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Anyone making maps

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LoneWolf
LoneWolf
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PostLoneWolf Thu Mar 17, 2016 3:40 am

I was just curious if anybody was making any map's for the new Delta Force Operation's Mod.


Anyone making maps  Lonewo11
Blaze
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PostBlaze Sat Mar 19, 2016 6:15 pm

I guess I cared too much about the terrains, that the mod has very few new items, and for a mapper new fresh items are indeed necessary.  If only I can find someone who can help me directly with 3di conversions, I'd be willing to start looking into the mod again.

I still have my edited stock DFBHD/TS sp missions plus the additional one featuring Chinook helicopters, but the maps still need some polishing before I can make a worthy release.

Looking forward to playing your maps though, LW! I am pretty sure they'll be great, each map you make gets better and better with time.
LoneWolf
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PostLoneWolf Sat Mar 19, 2016 8:11 pm

I noticed also the wheel's on the VBL don't turn.just thought I'd let ya know.


Anyone making maps  Lonewo11
tedsmelly
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http://www.tiocoop.com

Posttedsmelly Sat Mar 19, 2016 8:28 pm

I have had no time to Map for your Mod unfortunately. I am burnt out from Modding and Mapping. I have converted 42 maps for our 92 version and made 8 new maps.

It's a lot of work converting maps. The BMS to MIS is a good tool but it doesn't convert everything correctly. Plus there is no AI re-spawn in our maps, so I have to re-work the AI and there positions.

Area triggers are the hardest to figure out, they convert all mixed up with 4 markers to an area triggers.


Anyone making maps  Map_team_sig_2
Blaze
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PostBlaze Wed Mar 23, 2016 9:47 am

Don't worry Ted, I am aware you were very busy already with your TIOcoop mod. Looking forward to trying the next version!

BTW I am using an alternative BMS to MIS converter which enabled me to edit stock sp BHD and TS missions, without breaking events and area triggers. I have made a standalone version of that program since it used a dated installer which fails to run on our newer Windows OSs. If you want to try it, PM me and I'll try to upload it for you whenever I find some free time.
tedsmelly
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Posttedsmelly Wed Mar 23, 2016 9:10 pm

Hi Blaze, could you upload it so I can have a look. It is so much work doing the editing with the BMS to MIS converter I use.

So you say it converts with all the names for events, groups, area triggers, waypoints, layers and so forth.

If the map is a simple map, the area triggers are good when the map converts. Otherwise the area triggers convert with 4 trigger points.


Anyone making maps  Map_team_sig_2
Blaze
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PostBlaze Thu Mar 24, 2016 9:46 am

All I can say is that this converter converts stock sp missions, and I am able to edit them without issues, to the point that my edited stock sp missions work.  With your converter, TS missions would get broken events. I don't remember if it converts all the names for events, groups, etc., but at least I can assure you it is the best one available for DFBHD/TS.

EDIT: Converter uploaded in the Utilities section.
LoneWolf
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PostLoneWolf Mon Apr 04, 2016 10:20 pm

Haven't seen any new map's for the DFO mod,has bhd already faded away?Let's hope not.


Anyone making maps  Lonewo11
Drunk
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PostDrunk Thu Jun 30, 2016 12:06 am

tedsmelly wrote:I have had no time to Map for your Mod unfortunately. I am burnt out from Modding and Mapping. I have converted 42 maps for our 92 version and made 8 new maps.

It's a lot of work converting maps. The BMS to MIS is a good tool but it doesn't convert everything correctly. Plus there is no AI re-spawn in our maps, so I have to re-work the AI and there positions.

Area triggers are the hardest to figure out, they convert all mixed up with 4 markers to an area triggers.
Dont know if it will help but me, when it come the time to change the AI (spawns wp pause), I do the following:


  • Select 1 AI
  • Right click mouse 
  • Click select this type


Now all that type of AI is selected


  • Right click mouse again
  • Click edit item attributes
  • Change the AI (spawns wp pause) = 0



at times, you can even change 20+ AI at same time depending on amount of the specified AI in the map


Anyone making maps  Jtf2-l10
tedsmelly
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Posttedsmelly Mon Jul 04, 2016 10:18 pm

Hey Drunk,
I appreciate the advice about the AI. I did know how to do that.

Changing the value of AI respawn is easy to do in the "Items Attribute" but it doesn't make a good playable map.

The original mapper usually has AI respawn for different areas of the map. eg: Respawn AI to use again in a different area of your map, AI that need to respawn to trigger an event.

After you convert the map, you need to study it and understand how the map works. You need to read through events, groups, area triggers and waypoints. Remember all the good naming to these events, groups have gone and this takes time to read and understand what the mapper has done.

I move and add AI to make the map interesting, enjoyable with good playability. I refresh old BHD items with new mod items, add some new twists to the map but try and keep the main core of the original map.

There is a lot of work to do converting maps, we have 60 maps rotating in our TIOcoop92 test server. Three mappers have donated a map each, I have made eight maps and converted 49 maps.


Anyone making maps  Map_team_sig_2
Drunk
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Location : Bathurst, New-Brunswick Canada

PostDrunk Mon Jul 11, 2016 8:25 pm

Hi TedSmelly,

I understand eXactly what your talking about . Me, I usually play the original map 1st then, i try to categorize area triggers with events etc.... Basically, if a copter (ssn1) is coming your way, chances are that you triggered an even by entering a area trigger(1)  Very Happy. Then,from there,I locate the even that has ssn1 and area trigger (1) in it and to the changes .

I guess everyone has it's own formula when it comes to tweeking maps, etc. The main goal remains  the same for everyone i guess.

Hoping that the final result is having a good playable coop with no spawners.


Anyone making maps  Jtf2-l10
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