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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [Release] MP Cloud Citi (Beta2.0)
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 08:09 am
I wasn't sure where to post it so I'll slap it in here. I was also wondering if anyone knows of some good gaming websites to get COD maps out there into the mix for servers to use Maps.

I noticed something is up with the CodUtility Website and COD Files seems to be also having some issues with COD4 and WAW maps and mods for file submission Upload.

Anyways, this is the Beta Version of Cloud Citi

Hope it gets put to use! [crazy]


CLOUD CITI - CALL OF DUTY 4 MULTIPLAYER - DEEKCITI ENVIRONMENTS

2009 DeekCiti Environments Production
Last Edited - April 26th, 2009

----------
CREDITS:
----------

MODSONLINE!! Without it, not Possible, love the community!

"I want to thank .KILLER. for his scripting help on the Convoy Turrets, the Team Breakable Walls and the Team Doors, and for just being an all around great guy for all his help on everything on Modsonline. This map could not have been done the way it is without your help, thank you!!"

"I also would like to thank Slayer of the (ACC) Clan & Friends for their efforts in a pre-beta testing of the map (beta 1.0) before public release. Your efforts are very much appreciated!"
-------


---------------------------
VERSION 2.0 UPDATES:
---------------------------

1. Added more SAB, SD and DOM spawnpoints.
2. Added Kill Triggers on Elevator Ceilings and floors, so players can't glitch/stop the moving elevator.
3. Fixed lighting in (breakable) underground passage in axis base.
4. Unlocked all doors for both teams during Gamtypes CTF & CFTB due to cross spawning. Will work on Fix for these Gametypes.
5. Removed 2 floating grass models by Allied Dome 1.
6. Printed BETA 2 on Loadscreen.


-----------------
KNOWN BUGS:
-----------------

1. The 50 cal Turret has a funny look to it when you the "player" is on the gun. It almost looks like you are a little bit inside the gun. As of right now, I don't know how to fix this issue. I've tried using different weapon files but no apparent fix at this point. I guess the Glitch is the price you pay to use the gun in the map, but it isn't bad enough to make it un-playable.

2. The MG42 Turret has no apparent animation for a player watching another player fire the turret. The players view on the turret is fine, but a player, looking at another player firing the turret shows no animation. The final version might have the MG42's removed because of this reason. Matters how picky people are.

3. Dead bodies float in air about 500 or so units below the Cloud City. This is due to a Clip used to remove any projectiles, grenades, flashbangs, smoke, rpg, etc. If this clip is not there, when a grenade blows up somewhere in between the Cloud City and the Ground Bases, the Effect decal sometimes glitches and creates an enormous Effect spread in the air of the map and really messes up the map. This Clip was added to remove falling projectiles or objects, unfortunately, the bodes land on it and are not removed. If anyone knows a better way to do this I am all ears. I tried making this clip non_colliding but have yet to test it. Non-Colliding might not work on dead bodies.


---------------------------
IMPORTANT MAP INFO:
---------------------------

1. I've allowed TDM (WAR) gametype to only spawn players at their relative Base, there is no Cross Spawning. So those Server Admins running the Sniper NO Cross mod, there is no need to add this map to the DVAR list.

2. All Team Doors have been unlocked for the following Gametypes. (CTF, CTFB, RE, KOTH) This is due to the spawnpoints these gametypes use, they basically promote/force cross spawning. And instead of editing every gametype I just unlocked the doors. This prevents players on the other team from being locked behind a team door.

3. I've also created some Custom Dvars so the Server Admin has more control over the Map. (13 Custom Map Dvars) There is also a Dvar to allow you to change the Teams. (Desert, Woodland, Urban). Which might help servers who don't use the updated Teams.gsc.

4. I've created a "cloud_citi.cfg" that will be included with the map. You can run this config through your server cfg "exec cloud_citi.cfg" if you want or you can manually plug in the Dvars if you are going to use them. In the "cloud_citi.cfg" each Dvar is explained on what it does. All Dvars are "1" or set at some default value already, there is no need to run the "cfg" if you don't want to. You can just run everything Default if you wanted. If you are going to use it, please read the "cfg" FIRST before you start changing values!

As of now, here is the Up to Date Dvar List, to see the FULL list, and explanations on what does what, view the "cfg" included.

-------------
DVAR LIST:
-------------


set scr_tdmbase_spawns 0,1
set scr_ammo_stockpile 0,1,2,3
set scr_allow_convoys 0,1
set scr_allow_teleports 0,1
set scr_allow_pickups 0,1
set scr_allow_wallhints 0,1
set scr_allow_turrethints 0,1
set scr_teambased_doors 0,1
set scr_team_uniforms 0,1,2
set scr_turret_damage 200-3000
set scr_wall_damage 200-3000
set scr_pos_ctf a,b,c
set scr_pos_re a,b,c


----------------------------------------------
SPECIAL GAMETYPE SPAWNING ISSUES:
----------------------------------------------

The following gametypes have spawning flaws due to the map layout and have been dealt with.

Retrieval (RE)
Headquarters (KOTH)
Capture the Flag (CTF)
Capture the Flag BaCK (CTFB)

So players are not locked behind enemy doors on spawn, for these gamtypes, the doors are Auto Set to Unlock during these Gametypes.
This needed to be done because of the Spawn Points the Gametypes use. Since all But HQ are custom Gamtypes, nothing can be done about this but what I have done, which is set the doors to Unlock during these 4 gametype Modes. If any other gametypes have this issue, please make me aware, but I think I've caught them all.


-------------------
Spawnpoint List:
-------------------

Deathmatch Spawns:
DM = 15

Domination Spawns:
Allies = 14
Axis = 13

Sabotage Spawns:
Allies = 12
Axis = 12
Team Based Spawn Starts:
Allies = 12
Axis = 12

Search & Destroy Spawns:
Attackers = 15
Defenders = 15

Team Deathmatch Spawns:
TDM = 20
Team Based Spawn Starts:
Allies = 15
Axis = 15


--------------------------
MAIN MAP OVERVIEW:
--------------------------

I've decided to go in a different direction with a new map idea and make it mainly Team Based. Like a Base Assault Map. Meaning each team has their own Base in which they must protect depending on which gametype you're running.

What makes this map unique is there are two sections to it, a ground section and an air section.

Each Base supports 4 Elevators each numbered 1-4, that run from the Ground Up to the Clouds through a glass Tube.

Each Base also supports Team Doors, meaning only Allies can use Allied Doors and only Axis can use Axis doors. This helps the Team Protect their own Base from intruders. Allied Doors use a symbol on the door while the Axis use another to help players distinguish who's door it belongs to.

Each Base also supports an array of MG's that overlook key points in the map. Some of the MG nests can be Destroyed. MG Turrets added include, MG42, SAW, RPD, 50cal and MiniGun.

The twist here is this: The Bases can be breached using explosives in key areas of the exterior or interior walls, providing an entrance point for the enemy to move in. These walls are marked with popup HINTS. Allies can only see HINTS at Axis Base and vice-versa. Teams cannot destroy their own walls.

While each main Base on the ground is heavily fortified with MG Nests, each team also has a Pillbox located on the outer rim of their Main Base that has two MG's and cannot be destroyed. These Pillbox entrances are protected by Team Doors.

There are ammo Pickups located around the map, in Bases. Each team has multiple Clip Ammo only pickups and Explosives Ammo only pickups, RPG & GL only. I added this because the teams needs to destroy the Enemies base in order to gain access to it.

In the center of the map is another building that is split down the middle and each Team has access to their half. They cannot cross over to the other Teams half. In this building are Teleports, which take you to different parts of the map, depending on what HINT is defined at the Teleport entrance. The Allies have Blue and Green Teleports while the Axis use Yellow and Red. Each Team has one enemy Teleport on their side. If your mod turns off Hints, you might want to think about turning them on for just this map. It can really help the players figure out how to play the map correctly.

Players can take the Elevators or the Teleports up to the City in the Clouds.

The Teleports will take you to the Center of the City, the (Science Center) while the Elevators will take you to that Teams main Base. From here there are 4 Transports a player can use to move around from one side to the other that funnel through glass tubes, just like the elevators. Only one Gametype Spawns in the Cloud City (SD).

The Science Center has two rooms each with 4 teleports for respected teams and the rooms are protected by Team Doors.

You will notice that each team has 3 domes, which are a branch of their base. These Domes can be accessed by two ways, the Teleports, or a ladder/tunnels system that branches off from the Base's that house the Elevators. On the outskirts of the domes each Team owns 2 Convoys. These convoys are equipped with 1 Minigun Turret, while the other convoy has a 50cal MG. You can start the engine and hover over the City and do your business.

Enjoy!!


Going to post a couple Older Screenshots, don't worry, there is a minimap [lol]








I'm sure the download will be available here on ModsOnline's download section soon, but for now you can download the map here:

Download Cloud Citi on Filefront Link Here



Thanks for Looking! [wave]
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dutchman16
General Member
Since: May 8, 2006
Posts: 177
Last: Apr 29, 2009
[view latest posts]
Level 4
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 08:47 am
He Deekciti, when I try to load the map it gives an error: Could not load 'Loadscreen_mp_deekciti' I did put the .ff and _load.ff in the zone/english folder and the iwd in my main folder.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 09:08 am
IWD goes in a mod folder such as "mods/customMaps"

This map runs with Woodland Skins. CustomMaps mod does not support Woodland Skins. If you try and run the map without a mod that doesn't support these skins you will get and "Assert Failure" error.

If you have another mod such as AWE4 or Extreme, try launching it with that mod. It has the fix for teams.gsc which causes issues with Woodland or Urban skins, as Desert are Default.

But your in luck if you don't. I've created a Dvar to switch Team Skins or basically swap Desert, Woodland or Urban.

set scr_team_uniforms 0

This will change the skins to Desert so you can play it. So just do this if you want to use "customMaps mod".

Launch the game.
Click on Mods, choose, "CustomMaps"
Game Relaunches with mod.
Open console and type: set scr_team_uniforms 0
Hit Enter.
Then Type: map mp_cloud_citi
Hit enter, map should load


[wave]

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dutchman16
General Member
Since: May 8, 2006
Posts: 177
Last: Apr 29, 2009
[view latest posts]
Level 4
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 09:33 am
Oke I played the map. It's very good!

The only annotation I want to make is: If you are in those "transporters" and they make an angle. It looks like they're "lagging".
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 10:53 am
Will check it out, looks awesome though should be good fun.

Wait a minute..Deekciti... cloud .. citi... I see what you did there! [lol]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 General
Posted: Sunday, Apr. 26, 2009 08:24 pm
Haha! Yeah, makes the map a little more personal. Thanks for downloading and playing!

dutchman16 That because when you have brushes/objects that move, its really hard to get those things to move smooth, in fact, I don't know if its even possible when they rotate in any direction. It's just a sacrifice you take by having moving things. [duh]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 General
Posted: Monday, Apr. 27, 2009 03:49 am
I found a nasty bug already when testing it on a server tonight.

G Spawn: No Free Entities

It happened when the first player called an Airstrike. [mad]

I'm going to UPDATE it shortly and free up some entities.

Sorry about that, its terrible it needs to update so quickly! [sad]

I'll post the new download link shortly.
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