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Battlefield Modding Tutorials BFMODS • View topic - Need help on spawns / CP's / gameplay - DC_Killhouse.rfa

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jan 21, 2009 2:25 am 
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Location: UK / Sweden
This is a custom map with a CS / Goldeneye (kinda!) feel to it...

I made the model of the complex and have basic spawns and a central room area to try and control.. but it needs more thought on spawn placement and maybe additional control points.. currently its a bit of a spawnrape fest if you are unlucky. I dont work on infantry conquest maps so much so any thoughts or attempts to rework it appreciated..

Few pics and download to the map below. i think it could be good with a few players.. Can you make it fun/balanced..?

Couple of textures missing but nothing major .. I will fix it up/add statics.. I used medina as a base map so ignore the 'push map' briefing etc :) also it appears at the bottom of the map list in case you cant see it.



Image


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PostPosted: Wed Jan 21, 2009 4:07 am 
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Nice!!! Very sweet man. I look forward to converting it to 1942 when you're done. :lol:

Maybe 2 spawns back...in the back hallway i think it is, facing each other or forward... (i would add some barrels or a small wooden crate for cover), and two front...(but on your teams side still). At least that way you can't get *too* far camped.. :?

I wish I could make buildings...I'd be doing that shit all day lol.


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PostPosted: Wed Jan 21, 2009 2:20 pm 
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heheh thanks.. it is a potential bloodbath. feel free to convert when its working better ;)

Hopefully to make it more easy for people to try modifying the map I have made a killhouse only setup of ed42..
You dont need to already have ed42 for this.. or ever have used it in fact.

I'm not sure how many people here use ED42 but Im guessing lots don't..

Ive packed up ed42 with the killhouse level (the model) and conquest details.. cp's and spawns.
If you extract it direct to C drive and run ed42 you will be able to view the level and edit the spawn locations etc. No messing around setting up ed42.. extract and open the map. there should be no configuration needed. its already set to use C: as a root folder.
I thought this would make it easier for people to actually adjust stuff.. then copy the new conquest folder over to the full map above.. Let me know if you try it and it works out..

!Extract directly to your C drive!


Brief ed42 tutorial for this!

You only need to use obect mode (F4) and then the WASD keys and spacebar. Thats all you will need to navigate around then use left click to select an object and right click to move it.

Use spacebar a lot to help you navigate and for fine adjustents hold shift.
try to view the object box from above when moving it.. the reason for this is that ed moves things based on where the cursor is pointing at. in a normal map set on a heightmap this is not an issue.. but because killhouse is just a huge object floating far above the heightmap you may find things move in big steps..

Full keyboard reference if you need it...
http://www.cajunwolf.com/editor42_keybo ... rtcuts.htm


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PostPosted: Thu Jan 22, 2009 5:55 am 
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Sweet, I'll check that out for sure. I do in fact use Ed42, for creating textures there is no equal. I'll be sure to download it and let you know.


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PostPosted: Fri Jan 30, 2009 1:51 am 
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PostPosted: Sun Feb 01, 2009 11:33 pm 
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dude..

awesome :)

I'm totally falling asleep on the spot here and have to hit the hay... but i like the thoughts man and appreciate you spending time to devise a plan..

I have been working on the map a bit this weekend and also have also been feeling there needs to be 'another area' somewhere.

I'll read through this again tomorrow and see what I can come up with.. Would be great to see this in a tournament. ;)


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