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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: World War 1 SP Mod
dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 16, 2005 12:34 pm
There are not many World War 1 FPS, if any. And those there are are either not used (The Trenches for Half Life) or has general poor anarchy-like gameplay because it is based on Battlefield (Battlefield 1918).

So I have thought very much about making a World War 1 mod, but it will focus primarily on Single Player because this forces realism into the game. Multiplayer is more... well... anarchy. You dont have any tasks and you can go where you want. I like SP more than multiplayer.

I therefore seek people who wants to participate in this project.

I am planning this project to be 100 % open source so it can be developed fast enough. We need WW1 FPS now, and we need one of good quality.

The project I want it to be based on is as following:

* Long lasting SP missions. Not neccessarily many missions, but few missions, where each mission will last for several hours and maybe days (to simulate real trench warfare, you need a lot of time because the soldiers spent hours if not days and even weeks in the trenches). There will of course be lots of save points. But if one chose to play it without pauses, each mission can last for several days in a row.

* Modellers - primarily to model the aircrafts, like the Red Baron and to make cannons.
I dont think the soldiers need to be modelled because the british and german uniforms dont differ very much from WW1.

* Historical accurate events.
The SP missions must be historial accurate. Therefore life in the trenches is to be simulated. There will not only be shooting here and there, but a historical accurate environment down in the trenches.

What I need most however are people who can model and know how to make models and make cannons than can actually shoot and kill and and old aircrafts. But I also need people who can do SP scripting, but it is not so important here as I dont expect it to be that hard to program. If you can do basic SP stuff I think you can make SP maps for this one too.



edited on Nov. 16, 2005 07:36 am by dktekno
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Tim451
General Member
Since: Feb 22, 2005
Posts: 771
Last: May 28, 2009
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Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 16, 2005 02:17 pm
Sounds like a really good mod idea! Kinda strange really... Ive just started to build a ww1 based map for original CoD that I hope will give an accurate view of trench life and warfare... Id love to help out with this mod but im kinda busy with other things, and although I can map, my scripting skills are kinda noobish lol...

[sniper]
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 16, 2005 08:35 pm
This is why the project will be open source, so that people who are occupied with other things can still participate in the project because if you havent finished the work other people can finish it.

I also plan to make the whole website for the mod open, but of course not to everyone, but to more than just me, to ensure that if I am occupied with other things, the project goes on, and if other people are occupied and I am ready to mod the project can go on.

There will be some requirements for the website:

To upload the maps, models or scripts, they have to have relation to the WW1 project.

The things people upload must be open source.
That will be the price for hosting and/or redirecting to URLs to make your works public.

There will also be a history section where people can post links (deep links only) where modders can find specific historical resources for their "sub-project" (like a mission) so modders dont have to surf the whole web and use alot of time just to find neccessary information.

This project will be both open but also focused on one big project: WW1 FPS.

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Hawkenous
General Member
Since: Mar 20, 2005
Posts: 12
Last: Apr 29, 2006
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Level 1
Category: CoD2 MP Mapping
Posted: Saturday, Nov. 19, 2005 07:11 pm
Have a website ?
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X-Pence
General Member
Since: May 23, 2005
Posts: 144
Last: Mar 19, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 29, 2005 08:19 pm
The British uniform was verry different dureing WW1 when compared to WW2 uniform as they ware overcoats on a verry posh outfit and i suppose the German uniform with the sharp point on the top of there helmet and wide trouser's will be hard to model.

Bravarian, Austrian, Russian, French (France mainly retreated just like in WW2) and American WW1 uniforms would not be easy to model and texture.

.:X:.

edited on Nov. 29, 2005 03:19 pm by X-Pence
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 30, 2005 01:02 pm
The point in the top of the helmets were only used in the first part of the war. Later they got helmets that was used in WWII.

The only ones I think would be hard to model will be the french.

As for the americans: They didnt play any significant part of the war.
They had a few soldiers, but it was mainly the british versus german.

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R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
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Level 6
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 30, 2005 01:23 pm
Sounds like a good idea, no offence or anything but dont you think alot of players might get bored if they and sitting in treches for hours on end not having anything to do?

And i dont think you'll ever actually get what life must of been like into any game.

Dont get me wrong i like the idea, but im just not sure many players will be willing to wait around on a game stuck in a hole for hours (actual hours), waiting for their next mission. I mean ok there might be the odd shell going off the bullets whizzing past over the top, but i dont think your gonna have enough to keep alot of players there for along time.

As i read somewhere
"Why do you think Brothers In Arms never really took off in the way Call Of Duty did, apart from the tactical side that BiA is."

Most of the answers were along these lines
"Well Call Of Duty was action all the way, it never let up not even for a few mins."

To get people to stay with a game weather it be FPS or RTS you need action.
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farrocious
General Member
Since: Mar 24, 2005
Posts: 33
Last: Dec 4, 2005
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Dec. 4, 2005 10:32 pm
make the maps open, with a varety of side objectives, a time cycle (day/night).

Why not make the whole mod 1 map/level where the player simply has to survive the day in the trenches. With air bombardments, gas attacks (how hard would this be). Mad rushes from enemy troops.

i could go on and on.

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MrSoul
General Member
Since: Dec 4, 2005
Posts: 6
Last: Dec 8, 2005
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Sunday, Dec. 4, 2005 11:07 pm
E3|Raraavis writes...
Quote:
Sounds like a good idea, no offence or anything but dont you think alot of players might get bored if they and sitting in treches for hours on end not having anything to do?


Well, you won't have nothing to do. If this will be as close to reality as possible there will be constant artillery barrages, attacks, and counter-attacks.

I could have a hell of a lot of fun dodging bullets from crater to crater to the enemy trench, without getting shelled, of course. And there better be bayonets and gas attacks. I hope this mod happens.
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Cypher2004
General Member
Since: Jul 24, 2004
Posts: 312
Last: Feb 17, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 6, 2005 08:59 am
What I would like to say is simply:

Make sure you have a dedicated team before you make huge plans and ideas on how amazing your mod will be.

Its nice to think of all the good points of the mod and hopefully the response you will have when its complete and people are downloading it and playing it and giving you great feedback... but if your team, for whatever reasons, don't submit their works, disappear for months on end, leave the team etc, the mod will be another statistic of failed mods.

My advice is simply this:

Make a website, get the team started on assignments etc, get them to submit their works, get it displayed and make sure the team are dedicated, then start with all the huge announcements.

I wish you the best of luck, and hope this game doesn't fall into the Failed Mods Genre.

Cypher
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