towards the flag i try to make very hard with good shooting positions at the flag house in the end of this one. The house consist of some very good shooting spots, if they or not ones atm i will make them good ones ;) As that is important towards gameplay here.

4) Close-combat, Really close combat, bagnets and knifes might be a fierce weapon at this point, and last AK stand at their headquarters.
“In Warsaw I partook in 19 fights on knives and bayonets..." - Mathias Schenk
Gameplay Aim:
This might be very intresting part, it consist of around... 40-60 meters of only housing, ruins of houses. The Axis player has to break through houses and secure positions to allow his mates advance, very intense combats. Deeper idea is = Germans try to find out the Poles hidout, and they have to do so by breaking through buildings. I aim to make bagnets useful, together with pistols to express the desperation in the fights and i have in mind Schenk's statement about the knife fights and amount of them, 19... that is a lot. At the end, there is last hold, with semi-good firing positions (becouse they are so obvious = Semi) simillar to the beggining with church but a lot shorter.

Whole Mathias Schenk testimony can be read here: http://www.warsawuprising.com/witness/schenk.htm (But i warn you, dont read it before dinner or if you dont want to have nightmares for a week... But it is the truth, and that is maybe the hardest part, but also very important to understand and pass on.)

Some statistics:
Strenght of sides was around 50,000 partisants and 20,000 Germans, around 10,000 of partizants was armed. Weekly losses of German troops was around 1,250. Overall casaulties were around 15,000 to 20,000 partizants and 15,000 to 20,000 German soldiers, around 310 tanks/armored German vechicles and around 340 German trucks and cars, and around 250,000 civilians.


Some photos i used for inspiration/accuracy;
http://upload.wikimedia.org/wikipedia/commons/e/e4/Warsaw_Uprising_by_Chrzanowski_-_Henio_Roma_-_14828.jpg
http://upload.wikimedia.org/wikipedia/commons/3/3f/Destroyed_Warsaw%2C_capital_of_Poland%2C_January_1945.jpg
http://upload.wikimedia.org/wikipedia/commons/6/6e/Warsaw_Uprising_by_Tomaszewski_-_Mazowiecka_1.jpg
http://www.v-like-vintage.net/en/photo_details/61775_photo_Warsaw+Uprising+German+soldiers/
http://t1.gstatic.com/images?q=tbn:ANd9GcS7XTt9jApa75LbspZ7VlKEsPVI2tJXz-uAGej6rUe-uhIDCtn9dOeI7t8r
http://www.friendsofpoland.com/Pictures/Widok%20ogolny%20Muranow%201945.jpg
http://www.stefanmucha.com/MEDIAC/400_0/MEDIA/ST_JANA~CATHEDRAL.jpg
http://bi.gazeta.pl/im/5/3522/z3522025X,Barykada-na-ul--Moniuszki-przy-wylocie-na-pl--Napoleona-.jpg

I will be happy to post ingame screens as soon as i figure out the spawns! :)

So, i post this before i can post screens becouse that i have few questions, i hope that someone can help me out with some tips/info :)

a) Is it possible to easly make a soldier into a static object? Any idea where to start? My goal is to place some dead bodies for atmosphare porposes :)

b) What is the easiest way to edit textures? (i dont really need to make new ones for this, all i need is in FH2 allready, i just need to manipulate them, for exemple, paint a red & white ribbon over German helmet)

c) How to make costum kits?

d) Is it possible to make random weapon for kits? Like in FH1 the tank drivers would randomly get either a pistol or a smg when choosed a tank crew kit.

e) How to place mgs and other items? Should i browse my FH2 in-editor folder (objects/weapons/emplaced/de/) and use mg34_bipod? or mg34_bipod_ai? Is there a diffrence? And is this a right place for deplayed weapons? (the ones that player cannot move but can use)

If any of those answers are in tutorial then please redirect me there, might have missed something :)

Virgin Screens (Note; Map is WIP):

Just around the corner from Axis starting position, notice the church (first Allied flag) in the distance.

Few steps further towards the Church, the terrain looks crappy, only one texture atm, so dont look at it.

"Run for it? Or maybe not?", told him not to drive after vodka.

"Chaaaarge!", again, dont look at the terrain. ;P

"Did that stone just moved?", view from the church tower. This is the point i used to adjust the fog, and will use to re-balance the map if needed, the shorter the fog the bigger advancement for Germans in theory.

A improvised barricade, tried to follow the acual photographs.

Somebody put in wrong gear and crashed into a house, i personally like how the turret is sticking out from the window of the ruined building on the other side.

From the inside of the first Allied flag strong hold, Allied will have ability to shot from side windows while only entrence is the one visible on the screen (from behind of church).

I told you, Close Combat, Yupp,[http://postimage.org/image/fc6bx4hxz/] really close, making your bagnet ready might be a good idea[/url].

Partisant headquarters from point of view of attacker, if one does get so far. As you can see i barely did, breaking my leg on the way... Without a single enemy, but dont worry, it was becouse i was checking for possible exploits when i jumped from that roof...

[SOLVED]EDIT Help, i am stuck... I cant choose Kits for my map. I go to --> General --> Level Settings, and there are no teams to choose from for team 1 and team 2 :/ I can choose kits through, but cant proceed as it says, "No fields can be empty"... Nevermind, i solve it ;)

[SOLVED]EDIT 2 Hell, i run into second problem, i cant see my map on the local server list when i try to create ;P any ideas?

15
General Discussion / Patch 1.5 Compatibilty help plz
« on: 09-08-2009, 18:08:31 »
I havint played for a while, got new PC and want to play. I notice however that on Forgotten Hope wiki it says that FH is compatible with 1.41 version of Battlefield 2. On forgotten hope download page its says that i should have the newest BF2 patch installed. Newest seems to be 1.5.

What patch should i install?

Thanks :)

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