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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: COD2 WIP
DVDFRedshadow
General Member
Since: Feb 18, 2006
Posts: 53
Last: Feb 26, 2009
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jul. 2, 2006 11:51 am
wow ,those are some nades ,really like the Arty call too[casanova]
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Category: CoD2 Map + Mod Releases
Posted: Sunday, Jul. 2, 2006 03:07 pm
Heh.. Yes the nades seem powerful, but the reason a tiny little nade has the power to destroy a building is because of what is in it. There is 'suppose' to be chemical barrels and boxes of ammo etc..

That's why the sound of the explosion you may here a little after the sound of the ammo crates exploding (fireworks sound)

Thanks for the comments guys, much appreciated.
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Kurgs
General Member
Since: May 9, 2006
Posts: 51
Last: Jul 17, 2006
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Monday, Jul. 3, 2006 08:01 am
I may have missed this in the other posts but will this support CTF?

Also, any issues with Mods that already support Arty (eg AWE)

Will the inmap arty be configurable via the gsc to be off/on?

Looks like a brialliant map as well [biggrin]
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Category: CoD2 Map + Mod Releases
Posted: Friday, Jul. 7, 2006 04:24 pm
Yes this will support CTF, in my opinion this is the best gametype for the map.

The artillery strike has not been tested with any mods but maybe i should explain exactly what happens.

Ok the radio in the chemical storage building is used to call the artillery strike. Once it has been triggered the trigger is deleted and therefore can only be called once. The actual artillery impact will not hurt the player and since the script for the efects are pretty basic and called on by the actual .gsc i don't see why a problem would be caused by mods such as AWE.

Thanks for the comments!
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Bonte
General Member
Since: Aug 22, 2005
Posts: 12
Last: Aug 7, 2006
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Level 1
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 18, 2006 08:15 pm
ALL I CAN SAY IS WOW!!! ive been working on a map fore weeks and it doesnt look 1/2 as good or 1/3 as good for that matter. That map just looks amazing.. Im looking forward to playing it on 10-78 or BH
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Category: CoD2 Map + Mod Releases
Posted: Saturday, Jul. 22, 2006 12:31 pm
A few screenshots of the near completed map 'St-Laurent'









All i need to do is a few script problems:

    Stop artillery fire after time period

    Stop destroyed house efx after time period

    Fix damage radius on destoyed house
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marmo
General Member
Since: Mar 23, 2005
Posts: 30
Last: May 12, 2009
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Level 2
Category: CoD2 Map + Mod Releases
Posted: Saturday, Jul. 29, 2006 02:59 pm
This map look spectacular man, keep up the great work!!
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Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
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Level 4
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Aug. 2, 2006 05:30 pm
Looks great! I think from a realism perspective, the jeep that hit the tree, should be on the other side..
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Category: CoD2 Map + Mod Releases
Posted: Friday, Aug. 4, 2006 05:20 pm
Thanks for the comments all.

@ Marlow - I don't understand what you mean buddy!?
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Category: CoD2 Map + Mod Releases
Posted: Saturday, Sep. 2, 2006 09:15 am
Update

All current video clips:

Video1 :Added 01/05/06: A short Tour around the map
Video2 :Added 28/05/06: A Demonstration of an Exploding Building
Video3 :Added 30/06/06: A Demonstarion of the New Artilerry Feature
Video4 :Added 27/08/06: A display of all the current feature in st-laurent.

All latest screenshots:






































Updated Readme:

Quote:
======================================================================
This map is a official R&R|PROJECTS creation
======================================================================

Map Title : St Laurent
Map Version : FIRST PUBLIC BETA
Author : R&R|Rasta (rasta)
E-mail : godzilla_lh_uk@hotmail.com
Xfire : rastadragon


======================================================================
======================================================================
Description
======================================================================

This map is set in a french countryside location of St-Laurent. The Axis fources have settled in this location
due to its important connection to all main access roads of the area. German artillery has been set up and have caused
havok on allied fources.

Map features:
=Random Fog (fog density choosen at random)
=Destoyable buildings (chemical/ammo storage facility)
=Axis controlled Airstrike (bombers once only)
=Allied conrolled halftrack attack (halftrack once only)
=Dynamic lighting (DirectX 9 Required)
=Stuka flyby

Note: =This map contains no images of 'Swastika Nazi Flag's'
or adult images, and is therefore suitable for all contries
and age groups to view.

======================================================================
======================================================================

Game : Call of duty 2

Supported Gametype
: Deathmatch
: Team Deathmatch
: Search and Destroy
: Capture the flag
: Headquarters

Map Size : 2-30


======================================================================
======================================================================

Copyright / Permissions

All original and composed textures, audio and effects in this level remain property of
the sources respective owners.

You MAY NOT distribute this .IWD in any electronic format (BBS, Internet,
CD, etc)

Copyright 2000 - 2006

======================================================================
======================================================================

Installation Instructions:

Using the st-laurent.zip file:

Extract the rnr_st_laurent.iwd (using winzip or winrar) ,to you call of duty 2 main
folder, default is c:/program files/activision/call of duty 2/main, to run the map yourself, you will
see the rnr_st_laurent map in your map list. If not, bring down the console and type
/map rnr_st_laurent

======================================================================
======================================================================

Known Bugs/errors : script_runtime error when trying to run the map with /developer 1


======================================================================
======================================================================

Special thanks :

R&R|Projects Development team
Beta testers (you know who you are)

Special thanks:

R&R|Ricsta

======================================================================
======================================================================

* Warning - Must Read and Understand Before Use*

The author of this file accepts no responsibility for damage to data, or physical damage
to hardware, caused by the appropriate or inappropriate use of this file. It is deemed
that users who run this file, automatically are considered as having read and understood
this liability cause before using the file. Do Not breach the copyright law, which includes any means of
de-compiling and/or use of scripts and files without permission. The file is clear of all ad/spyware and viruses
and has been confirmed with AVG, McAfee security suite and Norton anti-virus software before uploading to source!

======================================================================
======================================================================


Thanks for taking the time to have look through! I intend to release the public beta within the next 24hrs. I am currently just finalizing the .iwd ready for release.

Rasta
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