SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: Breakdown on February 28, 2009, 11:01:39 PM

Title: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on February 28, 2009, 11:01:39 PM
Hey! Here's the 1.0 release of Woods: Search and Destroy.

There a few significant change, as listed in the ReadMe below;

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

ReadMe

Woods: Search and Destroy 1.0

Thanks for downloading Woods: Search and Destroy 1.0!

To install: place wsad1 in your AddOn folder.

This map was made as a experiment to try and create a new "game mode" for SWBF.
OF course, it isn't true to usual Search and Destroys found in games, rather
it is my own twist on it.

Travel through the woods, find the enemies cargo and destroy!


Each team has two units with the same weapons:

Defense Soldier

Rifle
Sniper Rifle
Fusion Cutter (to heal cargo)
Mines (to protect the cargo)

Demolitions Soldier (to destroy the cargo)

Rocket Launcher
Pistol
Thermal Detonators
Time Bombs

Fixes/New stuff:

- Each team now has 2 cargos, the neutral CP has been removed,
well actually, it's still there, but way out of playing area
and only tto prevent crashing

- More hills (lol)

- The Demolitions soldier now has a pistol instead of missile launcher
this is so the defense/demolitions would have to work together to destroy
the cargo, ie; the defense soldier defends the demolitions with its
infantry weapons while the demolitions destroys the cargo

- A few more props, nothing significant

- Rebel Demolitions rocket launcher ammo decreased

- A small bit of localisation on the spawn screen

- Reinforcement bleed (sort of serves as a count down)
once both cargos are destroyed on IMP/REB then IMP/REB's
reinforcements bleed really fast until about 7-12, from there on
you just have to kill the rest of the bots or whatever

- Cargo health increased

- Speed increased on all units

- Minor balancing stuff


Bugs:

- There is a big black box in the sky where the sun is..no idea
how to fix it, doesn't affect gameplay much so I probably won't fix

- The ground texture loos pixelated

- The AI isn't very intelligent. (They never are anyway)


If you have any bug reports or comments,
post on www.mpcgamers.com/forums (http://www.mpcgamers.com/forums) and find the topic in Mod Factory

I hope you enjoy!

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

I'll probably submit this to SWBFFiles depending on the comments I get here

Oh yeah, post all comments and suggestions here, it'll be very helpful. just don't say anything about the AI's intelligence, because they are really dumb and I've honestly tried lots of htings, even redoing the planning a few times but they just seem to always charge certain CP's and leave others with minimal defense. That's probably why this would be better in MP.

Anyway, here's the download link:

http://files.filefront.com/SearchDestro ... einfo.html (http://files.filefront.com/SearchDestroy10rar/;13389274;/fileinfo.html)


Edited by buckler:  Links broken, if anyone has these files, please let me know and we can put them up here.


Enjoy,

Breakdown
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: El Chupacabra on February 28, 2009, 11:03:48 PM
Yes. Thank you. Awesometivity bottled up like non-salmonella peanut butter. Delicious.
Rockin man!
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: zorba1994 on March 01, 2009, 08:26:44 AM
Quote from: "El Chupacabra"Yes. Thank you. Awesometivity bottled up like non-salmonella peanut butter. Delicious.
Rockin man!


Seriously, you are a walking Forum Quote Thread Machine.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Mac on March 01, 2009, 09:53:46 AM
If I find time I'll play this later on Gameranger. Did you fix the problem with the game crashing when the Empire cargo gets destroyed?
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on March 01, 2009, 10:07:31 AM
I never experienced the problem myself so I wasn't sure how to fix it. It's likely it's fixed nwo though
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Hardcore on March 01, 2009, 10:13:21 AM
Being that there are now 2 Targets, the crash no longer happens- along with there is no CP to capture.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: aeria. on March 01, 2009, 10:14:43 AM
Maybe you should call it beta2. A bit soon for a final release, don't you think?
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on March 01, 2009, 10:26:40 AM
Who says it's final release? ;)

The final release will be labeled as (FINAL)

There will ikely be one to two more versions after this one.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Radical_Pi on March 01, 2009, 01:05:50 PM
I might be able to fix the sun problem. Will take some non-ZE mapping though. I'll send you a PM if I find anything
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Ryanoceros on March 02, 2009, 01:04:12 PM
Excellent. I'll fix the link in the forum list. :) I think I understand why you didn't post the other maps yet....It looks like they are works-in-progress.
Anyway, I eagerly await their release. Good job BD!
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Mac on March 02, 2009, 01:21:07 PM
I like the new setup with 2 different cargo boxes, but they're really hard to "destroy." I only tried it in single player with 10 bots so yeah. Also, there's a tree in the middle of the river. I like how you minimized lag my making the water very transparent.

Also, when the Empire time bombs go off, they don't explode or make a sound. They just disappear.

Overall, this has become a very good map for multiplayer! I have yet to test it out on multiplayer.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on March 02, 2009, 02:53:19 PM
That tree in the middle of the water is actually a log, I jsut addedit there for a scenic touch. What could help to make the cargo's more easy to destroy? I did increase the health 4x lol so that could explain.

@Ryan: Thanks :O You like fel01?? Surprise! :P )
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Ryanoceros on March 02, 2009, 03:21:25 PM
Ok, thanks. I'll add those maps to the list. :)
.. I'll post them with the others a little later today/tonight.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Mac on March 02, 2009, 03:46:27 PM
Quote from: "breakdown"That tree in the middle of the water is actually a log, I jsut addedit there for a scenic touch. What could help to make the cargo's more easy to destroy? I did increase the health 4x lol so that could explain.

@Ryan: Thanks :O You like fel01?? Surprise! :P )

I'd change it to 2.5x the original.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on March 13, 2009, 07:03:54 PM
So, should I release this on SWBFFiles as well? I dunno if I should or not lol
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: aeria. on March 13, 2009, 07:45:17 PM
To be honest, the map design itself needs more work. Maybe you should work on it a bit more.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on March 13, 2009, 07:49:17 PM
Could you give some suggestions to improve the design?
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: aeria. on March 13, 2009, 08:15:07 PM
The maps seems a bit too big to walk to destroy the cargo. It's not so big of a deal but it does annoy me how I walked all the way to the other side and then 10 bots beat the crap outa me cause of their aimbotting powers on Hard.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on April 02, 2009, 11:30:41 AM
Ahhh..well I might as well release it onto SWBFFiles, there's no realy way I can make the map "smaller" :/
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: El Chupacabra on April 04, 2009, 12:05:07 AM
Dude I walked up those giant hills in the distance to try and find the last command post. Unfortunately the drop was a little steep for the garden-variety rebel. I think the level could benefit from a speeder bike or two, maybe more hills and valleys to spice it up, and some rocks and foliage to provide cover/camo.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: MasterFang on April 04, 2009, 11:27:07 PM
Delete the neutral cp inside the mountains. It's annoying to see on the mini map.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Hardcore on April 04, 2009, 11:41:28 PM
the Map crashes without a "real" CP the destroyable cps seem to not count.
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Radical_Pi on April 05, 2009, 11:23:18 AM
you could create a neutral CP with no capture zone like on duel arena. Then the CP is there, but you don't have to worry about it getting capped, and you can put it in the middle of the battlefield
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Breakdown on April 05, 2009, 12:32:03 PM
That's what I did, except it not in the middle of the battlefield
Title: Re: Woods: Search and Destroy 1.0 (RELEASE)
Post by: Radical_Pi on April 05, 2009, 01:12:18 PM
Here's a slightly different way to do it where it won't show up on the map.

Create a new CP ODF in the world ODF files. Set the text to this:

[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone.msh"
GeometryScale = 1.0


[Properties]

BUILDINGSECTION = "BODY"

Label = "Control Zone"

NeutralizeTime = 12.0
CaptureTime = 10.0

MapTexture = ""
MapScale = 2.5
GeometryName = "com_bldg_controlzone"
HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "alliance com_icon_alliance"
HoloImageGeometry = "empire com_icon_imperial"
HoloImageGeometry = "republic com_icon_republic"
HoloImageGeometry = "CIS com_icon_CIS"
HoloTurnOnTime = 2.2
ChargeSound         = "com_blg_commandpost_charge defer"
CapturedSound       = "com_blg_commandpost_capture defer"
DischargeSound      = "com_blg_commandpost_discharge defer"
LostSound           = "com_blg_commandpost_lost defer"
DisputeSound        = "com_blg_commandpost_dispute defer"
AmbientSound        = "all com_blg_commandpost_goodie defer"
AmbientSound        = "cis com_blg_commandpost_baddie defer"
AmbientSound        = "imp com_blg_commandpost_baddie defer"
AmbientSound        = "rep com_blg_commandpost_goodie defer"
SoundPitchDev       = "0.4"
Lighting = "dynamic"

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost3"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_lost_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_lost_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost3"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""

The change was that I set MapTexture to nothing. I haven't tried it, but I think this will work.

Don't forget to add it to the REQ file!
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