New CO-OP Maps

8 years 6 months ago - 8 years 5 months ago #127 by Stern
Replied by Stern on topic New CO-OP Maps
Added two Panther tanks with slow turret rotation to Blitz and made harder to glitch through the gate in two places.
Tested on dedicated server and all felt quite right.

Blitz and BlitzB2 and one more: Libya1(HideAndSeek) its something different ! -Read "Readme" !

The one who hesitates is lost !

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8 years 5 months ago - 8 years 5 months ago #128 by snowman
Replied by snowman on topic New CO-OP Maps
Ted sent me a fixed version of Africa 2 Rommel's Road, but not yet an official fix. It still
needs testing and more fixes. For not it's available on our Maptest server. I guess you
guys can report bugs here.

Download Africa 2 Rommels Road with Ted's fixes.

I extracted the archive and from the 2 folders I found, I override the contents and
copy them to coresponding folders in game, after I made a backup of those, of course.

Btw Steff, I probably messed something when installing AF2_R-Road_TR. When I join the
server, it goes back to Main Menu. So I removed it and added Rommel's Road.

Maybe some notes for Ted's fixes:

Old version had bug, that 2 tanks stayed near the start zone without drivers on a second round, after restart and probably on dedicated.

Drivers of Tank1, Tank2 (at the start) and Tank4 (near the end of the map) board their vehicles now and go on a drive-loop as soon as map starts, even if no player has spawned yet. You gain time for a mission briefing and will not be confronted with the 2 tanks at the start. Tank4 driver is activated depending on range.

2 more enemies that got no signal before will spawn near the static tank. Plus 1 script-fix for a Hakl crew member.


"Straight and narrow is the path."

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8 years 5 months ago #129 by betteryouthanme
Replied by betteryouthanme on topic New CO-OP Maps
Sorry, both are running fine now on test server.


Two things fill the mind with ever new and increasing wonder and awe - the starry heavens above me and the moral law within me. Immanuel Kant
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8 years 5 months ago #130 by NL
Replied by NL on topic New CO-OP Maps
Played AF2_R-Road_TR-test and found a few strange things.

Near the 3rd spawn I found a truck and dead soldier in the minefield, I assume it spawned there and the soldier died when he got out, I coudn't reach it.



Near the fifth spawn there was an empty truck just rolling in circles and only when I went into the circle there were about 5 soldiers that spawned around me.



Also I wonder if the tank turrets are now maybe a bit too slow, it is now quite easy to drive to a tank and sticky it and avoid the turret, not much risk any more, they are only dangerous from a distance.

Is there any way to give the trucks and Kubelwagen just a little more horsepower? Sometimes it is almost impossible to climb hills. Maybe characteristics of the jeeps could be copied?

Trust is hard to gain but easy to lose.
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8 years 5 months ago #131 by snowman
Replied by snowman on topic New CO-OP Maps
Managed to do some map test today with Cagy. Only for the Rommels Road.
The TR version doesn't work for me. The folder for installation was a bit
confusing to me. I just get kicked to Menu like I don't have the map installed.

Problems are mostly solved. There are still some slightly floating enemies
at the first enemy camp. Some are inside the crater at the begining. Tanks
and enemies can shoot and see you behind some destroyed vehicles which
is total crap even on Easy. I removed this map from TLC missions. Still sloppy
german reinforcements, but a good map to have fun. Not for teamplay. I
hope that everyone agrees maps that get you more annoyed than usual
bugs should not be in the list.

Thanks for your modding effort and fixes Ted.

"Straight and narrow is the path."

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8 years 5 months ago #132 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
well, we would have to get deeper into the enemy scripts for a complete new version…
enemy tank’s turret rotation speed is realistic, I guess real enemies would turn the whole tank into your direction… which cannot be scripted atm.

I guess you can only use undestroyed vehicles as cover.
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