Hell of Bocage '44 Coop -1 reply

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Commie

The elusive Member 132837.

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23rd December 2005

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#1 11 years ago

And here is a very early version of my Coop addon to Hell of Bocage '44. Give me feedback, any bugs you see, ideas for improvement.

Hell_Of_Bocage_Coop-Beta.zip - FileFront.com

To install, just toss it in ya levels folder (C: -> Program Files -> EA Games -> Battlefield 1942 -> Mods -> FH -> Archives -> BF1942 -> levels)

Oh and you should still be able to join MP servers with it installed.




jumjum

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11th April 2005

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#2 11 years ago

Tomorrow! Tomorrow! I'll down-load you! Tomorrow! It's on-ly a daaaaaay aaaaa waaaaaaaaaay!!!!!




Kaifa

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#3 11 years ago

Great! :rock: I'll try and let you know if it seems to work fine




mydjinny

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#4 11 years ago

Tried it over the weekend... Not bad, just a bit.... Okay, you want criticism? The bots obviously know where to go and where not to - Except for 2 places, One: Near a damaged wall next to a flag point in the town. Bots sometimes try to run the wall as though they missed the hole by inches. Tried to nudge them on to the spot and realised that the hole requires a jumper so that bot was way off, not even close. The second I cannot recall though... The worst bug I realized is the bots' use of vehicles. The map is almost an infantry battle and even then, the bots don't seem to care too much about capping flags so you get sparse fighting here and there rather than real action. And a bit too many spawn at the open end rather than at the vehicle base - You might see the issue right away. When they do finally use the vehicles they move it around pretty well (Pathmapping-wise), although they prefer to stay at one place and are reluctant to fire (If using a tank). But they usually hang around their main bases (Both sides). The most imporant tanks are left in the rear while only the PZIV-H do most of the frontline work. Once the P51 gets airborne it's good at close air support, BUT It's usually the last vehicle the bots would ever touch. Bots don't even touch the transport trucks and the 88s which should be all so important in any Bocage battle are left completely unused or driven around close to the windmill for no reason. Finally, the North Eastern Bunker becomes a camp filled with no less than 20 German soldiers doing absolutely nothing... If bots were active enough, you could actually put the number-to-cap-flag policy back in place - I'd love to cap a flag only when my teammates get through - Would require more strategy and make the game have more to it. Ultimately, this map shows alot of potential - Even got the Nebelwerfers and Priests firing and all - Just needs a more aggressive AI and a look at their pathmaps. Hey, thanks for the map, man. This was one of the ones I'd be requesting like forever - Like with Charlie, it's nice to see someone took up the challenge. Just add Berlin Streets and maybe Midway and I'd be in Heaven :-) oh, BTW, do the german bots carry Panzerfausts? in a map like this, it would really help gameplay if bots moved in large groups rather than as small scattered individuals. Not just becuase, but for the sake of the battle it represents... Bocage. Also wondering how possible it would be to include the o.6 version of the 88s.... You know the ones which could be assembled rather than fired shotgun. I know they are buggy for Multiply, but the bots were excellent at using them and it would really be cool to have them place them for ambush behind the hedgerows and not drive them around like the 0.7 version. Especially all the way at the rear cuz the US seem to take a while to reach those baases, given the driver enough time to reach the spot and lie in wait... also, you may want to have a second plane spawn... I dunno, it migt add something and for that reason, get the german bots some recognition of AA guns and let them use them. Finally, this would be the best map to have the variants of tanks with leafy coverings (Don't know the technical term). Especially the Stugg... Also, try using the image of German bots with leafs attached to their helmets.




mydjinny

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#5 11 years ago

Actually, I take back of what I said back. The game map does seem to feature both a P51 and a Thunderbolt... But I never saw the latter spawn so I wonder where it came from. Also, the bots are bit more aggressive when you play on a PC with 2GB RAM. But the game still drags some - Especially for infantry. Infact, most of the killing seems to come from German tanks out of sight (Across the river) and not from enemy infantry. Also, the Germans play a veryu defensive game and do not put up much resistance at the bases they are defending except the windmill - The German tanks do not cross the River except for, like I said, the PZIV-H. The American tanks don't move with the infatry though - And not with the artillery guns either - All seem to work indepently... Not sure if that's a good thing. The arty guns remain all the way in the rear and fire at anything that comes across the northern bridges, while the tanks cut right through and get slaughted by the Stugg, PZIV-H or Nebelwerfer. The infantry rush for the town bases and seem to stay at the West side of the map mostly. Well, that's all for my neutral oppinion - Don't know if that helps you with it...




mydjinny

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#6 11 years ago

Just Noted a few more problems with the Bocage bot map. I noted earlier that the battlefield was mostly sparsely occupied. It appears that after the US caps the South-Western town base, they begin spawning there (As though in an attempt to forward the assault) only to stand around. I saw no less than 15 idle bots and an idle tank taking 2 more bots out of the war. Also, the 2nd town base (The church) begins spawning bots within it that remain idle indefinitely. The Germans have the bunker spawn area as issue: The bots spawn within it and only a few (1/15) leave the bunker. Because of these reasons, the war ends up being between a few idle tanks across the bridge (The Tiger, Stugg and Panther) who never cross (Or almost never), US and German mobile howitzers firing from across their respective rivers, the Nebelwerfer (which can be devastating if occupied), the PZ-IVs (The only enemy tanks that are active), The American Jackson tank destroyer (Which never makes it half way courtesy of the PZ-IVs), a one-in-a-while Sherman, a few German Antitank troops and infantry and the hapless US bots that may parachute into action (Almost instantly getting killed by tanks or German bots). Other than that, this map remains of good potential with little else happening. Bots don’t seem to like the South-Eastern Bridge. They make their way up to it in unision then turn and make the long trek to the Western one before crossing the river. Also, the bots almost move in a single file and not spread out – As though there is little space they know they can pass. Finally, as I said earlier, it might be a good idea (If possible) to replace the existing towed 88s with the version 6 ones. Bots used them better than the version 7s – ust let them know where to park em, I figure. * Sometimes, but I’ve seen this only once, a bot might occupy one or both US planes and do some damage while they are airborne, but once crashed, this is unlikely to happen again.




Commie

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#7 11 years ago

Noted your observations and I'm working on fixing it all. Thanks for taking the time to do that for me :)




mydjinny

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#8 11 years ago

no P... Always grateful to anyone who decides to add COOP to a good map.




jumjum

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#9 11 years ago
mydjinny;4049426no P... Always grateful to anyone who decides to add COOP to a good map.

Ditto. So that's what Hell Of Bocage looks like, eh.




mydjinny

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#10 11 years ago

Yer, It's actually not half bad. Got good terrain for hiding, setting up ambushes, not artillery and mobile artillery, got good tanks including the Tiger - This is the optimum French countryside map that everyone hates to admit they love so much... And it's easier playing than Sector 318 - Only would help if the AT bots carried panzerfausts instead of panzerschreks - AND if there was at least 1 minefield somewhere..




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