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New Map for Testing

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New Map for Testing

Post by LoneWolf on Tue Oct 27, 2015 2:11 pm

Blaze here is a new map ya might wanna check out and let me know what ya think,I 'm gotta ad more bg's but waiting testing map first.This is ready for the new mod,plz leave comments.I have got another one in the work's will keep you posted.

                                           Map Updated 


                    OK guy's here is the new up dated LW-Smokey Island 
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LW-Smokey Island.zip You don't have permission to download attachments.(26 Kb) Downloaded 2 times


Last edited by LoneWolf on Wed Nov 04, 2015 12:29 pm; edited 2 times in total


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Re: New Map for Testing

Post by Blaze on Wed Oct 28, 2015 12:10 pm

I'll let you know when I can, LW. Thanks for the release!

EDIT: I tried the map, great layout, events work properly, and it's a jungle map! This is going to be one of your best maps to date!  Now let's go to the suggestions; 

1) The map reminds me of the stock sp map Radio Aidid, so it would be great to add a .wac with some audio files.  Moreover, it feels like one of the maps of the original Delta Force games, the ones where in singleplayer you were Bravo Team, and then there were Alpha and Charlie Teams.  You can add these two friendly AI teams, so they help the player on the last assault at the Command Center.  They must not follow the player, but a set of waypoints, you might want to make them indestructible since the AI is rather dumb.

2) Is it possible to make some AI enemy patrols?  Not many of them, but it would be better for the general feeling of the map to have moving enemies which follow a set of waypoints, instead of having them standing in the buildings.

3) Last suggestion, a different loadout; the M21 has a slow rate of fire and in my mod update it's not powerful anymore, it takes two hits to kill an enemy, so maybe limit the selection to the CAR15 and other assault rifles.  I tried to sneak in with both the M21 and the MP5, but the M21 was a PITA inside the buildings, and the MP5 has a very short range, I completed the mission with the M16.

Sorry for the long post, these were just suggestions, so complete it as you want, your mapping skills are getting better and better.
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Re: New Map for Testing

Post by LoneWolf on Thu Oct 29, 2015 1:16 am

Been working on adding patrol's and wave file's so gonna be awhile,and testing to make sure everything work's correct.


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Re: New Map for Testing

Post by Blaze on Thu Oct 29, 2015 6:16 am

Awesome!  Take your time then.  Hey, if you want more wave files, I extracted some from the very first Delta Force game, they sound great, nice voice acting annd they give a reason to add friendly AI teams Alpha and Charile, like in DFX.  If you want them, let me know and I'll prep the package.
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Re: New Map for Testing

Post by LoneWolf on Fri Oct 30, 2015 2:58 am

Sure thing bud send them my way, I'll take a look ty.


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Re: New Map for Testing

Post by LoneWolf on Fri Oct 30, 2015 7:33 pm

I just haven't figured out how to name the ai's yet,but I added 2 patrol's and wave files it's coming together now lol fine tuning it ya might say.


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Re: New Map for Testing

Post by LoneWolf on Sat Oct 31, 2015 3:12 am

OK map is complete good to go I think,gotta take break lol.


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Re: New Map for Testing

Post by Blaze on Sat Oct 31, 2015 6:21 am

You can't give names to friendly AI in DFBHD as in other Delta Force games unfortunately, but we can always add the two friendly teams regardless of who's Charlie and who's Alpha.  It also adds to realism sometimes. As soon as you upload the map I'll try it and let you know. Now take some rest, see ya l8r!
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Re: New Map for Testing

Post by LoneWolf on Wed Nov 04, 2015 12:44 pm

The map has been up-dated,so you can re-download if ya like it is mod ready.


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Re: New Map for Testing

Post by Blaze on Wed Nov 04, 2015 1:13 pm

Downloading now, thanks LW, I'll let you know.

EDIT: map feels pretty good, thanks to Baldo we can hear good jungle sound markers, it is pretty balanced. I was wondering if you could make it so that friendly AI doesn't follow the player but goes on its own through the jungle and then stops in front of the buildings, thus leaving to the player the mission to clear those. I'm asking because it would be better IMHO, as they get stuck inside buildings. Apart from that, one of your best maps to date. And IIRC, regarding the fact that the AI gets stuck in buildings, I remember a sort of workaround which sometimes works, I'll do some tests maybe and I'll let you know. For now, enjoy your well deserved rest, mate!
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Re: New Map for Testing

Post by LoneWolf on Wed Nov 04, 2015 7:37 pm

The AI will take order's from you all ya have to do is hit the cap's key,they will throw flash bang's and nade's lol,or I could set the attack dist way low dunno.I alway's have them not follow when I enter a building and when out have them follow.But;I'll see what I can do.Me myself I don't like but one AI in a map just for that reason to be honest.The LW-Walled In don't have any ai's your on your own it that one,but not that bad doable by yourself,that way you don't go running and gunning lol because you will die trust me.But all in all a good map so far even if I say so myself lol.Thank's LW.


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