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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] Road Junction V1
Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Mar. 20, 2007 05:52 pm
This is my first real multiplayer map for COD2. American Vs German in France 1944. Supports TDM and CTF. Small map but very open. Very few choke points. Setting is during a rain storm (rain effects purloined and adapted from Rasta). Weather effects will cycle between no rain, light rain and heavy rain. Thunder and lightning scales as well. The map has 4 working MGs, user activated mortars (using code adapted from KillerKlown), and spotter radios (my own creation). Each team has a battery of 3 mortars. There are 4 locations where radios are placed which players can use their binoculars to spot for their team's mortar battery. Players manning the mortars can then activate their mortars and shells will strike in and around the spotter location. There is also a random artillery barrage which occurs every minute or so (6 shots shortly after an artillery marker appears) so keep an eye open, and get ready to run for cover.

This is how the mortars will work on the map "Road Junction." The mortars are user activated, with a fairly short reload time (10 secs). But each side is limited to 20 rounds of mortar ammo. Plus, the mortars will not fire unless a spotting round has been placed by a player using their binocs next to one of four radios on the map. Only one spot can be active per team, meaning that if two players are spotting, then the mortars will fire on the last location at which a spotting round was fired. You will have to coordinate if you want to distribute your mortar rounds, and there is a 20 second delay between spotting requests. Also, the mortar rounds may not land exactly on the spotting location, and they kill indiscriminately, so be careful. One thing I haven't done is limit the use of mortars to one team or another. With 6 mortars (2 groups of 3 mortars on opposite sides of the map), it is possible for one team to have control and use all the mortars. However, the amount of ammunition is still the same.

Here's the link for download

Hope you enjoy it as much as I enjoyed making it. Sincerely Screwtape566
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TLP
General Member
Since: Nov 21, 2006
Posts: 34
Last: Dec 14, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Mar. 23, 2007 10:18 am
This sounds like an Awesome map with some good mod work done.

I would like to repost you intel on our site so folks will know.
Our you the creator can jump on our forums and post it your self, then set it up for download off our site.

Then I will put it up on the Custom Map Server for all to EnJoY !
IP: 74.53.96.66:28960

I will have it up and running soon.

What game types will the map support?
EnJoY
Todd
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Mar. 23, 2007 10:33 am
Thanks for the notice on this. At this point the current release of this map only fully supports CTF and TDM. DM support is very limited, and that was a mistake on my part. However, I expect to post an updated version that fully supports DM, HQ and SD (current CTF and TDM support will remain unchanged). I hope to get this done by the end of the day -- though I might have to push this off till Monday.

If you are planning to run this map in TDM and CTF modes you can use the current release as it is -- if you want the other modes please wait for my update.
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Mar. 23, 2007 05:30 pm
As I mentioned in the previous message, I've added two more game types (SD and HQ) to "Road Junction" and augmented DM game type. The CTF and TDM look, feel and function are unchanged, so if you are using the previous version, you don't really need the update. Nevertheless, I recommend eventually replacing "Road Junction V1" with "Road Junction V1a"
Here's the download link.
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TLP
General Member
Since: Nov 21, 2006
Posts: 34
Last: Dec 14, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Mar. 23, 2007 05:50 pm
I have it up and running our the Custom map server.
IP: 74.53.96.66:28960

We have AWE running also, will there be any issues with this set up?

PS. Great map, played it and it is very nice work you have done !!
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Mar. 23, 2007 06:01 pm
First and foremost, thanks for your compliments, and thanks for using the map. I'm just glad if someone enjoys playing on it.

I don't know about the impact on AWE on the map. At FKMOD they appear to use AWE on the extreme server (which the map is not on) as for the regular FKMOD I don't know. They might. The map is currently in rotation after having been on the test server. The only problem so far has been an ambient light issue in PunkBuster that can only be solved server side. The map is fairly dark, which may have brought on that issue. But keep me informed of any issues that are encountered.

edited on Mar. 23, 2007 02:02 pm by Screwtape566
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TLP
General Member
Since: Nov 21, 2006
Posts: 34
Last: Dec 14, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Saturday, Mar. 24, 2007 12:28 am
No issues thus far..the map works great!!!

Runs like a champ with AWE !!!
Please let us know if you have probs.
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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: Saturday, Mar. 24, 2007 08:55 pm
Screenies !!!!!!!!!

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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Thursday, Apr. 26, 2007 11:54 am
I'm finished correcting issues with my Road Junction map. These include:


  1. re-portalling the entire map to improve FPS (done, though it took me 2 weeks to accomplish)
  2. replaced postoffice window with missing textures, exposed caulk brushes and that sort of thing.
  3. Fixing the ladders so they work as they should. (done, had to enlarge window openings)
  4. Reducing the spread on the mortars and artillery fire. (done)
  5. Making it possible for radio-spotters to call in artillery fire in addition to spotting for a team's mortar battery. (done, when you spot you get a 3 shell strike)
  6. Adding more cover for flanking movements and make it harder to snipe Allies in and around their base. (done, added vehicles, trees and another building)
  7. Adjusting flag positions for play balance (done)
  8. Tweaking rain effects to reduce impact on FPS (done, rain will always effect FPS, but I've done all that I could)
  9. Fixing HQ mode (apparently it does not work) (done -- I think)

You can download the map at http://w13.easy-share.com/1029904.html
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wsa.miller
General Member
Since: May 26, 2006
Posts: 51
Last: Oct 25, 2007
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Friday, Apr. 27, 2007 04:09 am
Wow, very great map!, I like it !

I have a question for you, I want make rain in my map, but the water crosses the roofs [mad]
How did you, for solve this problem?

thanks[thumbs_up]
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