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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: new game/map type
aufklarer
General Member
Since: Sep 4, 2005
Posts: 83
Last: Jul 3, 2006
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Monday, Dec. 19, 2005 11:16 am
Hey guys, i was wondering if it was possible to make new kind of maps for cod2 mp. I am thinking of extremely long but narrow maps, let me explain: take the ardennes by example. You would make a map that is verry very very long 2 or 3 miles, but very narrow, depending on the amount of cover: open fields should be wider then streets with houses...
So the germans would start at one side of the map, and their goal is to push the americans to the other side. just like a real battle, every one is fighting on the same area. to make it possible to gain terrain the soldiers that die, must spawn in relatively far from the combat zone, and must spawn every +- 5 minutes together. almost like in sp!
making the maps is no problem, but making it so that the germans spawn in at the right place, and not behind the allies, or not in the middle of the combat seems tougher to do.

tell me what you think about this? we could actually make online mp campaigns. if you win a battle, you go on to attack on the next map until you reach the meuse river :-) or if you lose you must defend on the previous map. the attacking team should also have more soldiers then the defending one...
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Monday, Dec. 19, 2005 05:43 pm
Ofcourse you can do and make whatever you want.

The map rotation will be difficult though. I'm not sure if it is possible to alter the maprotation based on the outcome of the previous map.
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
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Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Dec. 19, 2005 05:47 pm
I belive there was a mod that allowed you to vote on maps at the end, maybe that would be a start and then you could build up from there.
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Ol_Sniper
General Member
Since: Dec 4, 2004
Posts: 308
Last: Nov 28, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 20, 2005 06:29 pm
Would this be a domination style map?

How do you keep the run and gunners from not trying to go behind the enemy?
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P.o.W
General Member
Since: Sep 11, 2004
Posts: 123
Last: Mar 17, 2020
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 20, 2005 08:46 pm
Ol_Sniper writes...
Quote:
Would this be a domination style map?

How do you keep the run and gunners from not trying to go behind the enemy?


Well i belive that wld be the fun, forcing a flank on the enemy and the as "aufklarer" said the spawn points would be far away from the combat, you could use a domination style script but instead of a small flag, an area of map then once that is taken the team which got defeated spawns in the next area backwards and so on and on untill some1 wins. The fact that the map is narrow means large amounts of players wouldnt be able to sneak past behind them, just the clever few who carefully flank.

Personally i think it wld b alot of fun if it was dont right, i would def give it a good look ;)
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EvilHobo
General Member
Since: Feb 12, 2005
Posts: 103
Last: Jul 28, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 20, 2005 10:11 pm
Conquest (CNQ) gametype by After-Hourz. Been done.
I'm hoping that they make it for COD2, but the whole team seems to be irritated by IW's lack of community support. Regardless, I'm designing my COD2 map with CNQ in mind, if it ever comes to fruitition.
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aufklarer
General Member
Since: Sep 4, 2005
Posts: 83
Last: Jul 3, 2006
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Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 21, 2005 09:14 am
well, to keep players from sneaking behind the enemy you can use rules, even if it is up to the advancing team to clear every single house as they advance.
I also would want that the attacking team can capture the strategic points (flags or radios) that are defended by the other team. But once the defending team loses a strategic point (wich also is connected to a spawn) they can never retake it. this would be to keep the battle from digging in.

i play s&d alot, but its the same little map with the same objectives over and over again...
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slyk
General Member
Since: Nov 9, 2004
Posts: 54
Last: Feb 14, 2006
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 21, 2005 03:05 pm
CNQ/CONQUEST! Wahoo! Sorry, I'm partial.

We developed this gametype in Mohaa/SH and ported it to CoD. We got to version 3.0 and it's very well done and very admin/mod friendly. I suggest you visit http://www.after-hourz.com/cod/cnq.php for specific info and maps that support the gametype.

My last map, 'Barbarossa' is better known for BAS or CTF play, but it is the largest CNQ map you will find. It is roughly 1km long and 800 meters wide with 11 capture positions including the team bonus at each end. I would suggest you look at that as an example of making huge maps. The issue with CoD2 is two fold. 1) small gamestate of 16k (we can hope they patch this higher) and 2) no vehicles. This last point, however, can be overcome with the CNQ spawning system because it allows you to move the teams forward with their capture progress.

So, in effect, by using CNQ spawns you can maker much larger maps that play like smaller ones. I wrote an lengthy tutorial on CNQ mapping here: http://www.after-hourz.com/cod/cnqmapper.php
and here: http://www.after-hourz.com/cod/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=19

The type of map you describe would work well, but remember it should offer 2-3 avenues of advance for each zone where you would have a capture point. I would recommend viewing the maps that Drecks and I made supporting CNQ and see how they differ between industrial and outdoor/countryside play. It is a big job, but can be a very worthwhile project and gives your map a lot of replay value.

If you have other questions or seek support, just drop by our forums at AHz.com. We have a special CNQ support section and will be glad to help anyone.
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aufklarer
General Member
Since: Sep 4, 2005
Posts: 83
Last: Jul 3, 2006
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 22, 2005 08:40 am
wow tx for ur reply, will u be programming your game mode also for cod2?
And i also came up with this; a surrender function. When the germans attack a village and there are only a few allies left there ( all the others are respawning in the next stategic point), then those allies can decide to surrender to the germans, and walk towards the germans, killing a surrendered prisoner could be considered as tk. when the germans take him prisoner the allie inmediately respawns with his other team( this is an advantage since those who get killed must wait like 2 mins to respawn) i know there exist some surrender mods, but you have no reason to surrender, here you do
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KilLjoY
General Member
Since: Jul 13, 2004
Posts: 609
Last: Jan 24, 2009
[view latest posts]
Level 6
MODSCON
Category: CoD2 MP Mapping
Posted: Thursday, Dec. 22, 2005 09:12 am
and CoD 2 has some cool stuff for surrender if you can change the textures on a flag to white you can use the CTF animations to have a white flag coming out of the backpack
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