Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: Ivanwazowsky on 15-07-2020, 15:07:40

Title: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Ivanwazowsky on 15-07-2020, 15:07:40
New Update!! (CMP Berlin SP-Coop Support)

Hi Fh2 Community. After a long time, i made a new sp map. Now it's time to share with you. This SP support is for CMP Berlin. I hope you like it!

All layers:

CMP Berlin 64p
CMP Berlin 32p
CMP Berlin 16p


are SP-Coop supported.

All layers work fine. But also i would be happy, if you give me your feedbacks about the 64p layer.

Download Link for CMP Berlin:  http://www.mediafire.com/file/gxp4yompmuybolm/CMP_Berlin_Sp-Coop-Pack_Updated.7z/file

**********************************************************************************

CMP PACIFIC SP-COOP Contents
Hi Fh2 community. I've been dealing with making navmeshes for Cmp pacific maps for a long time. Finally i share my work with you. This map pack contains three maps:

CMP Wake island: 64p, 32p and 16p
CMP Tarawa 16p only (64p and 32p layers of this map are buggy)
CMP Tulagi: 64p, 32p and 16p

All layers of the Wake island and Tulagi maps work fine. But I can't say the same things for tarawa 64p, tarawa 32p. In these maps, the bots cannot go to the shore. Also, the bots don’t want to use the lvt-2 (amphibious vehicle). I really don't know why. I made a lot of amphibious ai templates, but they didn't work. Pacific vehicles have AI templates in all three maps.
I hope someone more experienced can solve this problem and we will be able to play these layers. I don't think there is a problem with my navmeshes. I decided not to deal with navmeshing for a long time. Nowadays i’m too busy because of my job. I’m a medical doctor. So it is not easy to get too much free time to do sp things. I do all sp things voluntarily. I hope you enjoy this map pack.
Have a nice day.

Updated Download Link for CMP_PACIFIC_SP_Coop_Map_Pack: http://www.mediafire.com/file/4r1kqp3wcpwujcd/CMP_PACIFIC_SP-Coop_Map_Pack_UPDATED_l.7z/file

*** I also share the navmeshes that i made for Berlin, Wake island Tulagi and Tarawa maps for those who want to be interested in.

CMP Berlin navmesh: http://www.mediafire.com/file/jtpl4ivy3c5ph5h/cmp_berlin_navmesh.7z/file
CMP Wake island navmesh: http://www.mediafire.com/file/nfoibc4fbtak00z/cmp_wake_island.7z/file
CMP Tulagi navmesh: http://www.mediafire.com/file/tkhfczqxzvg0xgh/cmp_tulagi.7z/file
CMP Tarawa navmesh: http://www.mediafire.com/file/ivax3euofvy46l1/cmp_tarawa.7z/file
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: MorganH. on 15-07-2020, 17:07:32
Oh my dear Ivan, this is great news for us SP/Coop guys !

Thank you so much for your work and already downloaded the link. The folder comes with proper instructions i see ,so even i can install it correctly.  ;)

If not ,i know where to find you ;D.

Will keep you posted about my experiences with your Coop versions !

Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 15-07-2020, 20:07:12
Hi Ivan. Great job! Now I can say that "Tenno Heika, banzai!" on a daily basis...  ;)

https://www.youtube.com/watch?v=CZFYcJeuakg (https://www.youtube.com/watch?v=CZFYcJeuakg)

First, I did not know you are a doctor... You are doing the difference somewhere, in these hard times, for sure. Wish you all the best, and thanks for your hard work! You'll be on my prayers.

Now, about the maps. I did not have time to explore all of them, but I can give some input about what I saw. Everything is working allright. On the other side, Tarawa 64, for example, is quite unstable, related to those problems you mentioned on Readme. I recall Darman said bots don't like water, specially when inside vehicles.

I'm just saying it on top of my ignorance, but you could take a look on LCVP's on Omaha COOP. They are the only naval assets working with bots. In the beginning of the round, all of them start on board and head to the beach, landing properly. Maybe if the same settings are applied on Pacific maps you should have a workaround to start with; then delete the other landing craft (leaving one LVT or Seep to the player if possible) and see what happens.

And you still consider, in the future, creating navmeshes for Cabanatuan and Berlin? Huge work, but overland maps, so, less amphibious problems to deal with.

I would like to thank you again for you efforts. Finally, Pacific is here!

Warmest regards,

batistadk
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 16-07-2020, 03:07:51
Played Wake 64 and, indeed, the gameplay is just fine. The bots spawn in Daihatsus and proceed to the beach. Others board the planes in the carrier and proceed to attack targets. But nothing works on Tarawa and Tulagi 64.

Maybe you should consider wipe out all landing craft on both maps, except those LCVP's. Then see what bots think of it. Other ships should be erased too? Destroyers, PT Boats and subs. Of course some more experienced dev could give some input?

Besides that, amazing job. Wake 64 is a joy to play and to enjoy the scenery. I hope to hear from you in the near future Ivan!

Warmest regards,

batistadk
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 16-07-2020, 10:07:08
Thanks for your comments guys. I hope you enjoy.  ;)

I intentionally didnt add AI spawnpoints to see vehicles in Tarawa 64p and Tarawa 32p. because bots will spawn in vehicles and they will not move. At least you can enter a sea vehicle and so bots can spawn on you as a squadleader. So you can reach to shore by leading the bots and you can capture a flag by leading the bots. I hope someone can make a correct ai templates for lvt vehicles. lvt vehicles are not landing crafts. They are amphibian vehicles.

I am planing to improve tulagi 64p in the future. Bots can use lcvps in tulagi 64p. But some weird things causes random crashes. Anyway We have a perfect Wake island 64p. This is a good thing.

Have a nice day...
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Oberst_Kroenen on 16-07-2020, 10:07:58
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.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 16-07-2020, 10:07:26
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.

Yes this is my future plan. If I cannot solve that amphibian vehicle problem, I will change the flag configurations as you said above.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 16-07-2020, 11:07:01
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.

That's a reasonable and easier workaround to apply, no doubt.

Whatever the arrangement I tried, I always ran into a CTD in the first few seconds on Tarawa 32. So, I tried to remove some spawnables. I started with the amphibious tractors, then LCVP's and finally tanks and planes. I got a stable round (but with all americans bots still not spawning) until I crewed one of those AA guns on Enterprise, just to get a instant CTD. I think those crashes are somewhat related to one or more spawnables (as you stated on Readme). So, I assume the aircraft and sea assets present on Wake are not related to the issues.

I couldn't even start a round on Tulagi 64. CTD right after load screen. Maybe, the same spawnable is causing troubles in both maps. Now, about the misterious 'bot allergy' to landing craft in Tarawa, I have no clue. Search and destroy bug mission ahead!

Cheers!

batistadk
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 17-07-2020, 12:07:01
Thanks batistadk for your views and attention. Btw i cannot send a pm for some reason. i'm getting errors when trying to send pm.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Darman on 17-07-2020, 17:07:52
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. 
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 17-07-2020, 22:07:43
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
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 18-07-2020, 10:07:42
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.

Thanks very much Darman for your detailed views and attention. I totally agree with the views you mentioned above.  ;). btw I saw your pm message. But i couldnt reply. Because i cannot send pm. i'm getting error messages after every pm attempt.



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


Thanks batistadk. But i couldnt solve that problem with sending pm yet.  :-[
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 19-07-2020, 16:07:24
There is an update: Now Tulagi 64p is playable. You can download it from the link in first post above. Please read the readme.docx again!
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Kandel on 19-07-2020, 17:07:28
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.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 19-07-2020, 20:07:50
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 Kandel. I updated the download link. Because i forgot to put coop files. please redownload the pack. It should work now  ;)


Tulagi 64p works:
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 19-07-2020, 20:07:03
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
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 19-07-2020, 20:07:47
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

hi Batistadk. I updated the download link. i missed changing coop files. But it should work now. Pls redownload the pack.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 19-07-2020, 21:07:15
Cool. Updating now.

Cheers!
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Kandel on 19-07-2020, 22:07:21
Updated and it works fine, is very good battle :) . Only that tanks problem, is a pity.  :'(
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: allien3787 on 20-07-2020, 00:07:39
hello thanks for supporting these amazing maps but when i play tulagi in 64 in some parts of the map it crashes and if you ask if i did all the steps well
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 20-07-2020, 10:07:31
Ok. it's a fact that those japanese tanks (Type95_Hago and type97_chiha) are causing random crashes. I intentionally didnt remove those tanks from gameplayobjects.con. Because i wanted to see if other people would have such random crashes. it was a test. Those crashes are very weird. no matter how good you make correct ai templates, there may be such random crashes. it is not easy to find the origin of random crashes. When creating those sp maps, almost none of pacific vehicles had ai templates. i made ai templates for them.  i'm trying to improve tulagi 64p as much as i can.  it is not easy to create perfect singleplayer maps. To my opinion tulagi is not a suitable map for tank battles espacially when playing singleplayer.

NOTE: i updated download link. sorry for redownloads. but this was needed.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Oberst_Kroenen on 20-07-2020, 22:07:13
Thanks for your hard work! Its much appreciated. 
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Knochenlutscher on 22-07-2020, 02:07:27
Thanks for this FH1 Setback, awesome stuff having the Pacific finally in FH2.

Wake 64: Having some Rounds on on this Map, I experienced some CTds, after 3-5 Minutes Play, on both sides. Played 4 times, two good long games and beneath 2 CTDs out of the Blue.

Wake 16:
-Less CTD prone than 64 size, but occurs, though completely random and out of the Blue.
1st at loading, before Map Start, another after 3 Minutes Gameplay.
-Controlpoint Spawners reversed:
Airfield CP Pickupkits and vehicles spawners are reversed, if Axis captures Controlpoint the equipment spawned is Allied, if US capture Axis stuff spawns.

PilotpickupKits in the 16 Inf only Version can be turned into anything else, to obligue Player a bit fun
and leisure.



I can't promise a thing, but I'll look into the Editor to place more Ammo Crates and Pickup kits.
the 16 Map is huge compared to FH2 standards, but the Pickups are really teethgrinding.
This Map is large, it must hold Pickups for outflanking, this Map is a rough diamond, close to perfect.



The Loading picture is in my eyes a not necessary tweak, it is timeconsuming, when effort can be made to bolster these nice Additions. When they are in a decent stage, the Music and Loading Pic makes sense to deal with. my 2 cents
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Knochenlutscher on 22-07-2020, 20:07:59
Wake 64 Coop
Ammo Crates (red), Sniper Kits (green) and AmmoKits (yellow)

(https://i.postimg.cc/mgKMmKXZ/ingame-Map.jpg)

will be updated regularly, current state
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 25-07-2020, 13:07:27
I updated some things;

*new sampan ai fixes,
*new vehicle positions in Tulagi 64
*some ai spawnpoints added for sampans in Wake Island 64
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Knochenlutscher on 25-07-2020, 23:07:15
It's getting better, added your Update and played some rounds on the 64ers.
Astonishing Assets, I like these Maps, all 3 have nice fighting going on.

No CTDs, just pure fun and heavy fightings.

Keep up the good work Mate
Tobias
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Gregb1955 on 26-07-2020, 02:07:52
Good to see a real community coop effort on these maps. Thank you everyone for your help to improve these maps. I thank you.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Knochenlutscher on 26-07-2020, 18:07:11
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.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 26-07-2020, 21:07:14
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.

Thanks for your feedback. i updated the download link.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 27-07-2020, 02:07:05
I'm glad this pack is getting better and better. Nice work everyone!

Best regards,

batistadk
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Phony_Benoni on 30-07-2020, 13:07:50
Wow, Ivan  :D, thanks very much for doing this fantastic map pack. i am really impressed. you made a dream come true. people have wanted the cmp pacific maps to have singleplayer support for years. I played your all maps. Both tulagi and wake island also tarawa 16, they work perfect. I also read your readme file. You made a lot of hard work not only making navmeshes on these maps. in the past i tried to make sp maps . But i couldnt achieve. I also played your tali-ihantala sp map pack. it is also fantastic work. Thanks very much for doing these works. You are also a doctor. How do you do all these hard work as a doctor. You are really talented person. i really appreciate you. 

Best regards from Komotini  ;)
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Gattobuono on 01-08-2020, 12:08:12
Sorry if this is a silly question.
I've never played on any of the CMP content because I'm a SP only type.
In the readme it says: "2. CMP map pack must be installed in /fh2/levels folder"
Does that mean that I also have to download and install the entire CMP in order to play these few that now have SP, or is it enough to simple add the contents of this particular download to my FH2?

Thanks :)
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: allien3787 on 01-08-2020, 23:08:09

if you have to install all the cmp maps to play the 3 maps
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Gregb1955 on 07-08-2020, 08:08:34
Played all the maps. ( not Tarawa 64 or 32 as in the readme) Beautiful scenery. Enjoyed Tulagi 32 the best. Well done.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: nickm on 19-08-2020, 03:08:40
Is there any hope that one of the upcoming updates will include a 'Pacific map/maps'?
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 19-08-2020, 10:08:21
Is there any home that one of the upcoming updates will include a 'Pacific map/maps'?

Do you refer to official updates? If yes, I wouldn't count on that...
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: nickm on 20-08-2020, 05:08:49
Goddammit I meant to say Hope not home...anyway, as for the second part of the message...damn.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: batistadk on 20-08-2020, 06:08:31
I mean, there's always hope of something new appears one day. But with much of the focus on France 1940 nowadays, if Pacific will show up, it won't be in the near future.

Best regards,

batistadk
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: nickm on 21-08-2020, 04:08:51
I'll keep an eye on things; I'm sure I'll be around when I'm 65
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Ivanwazowsky on 20-09-2020, 14:09:51
Many thanks to CMP Team and special thanks to Radiosmersh and Stubbfan. Now you can download cmp coop maps and the other coop maps by using cmp updater or downloading the cmp map pack manually. Here are the download links:

***links temporarily removed due to some crash problems. Use the links first post of this thread.
Title: Re: CMP PACIFIC SP_Coop Map Pack Released!
Post by: Gregb1955 on 21-09-2020, 07:09:17
I’m excited! 😀 now what does this update get me.. do all the maps work properly?
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Ivanwazowsky on 01-10-2020, 18:10:18
New Update!! (CMP Berlin SP-Coop Support)

Hi Fh2 Community. After a long time, i made a new sp map. Now it's time to share with you. This SP support is for CMP Berlin. I hope you like it!

All layers:

CMP Berlin 64p
CMP Berlin 32p
CMP Berlin 16p


are SP-Coop supported.

All layers work fine. But also i would be happy, if you give me your feedbacks about the 64p layer.

*You can find the download link in the first post of this thread!
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Oberst_Kroenen on 02-10-2020, 11:10:10
Awesome! Thanks a lot!
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: MorganH. on 02-10-2020, 19:10:19
Awesome work indeed dear Ivan,

they work like a charm,all 3 of them.

Thank you so much for all your Coop Map work ,so we can all have more FH2 - WW II fixes
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: nysä on 03-10-2020, 08:10:22
Very entertaining coop, thanks for that. I replaced the StuG with StuH 42, it was a blast until I got wiped away by ISU-152.

Some feedback: Bot-Volkssturmers are switching to knives after shooting one round with Volkssturmkarabiner K98 and it's hilarious to see them charging against heavily armed Red Army. Overall, there's a slight balance issue with HJ and Volkssturm classes in terms of firepower, but Volkssturmgewehr 45 or MP 40 should fix that.

Also, 64p could use slightly smaller layout - from Altona to Yard, since the bots remain too scattered on bigger maps. Or - add some light vehicle for the Germans on the western side to ease the stalemate.

And some feedback to the map developer, maybe the static Tiger could have "331" texture from Ramelle Neuville, since Pz.Div. Müncheberg Tigers were in third company? Just an idea.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 03-10-2020, 09:10:27
Thanks very much for what you have done. I played the 64 level and found all the Russian tanks piled up in a huge traffic jam. I know it’s not easy to get the bots to drive down narrow roads, especially if there are more than one at a time. The bots soldiers are ok. I’ll try the other levels tomorrow. Thanks again.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: MorganH. on 03-10-2020, 10:10:57
Hi Ivan,

Played the 64 map yesterday night for almost 90 minutes with 3000 v 3000 and difficulty set on 90.

It was absolute carnage and mayhem and truely epic.

As others have already said : the Russian tanks, after capping some early flags i believe, than appear in a ''jam'' like 4 or 5 in a row. Number 1 and 3 get stuck in my experience last night .

I always (more maps have this) jump in the front tank, and drive it off and subsequently into others to get them through when need be, to ensure they can all drive off into more accessible territory.

Worked great last night but maybe there need to spawn less tanks to prevent this cluttering.

Also indeed there are quite a few (too many)volksturmers who charge into the Russians with only knifes but it did not really bother me during the battle. But there might be/can something be done about this ?

The big building with the marble stairway,where the MG is in one of the top floor windows, could imo use some more German defenders to start real in house fighting back and forth.

I also would like to see some more antitank and anti personal gun emplacements, but i am not sure if you can do anything with that.

And last; please do not make the map smaller (if possible anyway) as i had a real feel of a whole of a very big city fighting for their lifes as in reality. As far as i am concerned the map may even be bigger.

Anyway it was a great epic fight so i want to thank you very very much again !

Will battle on the 16 & 32 maps later this weekend.

Take care and stay safe !
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Ivanwazowsky on 03-10-2020, 16:10:29
There are some updates with CMP Berlin Coop. Here:

1- That Volkssturmkarabiner K98 problem is fixed. now bots can use this rifle properly.
2- Unfortunately i had to replaced is-2 and isu tanks with T-34 tanks. Because bots tend to get stuck with those big tanks.

*You can find the download link in the first post of this thread!
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: nysä on 03-10-2020, 20:10:55
Thanks Ivan. Everything works great now, removing the heavy tanks certainly made the map more action packed.
I added some M16 MGMC, jeeps and M4A1 76mm (the closest thing to M4A2) into the mix, and replaced the static tanks (bots wouldn't deploy them) with Flaks etc. Fun, fun.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 04-10-2020, 06:10:05
I removed the T34’s in the previous version to help with the pile up at the beginning. ( yes, I did work that out!)
 Leaving the big two tanks still in the map.
The bots drove up to the panther wreck and made out they couldn’t get past. I hopped in, drove passed, then let the bots drive ok up to the isu wreck. Once again, the bots couldn’t get past the wrecked tank.
Just a suggestion, if someone a bit smarter than me good do a test by removing the bigger wrecks in the streets, to see if the ISU’s and the bots can get along!
 Maybe the T-34’s can take a backseat in the action if this theory works ok!
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Michael Z Freeman on 04-10-2020, 11:10:34
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.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 04-10-2020, 11:10:41
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.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Michael Z Freeman on 04-10-2020, 12:10:33
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.

Thanks. Are those user made or the official maps ?

But what I was really asking about is the CMP maps released on this thread.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 04-10-2020, 13:10:30
Hi Michael, I have found all the coop CMP maps stable. Some of the pacific maps are a work in progress. It’s been a good time for coop maps lately.
 Test for yourself.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Ivanwazowsky on 04-10-2020, 22:10:27
Thanks to everyone for attention to my sp things which i did  :)


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.

Hi Michael. I know you are interested in sp-coop things. good to see you again  :) . All maps are stable except Tarawa 32 and 64. I mentioned about Tarawa 32 and Tarawa 64 in the first post of this thread.
If you have ctd problems with my coop maps , just give me a detailed error report with some screenshots so i can help you. i am trying to fix those various ai issues (not only for my sp maps) as much as i can. btw I will not do any sp maps anymore. i can only fix some things for my sp maps. 
Have a nice day.

Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 06-10-2020, 07:10:29
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 )
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: nysä on 06-10-2020, 08:10:29
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 )

That's what I did, too + added one M16 MGMC to increase the carnage level. Also, bots are quite skilled with Hetzer and late StuG, esp. laying suppressive fire with the Rundumfeuer.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Gregb1955 on 06-10-2020, 11:10:38
We think alike!
I also added hetzers and on the allied side swapped out some of the t-34’s for su76’s using notepad. But I can’t add spawning points... :'(
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Darman on 07-10-2020, 01:10:28
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!



Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Ivanwazowsky on 07-10-2020, 18:10:58
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!

Thanks Darman for your views :)  Yes, there are 2 static tanks. i didn't put ai spawnpoints for them. Those static tanks can cause random crashes. In fact, the big problem is Univermag building in the store flag. Univermag building has no itself navmesh. i will try to patch (a navmesh patch) that building into the whole navmesh manually. But i cant promise any date for this. if i can do this , it would be very nice.
Title: Re: CMP Berlin+CMP PACIFIC SP_Coop Map Pack Released! (Updated)
Post by: Darman on 09-10-2020, 18:10:12
That sounds awesome, your effort here is much appreciated by everyone!

One more thing, it might have been pointed out before: Near the Department Store CP there are some areas without static Houses or OOB statics where you can leave the map area and wander around behind invisible building fronts. Before you regenerate a new Navmesh, you might wanna put down one or two generic houses there to plug the gap.

The lighting also could use some polishing, as direct sunlight oversaturates Tanks/Soldiers/StaticGuns etc (see the static Tiger for instance. This can easily be adjusted in the sky.con file. Additionally, some of the custom buildings seem to be not properly lightmapped, but of course you can't do much about that.