Re: Excited!

I have to say, though I earlier had my doubts about community mapping, as time goes on I am thinking more and more that xero may be on to something.

As such, if you think you have what it takes to build maps then by all means we encourage it and would love to see your works.  But before we go too far, I have to state that there is no guarantee that the map will be included in the mod. On the flip side though it obviously never hurts to try and we are always looking for creative talented types.  That said, here are the minimum rules, requirements, and guidelines for submitting a map to the FS team. 

Requirements:
-The terrain needs to be fully sculpted, shaped, materialed, textured, and painted.  Obviously you don't have any of the statics so design your map with placeholder ones
-All the control points need to be set up
-vehiclespawns need to be set up also, with placeholders or no vehicles set to spawn on them
-conquest for 16, 32, and 64 players needs to be set up (including combat zones)
-an outline of the gameplay should be included
-A description and backstory is needed that matches up with Original Movies lore as much as possible

Rules
-No new vehicles or statics will be created for your map.  As such, outdoorsy ones or ones that can use our current statics would be the only ones considered.  Space maps will also not be accepted tongue
-We will not be providing any help.  Sorry, but we're already swamped building the mod, and as such don't have any time left to train people.  Any map you attempt you'll have to seek help and answers on www.bfeditor.org (and no, if you ask questions there you cannot post the name of our mod tongue )

Guidelines
-We're looking for creativity and originality in the terrain and gameplay planning.  Our universe allows us to explore more exciting gameplay concepts and landscapes, and we're fully looking to take advantage of that fact.


Again, making a map is no guarantee that it'll be put into the mod, nor that we'll provide any assistance to make it better.  However I definately won't discourage anyone from giving it a try.  The only tools required are Battlefield 2 and the Battlefield 2 editor v1.3, though photoshop also helps and there are great tools like bftpaint on bfeditor.org that help with painting the terrain quickly and easily.  Also you'll find many great tutorials on getting started there also

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

Re: Excited!

The only tools required are Battlefield 2 and the Battlefield 2 editor v1.3

Do you mean BF2142, or can I make BF2142 maps with BF2's editor? Pardon my ignorance.

As for community mapping in itself, I've seen lots of very good fan-made maps out there. I think it'd be a very good idea for mods to start adopting maps -with the designer's permission, of course- and releasing them in updates as part of the mod. Too many great maps never get played because they're not official and as such are not part of server rotations.

Maybe I'll get started on a 'devastated-waste-land/front-line-with-lots-of-trenches' map again.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Excited!

BF2 and then you'll have to convert it I think (thats tyhe way with effects)

http://img258.imageshack.us/img258/3854/xwingsunev9.gif

11 (edited by Mr. Wookiee 2007-06-28 18:45:08)

Re: Excited!

I enjoyed making custom maps for 1942 and vietnam, but I could never get the BF2 editor to work, I think it has a problem with my computer or somthing, a bunch of errors every time it boots up. I was even more disappointed when Dice didn't release a special 2142 map editor for that reason. Can the BF2 editor still make underground tunnels like could be done in the vietnam editor?

Re: Excited!

There is no Bf2142 editor so we have to use bf2 and the bf2 (v1.3) editor to map and perform alot of other modding tasks.

Tunnels were a Bf'nam exclusive unfortunately. Though by the look of some of the incomplete statics in bf2 it was considered.

General Un-Co,
                         Signing off
http://www.fsmod.com/img/unco_sig.jpg

Re: Excited!

FSDev| Woodrow wrote:

I have to say, though I earlier had my doubts about community mapping, as time goes on I am thinking more and more that xero may be on to something.

As such, if you think you have what it takes to build maps then by all means we encourage it and would love to see your works.  But before we go too far, I have to state that there is no guarantee that the map will be included in the mod. On the flip side though it obviously never hurts to try and we are always looking for creative talented types.  That said, here are the minimum rules, requirements, and guidelines for submitting a map to the FS team. 

Requirements:
-The terrain needs to be fully sculpted, shaped, materialed, textured, and painted.  Obviously you don't have any of the statics so design your map with placeholder ones
-All the control points need to be set up
-vehiclespawns need to be set up also, with placeholders or no vehicles set to spawn on them
-conquest for 16, 32, and 64 players needs to be set up (including combat zones)
-an outline of the gameplay should be included
-A description and backstory is needed that matches up with Original Movies lore as much as possible

Rules
-No new vehicles or statics will be created for your map.  As such, outdoorsy ones or ones that can use our current statics would be the only ones considered.  Space maps will also not be accepted tongue
-We will not be providing any help.  Sorry, but we're already swamped building the mod, and as such don't have any time left to train people.  Any map you attempt you'll have to seek help and answers on www.bfeditor.org (and no, if you ask questions there you cannot post the name of our mod tongue )

Guidelines
-We're looking for creativity and originality in the terrain and gameplay planning.  Our universe allows us to explore more exciting gameplay concepts and landscapes, and we're fully looking to take advantage of that fact.


Again, making a map is no guarantee that it'll be put into the mod, nor that we'll provide any assistance to make it better.  However I definately won't discourage anyone from giving it a try.  The only tools required are Battlefield 2 and the Battlefield 2 editor v1.3, though photoshop also helps and there are great tools like bftpaint on bfeditor.org that help with painting the terrain quickly and easily.  Also you'll find many great tutorials on getting started there also

Gotcha! I'm fully aware of what makes a good map, the pitfalls of mapping for mods and dealing with expectations. See I've made maps for Duke Nukem 3D, MOHAA, Counter Strike, Op: Flashpoint, Bf1942 and, the Forgotten Hope mod. Some of the Bf1942/FH maps featured custom skins to match the actual units in the battle. Plus it took some learning but I embedded their custom statics and even made location appropriate road signs. Meanwhile the "fly or Die" map pack was meant to strip BF1942 pilots of all equipment but pistols. I hated the lame asses on the flying maps that would just camp with a Bazooka on the carrier. I'm old (obviously having mapped on Duke Nukem), well traveled and dislike purely rat maze maps. I like thinking things through, sketching, previsualizing, having a good back story or intended use for things and I believe just because you CAN doesn't mean you should.
Anyone remember the Havoc map-packs for BF1942?
http://battlefield2.filefront.com/file/ … Maps;35656
http://battlefield2.filefront.com/file/ … Pack;18768
http://battlefield2.filefront.com/file/ … Pack;31290
Here are the one for MOHAA:
http://medalofhonor.filefront.com/file/ … ight;10060

Re: Excited!

johnnyhavoc wrote:

I like thinking things through, sketching, previsualizing, having a good back story or intended use for things and I believe just because you CAN doesn't mean you should.

I like making things in a hurry and then change them 10 times to get exactly what I like big_smile

Your maps look very good.