Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2384 Joined: [ 15:51 ] [ 14 Oct 2010 ]
mistamontiel wrote ...
Shrooms wrote ... The most successful interstate battlemap with cars is battle park.
Awh man.. Apache have a look @ Disco Wars.. map is must-see personally the best and a recent one.. it's got BF1942 kits in there hilarious vehicles and it's just two battlezones really
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
I'll take a look at some of the interstate mods when I get to designing the rest of the map.
I've finished all 20 city blocks and have them placed and lightmapped.
Here's a preview of what the map currently looks like:
I haven't got much else other then the city block meshes yet. I did however got the terrain re-textured. Still a ways to go before this is a full fledged map.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
I sorta have a "story" thought out for this map (for battle mode anyways). I'll probably put this on the loading screen:
wrote ... In a post apocalyptic future following a brutal nuclear war, The Kingpin controls the few remaining great cities of the world.
This dystopia city is guarded by advanced technology. The outer walls have an interpretable force field and the only way in is through 3 guarded gates.
The vigilante survivors live in the ruins of the old world. In order to escape the irradiated wastelands, they must brake into the dystopia stronghold of the Kingpin and take back the city!
That's the draft of it and I may alter it depending on the map design. I plan setup the outer walls and will use my animated door system at 3 key points. Kingpin will spawn inside the city with the vigilante side spawning in some ruins that I will have on the outskirts of the map.
Control points will be placed at each of the 3 gates. If the vigilantes captures the gates, they will have easy access to the city and thus drive out the the Kingpin. I am thinking of setting up the Kingpin CPs so that the round ends when all the CPs are capped inside the city. I may be able to setup the gates in away so that they only open for the team in control of the control points near them. Will likely have to modify the vehicle materials to get this to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
So I'm roughly 75% through the map. I have the disco building in max. (since I have to import/export everything I want to use in the map. Nothing in this dang mod has a light map channel. )
I was thinking of rigging an animated lightmap for it so that the disco lights from the ball cast onto the nearby walls and such and animate like they would in a real disc. Any interest in having this?
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Lol While I'm at it, I can set up a Jukebox object that you can change tracks by stabbing it or something. I did something similar with a TV object I made a long time back in the DCU mod.
List off the tracks you want me to add, since I don't listen to disco, so I wouldn't know which ones are good and which are bad.