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Topic: new game/map type |
| aufklarer |
General Member Since: Sep 4, 2005 Posts: 83 Last: Jul 3, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Monday, Dec. 19, 2005 11:16 am |
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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 [view latest posts] |
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| supersword |
General Member Since: Jul 28, 2004 Posts: 1989 Last: Nov 22, 2011 [view latest posts] |
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| Ol_Sniper |
General Member Since: Dec 4, 2004 Posts: 308 Last: Nov 28, 2008 [view latest posts] |
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| P.o.W |
General Member Since: Sep 11, 2004 Posts: 123 Last: Mar 17, 2020 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Dec. 20, 2005 08:46 pm |
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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 [view latest posts] |
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| aufklarer |
General Member Since: Sep 4, 2005 Posts: 83 Last: Jul 3, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Dec. 21, 2005 03:05 pm |
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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] |
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| KilLjoY |
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General Member Since: Jul 13, 2004 Posts: 609 Last: Jan 24, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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