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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: [RELEASE] mp_valley (Saint-Vallier) - showcase version
FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Saturday, Jan. 6, 2007 07:48 pm
hello all.

well I've been working on this map even before the cod2 tools got out. and here it is, all of it, everything i wanted to include is in there .... but .... the performance sucks. I can't compile vis for many reasons. as you will see the gameplay is really cool (imo) but the performance design is real bad.

so since i worked real hard and many things (including many many scripts and loads of custom stuff) I'm still taking the decision to release whatever i have now. so please consider this a showcase of my mapping abilities. take a look, inspire yourself from it, have small lans on it ... but i strongly discourage you to put the map on any server. (playing at 20 fps, regardless of hardware, is not fun).

gametypes : dm, tdm, ctf, hq, sd
british vs axis

custom scripts :
exploding barrels
rotating doors
artillery (thx to rasta)
water hazard
electrical hazard
respawning weapons, including a panzerfaust (german bazooka)
church bell
and maybe some other that i forgot ...

note that I've made some of them scripts cvar controlled (because even tho exploding barrels are cool per example, some might not like them in a gameplay context). so if you want to remove these, include the following in the server.cfg and modify in consequence :

// *****************************************************
// ***************** mp_valley specific CVARS *****************
// *****************************************************

// allow exploding barrels ? (1=exploding barrels, 0=non-exploding barrels)
// default = 1
set mp_valley_barrels "1"

// allow rotating doors ? (1=rotating doors, 0=no doors at all)
// default = 1
set mp_valley_doors "1"

// allow random mortar ? (1=mortar on, 0=mortar off)
// default = 1
set mp_valley_mortar "1"

// allow bazooka and sniper in church pew (1=on, 0=off)
// default = 0
set mp_valley_weapons "1"
//**********************
//**********************

also note I've made an exploding barrels tut right here at modsonline.com. you will find it in the tutorials for cod2 section.

I'm also willing to release some prefabs for those that show interest (the rotating doors are prefabs, and all buildings. there's 100+ prefabs for this map). if you are interested at having them, send me a private message here at modsonline explaining to me which ones, why you want them and what will you do with them. I will not release them publicly (for now) as i do not wish they become overused.

sorry no pictures (i'm telling you, i looks GREAT)

DOWNLOAD LINK
I would really appreciate if modsonline could host my map. I do not know how long this link will last.

I will be working on a playable version two eventually. I'm thinking replacing the grave yard by a building that would effectivly block the central view, and hopefully increase performance. i will also remake the portals entirely so vis compile dont last as long. I would really appreciate if modsonline pros give me their feedback on design ideas (performance wise). I will do anything to make this playable.

thank you all, and have a nice day.

p.s.:
like i wrote on the loading screen, big thanks to :

modsonline.com - mapping community
hrgamers.com - gaming community
teamezc.com - cod2 competitive clan
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[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoD2 Map + Mod Releases
Posted: Saturday, Jan. 6, 2007 08:14 pm
Would you get some screenshots for us to see what it looks like and then give it a download.[thumbs_up]
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Map + Mod Releases
Posted: Saturday, Jan. 6, 2007 08:30 pm
The download link times out for me buddy. Maybe you could check it out, may be my connection!?
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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jan. 7, 2007 12:11 am
Great Job FlesyM! Love the boat. Excellent details!!! [thumbs_up]
A spinning lighthouse light would be over the top!!!

To bad about the preformance. It wasn't to bad for me
on a local server....by myself... arounrd 50 or so average.

SCREENSHOTS!!!




edited on Jan. 6, 2007 07:20 pm by Morphisnb

edited on Jan. 6, 2007 07:22 pm by Morphisnb
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jan. 7, 2007 02:55 am
big thanks for the screenshots bro. yes it'll run ok when alone, but it might get bad on a server since it's not vis-compiled. and yes i forgot about the boat script... i like how this turned out. i tried the rotating lighthouse as it was doable in UO, but it doesn't seem to work in cod2. i can put a stationary light only.

another download link:
LINK

anyone got zapped yet ? [tongue]
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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jan. 7, 2007 03:15 am
I got zapped, I drowned, I tried to jump up to the hanging
wire and get zapped, tried to climb the wires, I blew up with
the stacked barrels, got mortared, I couldn't stow away on
the boat, opened lots of doors but won no prizes and there
was no beer anywhere for import or export.[casanova][tongue]

Nice little damn too. Did you try to get the waterwheel to turn
and have you seen the translucent water some maps are using?

edited on Jan. 6, 2007 10:21 pm by Morphisnb
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jan. 7, 2007 03:23 am
Morphisnb writes...
Quote:
Nice little damn too. Did you try to get the waterwheel to turn
and have you seen the translucent water some maps are using?


i heard. but i tried and it doesn't work when a player is using dx7. meaning some see thru, some don't. the way i did it, it's the same for everyone.

i'll do the waterwheel in the version 2. and make it so the gear rotates with the proper rates with respect to the wheel itself.... in other words, make it right. [thumbs_up]

edited on Jan. 6, 2007 10:25 pm by FlesyM
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jan. 7, 2007 05:22 am
man, you got great mapping skills! keep it up, it's amazing
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weirdo35
General Member
Since: Dec 29, 2006
Posts: 14
Last: Jul 19, 2007
[view latest posts]
Level 1
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jan. 18, 2007 12:04 am
hey flesy

i played your map on our fbiclan.com server and its awesome
except maybe too many doors to open...which were not used to in cod2...just my 2 cent

btw i only played it once for about 8 mins so i have to go check it out again

im surely interest in getting some of your prefabs like the lighthouse wich i want to make it run...if i can!!!

and maybe some more but ill catch you later for that

heres my msn: evuas33@hotmail.com

thanks for your great work your map looks really nice[rocking]

ps: are you from quebec too..

and when i play it back on our server ill give you a read on the fps i get with x number of player

weirdo[wave]

edited on Jan. 17, 2007 07:10 pm by weirdo35
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jan. 18, 2007 06:16 pm
yes I'm very interested at seeing how it performs with many players on a server. my guess is it won't do very good.... but let me know. I think you will get the lowest fps when in the third floor of the bunker, looking down the road. so i would use this spot as a fps measurement reference.

for the doors ... yea i know. I prefer my own map with the doors removed personally, like stock maps. so it depends on what you like. note you can remove them all at once using the server cvar I explained in my first post.

the lighthouse was designed to be off-play, meaning only the exterior has been done. it's also made of patches only (cylinders) meaning it might be hard to actually review the design to make useable. spectate and go see it from upclose and you'll see. nevertheless, i can send the prefab over I don't mind. or any other prefab for that matter.

I'm keeping my msn for personal contacts only. but you may use xfire. (my username: flesym). please add a comment when adding me saying you are from modsonline or else I will not accept you ... this large list would get hard to manage if i accept everyone that sees my name on forums ...

just to let you know, I'm working on a redesign of the map for the central area, removing the graveyard almost entirely. i'll put a huge building there as it should help blocking long range view, and thus helping performance. this is a huge redesign however, because portals have to be redone, so don't expect this shortly.

and yes I'm from quebec, and am french canadian. orginally from gatineau, now I live in montreal.

maybe post your server ip? if i am online and see the map running on it, i'll prolly jump in and see how players that are not familiar with the map react in it. that'll help me greatly for the redesign as well, as their might be windows to shut down, sight lines to cut, walls to be added, balance of play, etc.

and I just remember : the cvar_lightambient pb kick prob
my ambient light value is 0.18, which was not accepted by the first pb config file (0-0.1) but is now accepted by its revision after the cod2 tools came out (0-0.18). the problem was the official config that you can download from pb contained a duplicate of this cvar, which efficitivly put the value back to 0-0.1. so long story short: make the pb config has to correct value of that cvar : 0-0.18, and that there is no duplicate.

edited on Jan. 18, 2007 01:18 pm by FlesyM
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