Hi guys! :)
I am completely new to building maps and stuff and have never been busy in doing anything similar - not a complete noob in terms of computers though.
Anyway, since the only reason for buying BF2 two years ago was to be able to play FH2 by the time it would come up, I am now as addicted as expected :D many thanks for that guys! I love my FH2!
Now I have the feeling to sort of contribute something and was planning to create sort of a small map to see how things would evolve. I have some ideas but after clicking myself through the MpEditor, WorldMachine and Terragen including reading the tutorials, I'm sort of overwhelmed of what one needs to do to create such a map.
So my question is: do you guys think it makes sense to start such a project or is the level of frustation too high? This might be a senseless sort of post (specially for the first one) but since I just became father I'd rather step back from this project in case you more experienced guys think it will take me months to get it done.
Ok. enough of that. I'm eagerly waiting for your answers!
12th June 2004
If you think you'll have the time and a bit of patience, go for it! Using all the programmes such as Terragen, World Machine etc isn't really necessary - it just depends how complex you want to make it for yourself. The best thing to do is download the basic tools (Editor, etc) and have a play and see what happens! There are many tutorials out there and there's quite a few people here who'd be happy to help you with specific questions. Good luck! :)
Witty remark goes here
10th May 2005
I'ld surely go for it. no one is forcing you to finish in a certain time, so work on your map and the stuff you want to implement when you have the time for it. in the end, when you release your finished map, people will thank you for the effort you have made, even if it took months..
my first map took me 6 months to finish (bf1942) but to me it was worth the time.. it's a hobby ;)
30th November 2006
The terragen and worldmachine tutorials are mostly targeted at those who already have a bit experience with bf2editor, they arent necessary to make a map. They are a bit complex to learn but is supposed to save you time later down the road and give your more realistic textures/terrain.
Mapping is in the beginning very frustrating but eventually when you cross the high steep it becomes much fun and one cant stop doing it.
thanks for the feedback guys!
I'll give a try with the plain editor and once I have an idea on the complexity, I'll try the additional tools - even though I already like the world machine :)
@the dev guys: I'm thankful for what you have done to bf1942 and bf2 by bringing out FH. Since I read several times that you guys are running low on reinforcements: If you feel like having some work for beginners, I'll be happy to help out where possible (in case of my capabilities being sufficient ;) ).
I started pulling up a map around 1944 in Hürtgenwald (Schlacht im HÃ¼rtgenwald - Wikipedia) which I sort of liked for two things: 1) a lot of woods 2) the possibility to decide to do plain infantry fighting but still providing with the possibility to ride a tank.
the background looks like sand but it will be soft green grass. the big green dots will become trees somewhen and the lower left section will have less trees for the tanks to fight. the black things will be AT, the yellow circles indicate captureable flags, blue circle = main base Brits (for now, it was the US), red main base circle = Germans. the grey areas will indicate sort of mountains to create the feeling of being in a woody valley. the brown house will be ammunition points. the brown lines indicate ways only infantry will be able to pass which tributes to the terrain as well as the my number 2). the blue stuff will be water.
Let me know what you think about it!
Slightly cooler than a n00b
23rd November 2006
Seems good for a start, no doubt you will have more ideas as you work.
Just as a suggestion, instead of having a tank combat area, separating tanks and infantry, somehow force the tanks to always move on roads - perharps making the forest too dense for it to take another way. Then you force them to cooperate with infantry in the advance.
jep, you exactly got my point. the grey lines are the ones passable for tanks. the rest will be inf only. I thought it would be good to have a smaller battleground being wider so that you can have some distance combat for tanks but on their approach towards the flags they need to cooperate with the infantry - therefore the AT will be placed around.
the map is sort of done in my head... I'll try to start with the basic terrain this evening (will get my girlfriend drunk and my son as well so that I have enough time ;) )
15th July 2006
looks like a good idea. the first thing to do in any map is come up with a good level design....then just keep at it until ur done. now about that beer...:beer:
so... I started and after quite some hassling I even have a structure to look at.
but during preparing my stuff, I had some questions arising: 1) how can I get the rivers and lakes in? I did not find any obvious entry. 2) I opted for an 256 map which seems to be a bit small and I have to use it all up to the frontiers. what will this look like? will it be cut of or will the terrain sort of repeat itself. 3)rd question resulting in 2): it seems like I cannot pick a team1 or team2 for the flag section in the way fenring describes it in his marvelous tutorial. this again results in me not being able to load the map to take a look at it. has anybody else had such a problem? 4) when I place objects, they seem sort of sunk in the floor if the area is a bit higher. my kuebel looked like half sunk in the floor. I looked for possible params but did not find any. 5) does being limited to 6 layers mean that I can only work with 6 kinds of terrain layout? 6) where do I find the trees? I clicked through all object folders I could find but did not see them - then I though I maybe mis-copied something but redoing the objects input did not help either. 7) how can I increase the viewing distance so that I can see the detailed texture from a further distance - is this possible at all? 8) how can I limit static AT cannons in terms of distance? (don't want to have the static base raping...)
I think that's all for now. as soon as I get it started I might come around with screens.
that's all folks! thanks in advance! :bows: