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Market Nights
Downloaded 34 times
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||||||||||||||||||||||||||||||||||| Market Nights |||||||||||||||||||||||||||||||||||||||
|||||||||||||||||||||||||||||||||||| Version 1.0 |||||||||||||||||||||||||||||||||||||||
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||||||||||||||||||||||||||||||For Soldier of Fortune 2|||||||||||||||||||||||||||||||||||
||||||||||||||||||||||||||||||||||| Double Helix ||||||||||||||||||||||||||||||||||||||||
||||||||||||||||||||||||||Part of the upcoming Agent Rez Mod|||||||||||||||||||||||||||||
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Author: cisco256
Uncompressed bsp size: ~36mb
New/changed textures: ~0mb
Max Players: 64
Email: tibetoh@hotmail.com
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(maximize window size, for your reading comfort)
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Installation:

Extract the .pk3 file to your sof2\base folder.

set com_hunkmegs to 128 mb, see below for instructions.

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Min Requirement:

a good geforce 3 and adequate cpu


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Gametypes:

-dm, tdm, ctf, inf, elim (see notes)
-all Goldrush gametypes (including basic bot support for dm/tdm).
(sabo gold cctf cah tcah ctb tctb lastman occtf wave and more)
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com_hunkmegs:

To set com_hunkmegs you have a couple choices

-find your sofmp.cfg in /base folder and find com_hunkmegs in it, change
the value to 128.

-for mods like osp etc, go to the mod's folder and do the same change to
the sof2mp.cfg there.

-if you start sof2 via a desktop shortcut u can simply add
+set com_hunkmegs 128
to its properties.
(eg:"G:\Soldier of Fortune\SoF2MP.exe" +set com_hunkmegs 128)

-if you do the change via console, don't use "quit" to restart sof2,
or the new setting won't be remembered by he game.

-the com_hunkmegs setting is necessary to designate more memory to sof2,
as the uncompressed map file is huge compared to other maps.


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

Notes:

This is the 1.0 version of mp_market, Market Nights, which will be part of the
upcoming Agent Rez mod for Soldier of Fortune 2. It's size is considerably
bigger then the average sof2 map, its layout compensates this though. Compared to
the beta 1 version, mainly the performance of crucial areas has been further
improved and the overall brightness has been slightly increased because reports
indicated that some ATI cards are considerably darker (which doesn't make them less
attractive though). The town area has over 10% higher performance now and the
ctf spawns over 100% higher performance plus some more areas have been optimized.
(on xp2000 with gef3ti500)
-----------
This is my first "real" map and besides the learning effect for myself, it's goal
is to combine the typical gameplay of combat concentrating on certain points of
interest with a greater tactical diversity. The big outdoor area and the huge map
dimensions are supposed to achieve a feeling of freedom. I tried to keep the time of
goal oriented movement short though. And of course i wanted to create a nice
atmosphere with still reasonable hardware requirements. I know some parts could
receive some more detail and some fixes, but the uncompressed map file is already
huge as it is and as the time invested into this map also exceeds the average
custom maps by far, i decided to stop working on it (unless i make a conversion
of it for another game maybe). I'm also aware of some of the patchwork having
sparklies and LOD cracks. This would be easy to fix by converting them into .ase
models, which would prevent LOD changes though and on low end systems this might
cause lower fps. Considering that sof2 retail levels also aren't sparkly free i
decided for the performance solution (leaving the sparklies/cracks). Also, low
geometry setting is "unsupported" as it causes texture distortions in on certain
architecture (you can use it anyway, just don't be surprised to see distorted
textures in a certain building).
-----------
Good gameplay for ctf/inf with 10 to 20 players. (support up to 64)
-----------
The sewers are not accessible in elimination gametype (i.e. the map is much smaller
for elimination gametype).
-----------
In ctf, the flags have to be brought down to the main floodgates, into the cages
with the corresponding color (on enemy side to be exact), not back to your own
teams flagposition.
-----------
If your monitor/tft is of good quality in regards to contrast/brightness, then
r_gamma 1.1 will provide the best atmosphere, for competitive play 1.35 should
be fine. Higher values are needed on less bright monitors/tfts/cards. The map is
NOT intended to be played at r_gamma 1.0. If the shadows have ugly square parts,
reduce brightness.
-----------
If you haven't already done so, i suggest that you bind at least 3 keys to gamma
settings, so you have the right brightness for every map. For example, mp_jor
needs a very low r_gamma setting while mp_pra2 needs a considerably higher setting.
You can adjust the brightness via the brightness slider in options and then type
r_gamma into the console to check which value you ended up with. If its still too
dark after moving the slider all the way to the right, you might like to know that
this is r_gamma 2.0. This is not the highest gamma setting though, by changing
r_gamma via console you can raise brightness straight up to r_gamma 3.0. Obviously
you can also bind the values up to 3.0 to a key. To bind a key, you can type the
following into the console:

bind p r_gamma 1.5

this binds the button P to the gamma value 1.5. Better is to add this to all your
sof2mp.cfgs (base/mp folder and mod folders) though, so you only have to do it once,
for example:

bind p "r_gamma 1.5"

You can also just type any gamma value from 0-3 into the console, for example:

r_gamma 2.5

-----------
To get the optimum out of your monitor, you can try the following:
-increase contrast to maximum ont the monitor
-raise brightness on it until black parts start getting greyish/whiteish
-reduce brightness again till the black parts look almost pure black again
(you can leave the brightness as high as you think the black looks nice)

This should get the maximum out of your monitor. It shouldn't harm you monitor
but of course I don't give any kind of warranty. Make sure that no light is
falling onto the monitor screen. Preferably play in dark rooms, note though that
this is not good for your eyes.
----------
The map's layout is in fact quite simple. You may want to go to spec mode and fly
out of the map bounds to get an idea of the overall layout. While the map seems
huge, you will realize that the layout concentrates combat on certain areas while
offering a lot of strategicaly important points away from the main points of
interest. This should allow any player to play any style once knowing the layout
of the map. It's not intended to be a "cage fight" map though. For clans it's
recommended to look closely at the map and maybe think about player distribution
and make efficient use of voicecomms. The smarter clan will have great advantages,
especialy at lower player counts (10-16).
-----------
The bots work in all gametypes when running Goldrush (and probably with some
versions of the Mandown mod also), but the waypoints are optimized for DM/TDM.
They do not approach the Main Floodgates on their current route. This concentrates
combat onto the market area, its 6 buildings and the subway.
-----------
Use of this map and anything related to it is purely at own risk. The author is not
liable for any damage and/or data loss arising out of the use of any of the files
included. This includes but is not limited to nuclear meltdown of your pc,
constipation, loss of eyesight, nervous twitching and the desire for senseless
violence.
-----------
This map can be distributed freely as long as the rights of Raven and other
concerned companies are not infringed, and this README is included in its
original form.
-----------
If you find missing/misaligned textures or any other obvious mistakes, plz send
me a screenshot and/or description plus let know which version of sof2 you use.
Thanks
-----------
As a "special" feature, you can include your clan tag, serverhost name or
whatever you feel like into the map. To make it work, follow these steps:

-prepare a 1024 x 512 pixels (width x hight) .jpg of what you want to be seen
ingame.

-take the prepared "market_banner.shader" file, open it and look for the line
"map textures/armory/sign_board1"

-change "sign_board1" into the name of your jpg

-delete "/armory"

-save the file

-make a folder called "shaders" and drop "market_banner.shader" into it

-make a folder called "textures" and drop your .jpg into it.

-zip both directories with relative paths (not full paths!)

-rename the resulting file into "mp_market_x.pk3" (with "_x" !!!)

-place it into the /base folder of the server, where the map resides

-make sure the server has autodownload enabled

-enjoy

-(note: "exact/full" paths and "relative" paths are options in your favorite
compression programm, "relative paths" should be default. If "relative" paths is
chosen, inside the zip archive you don't see the drive letter in the path (for
example "c:\" ))

----------
Some technical facts:

7703 total world brushes
6398 detail brushes
1624 structural brushes
4194 patches
5952 boxbevels
901 edgebevels
2044 entities
15344 planes
1166 patch LOD groups
12972 verts added for T-junctions
102498 total verts
103.04 percent efficiency
lightgrid: 853936 points
248 total lightmaps
1359 unique lightmap/shader combinations
20.0 mb size after -bsp phase (277 seconds)
20.4 mb size after -vis phase (162 seconds, 27mb passage memory)
35.5 mb size after -light phase (33692 seconds with -lomem)


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

Credits in random order:

ydnar for answering many questions, making me rethink my usage of high
res shadows, and for providing q3map2, without which this map
wouldnt have been possible in its current form.

obsidian for answering many questions and for mentioning the keys that
made the conditional shadows of the infiltration convoy possible.

D!ablo for enlighting me on some q3 engine related questions

Skwasjer for making Mirix, a tool for mirroring maps, that saved me hours
of work.

Godh for providing the infos for the bot routes and Goldrush related
things

thanks go out to all the ppl who helped looking for bugs/errors in early alphas,
especialy Precam and Slug, but of course also all the others (not naming all so
i dont forget anyone;)

Special thanks to all the ppl who contributed to the creation of GTKRadiant, which
is a great 3D editor. The only one i know that is usable intuitively from the first
moment on.

To id software for making the great q3 engine.

To everybody on q3w board where i have been asking tons of dumb questions.

And of course to Raven for providing SoF2, which is still one of the best tac
shooters out there.



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

Important links:

-www.soffiles.com
-www.sof2files.com/file.links
-www.sofplayers.co.uk
--------------------------------------------------------------------------------------------------

Enjoy,

cis


















© 2004 All Rights Reserved


by cisco256 (email)
 

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