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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: 2D SoF2 mod ? :D
elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Saturday, Jul. 30, 2005 12:21 pm
This is a bit off topic but...

I had a mindblast of stupid ideas and one of them was
this:

You know codename gordon, the 2D offspring game to HL2 ?
Basic idea;
I was thinking if it could be modded to SOF2...
so that it would actually be playable.
Just make it simple and fun.
Some artistic guys could easily deal the graphic side, do all the team outfit skins (colombian/terrorist/civilian/etc.), the guns and the rest...

Problems I came along:
How to use the sniper scope, disable the whole gun ?
Keep the screen moving constantly and center on the player (how far should projectiles travel?), or have it the classic way, static screen and areas change as the player crosses the screen edge...





Would you play that kinda mod ?
Like 10vs10 CTF/inf ? [lol][confused][lol]
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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Saturday, Jul. 30, 2005 04:20 pm
aight, that be a blast. I would play it fo sure.

1 poss. I would guess scope up will give you a 'dotted line' for aiming and/or maybe instead of the normal screen centering around you, the screen now centers around the crosshair (mouse) and will follow it as u put it on the enemy ..

oh well, keep on dreaming cause i dont think this ll get made..

off topic off topic, hows that map of yours coming along?
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, Jul. 31, 2005 01:47 pm
My mp_bazaar has been moved to release section, you already saw it. My hotel map has such bad structural layout, that I'd have to make it all over from step 1. So that's a dead project for now.

I changed to something less amibitious.

Here's some preview pics of my latest idea,
the "subway hustle" (10% done).
I don't wanna brag, specially with the lack of knowledge a
I have about mapping, but this map has got to become one of the most fun to play maps when it's done.

I'm letting you all into it at this early stage so you could point out crutial mistakes I'm about to make, if.

Basic idea is simple, 2 long east to west rails, 4 platforms (or depends how you want to count them), 8 trains (func_door) with internal activating triggers shuttling from station to station. So the starting points where the trains return to are:
NE, SE, NW, SW each 1 train and N and S center stops have 2 trains. That's where the flags and spawns are.

You have to swap trains at either the W or E end, and head to the center, N or S, depends on what side your'e playing on.
You can walk the tracks, but they are long and have the risk of being crushed by a train. I tried it a bit (only 1 train W to E) and it works fine. And I haven't seen or played anything like that before, I think it's a blast !
[casanova]






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