Looking for AI modders for certain maps -1 reply

Please wait...

mydjinny

I live on Gaming Forums

50 XP

2nd August 2006

0 Uploads

1,185 Posts

0 Threads

#1 11 years ago

Hi all, Background: I've been doing some investigation. Basically trying to have a sense of closure with Forgotten Hope before Forgotten Hope 2 comes out. Not that I won't play it anymore (FH2 is only a version for now, not a game) - But it might fall to 2nd place Rationale: I've basically been trying to scrape all the good historic or likely Alpenfestung-type SP maps out there. So far with all FH mods and extra levels in place + Vanilla BF42, the game's looking like 6GB on my PC The point being: I found a couple of good maps, many created by this guy (I think from Germany) called Sleeper. But alot of these good maps (And beleive me they ARE good) are simple conuest maps... I'm wondering if there was anyone out there who could add COOP or SP functionality to these.... The good maps (Including some that are already in FH 0.7) are: Sleepers' BoB Actually this is focused on the ardenne and the supply depot but you'll be amazed by what a simple tweak on the original does to gameplay - It's S-Sweet now

  • Sleeper's Bastogne

I don't know what the original looked like, or if he...or she, added anything new to this one, but it's a very good light armour map

  • Sleeper's Tobruk

Forget vanilla's take - Even the FH tweak, this map is GOOD. and inspite of how dull the desert maps have always been, this one is fun!...if ever played with bots

  • FH's Saipan

I never got why this was never done with COOP or SP, it seems open and even enough and boasts of all the beautiful things that made Iwo so good to play: The M1 garand, Ships which can actually hit something on the shore, a large island, pill boxes and def guns that are positioned well and the late American fleet with Corsairs and Dauntless..es and an open enough terrain to help you hit something...And it has a trench system unlike any...well, almost any, other Pacific map

  • In the Hell of Bocage

I dread there aren't 88s or Paks in the bushes though and I'd have prefered some of those shrubbery to be right in your path so that you have tank or infantry fights without seeing the hidden enemy...And perhaps most (if not all) German troops having leafy helmets and leaf-covered tanks... And a brighter day... But that's another sweet map - And best part is, it's a Bocage map that ACTUALLY has a BOCAGE!

  • Pavlov's house

The devs have some amount of pathmapping already done - And it's one of those maps that has such a wonderful story behind it

  • Tundra

It has AI already, but they could be alot more active, have some FH0.7 stuff, a plane fix to prevent it from self destructing rather than dropping bombs and alot more tanks, mobile artillery and fixed Artillery

  • Fh's Midway
  • Pegasus Bridge
  • Seelow Heights
  • Berlin Streets - May require smoothening the streets a bit
  • Berlin outskirts - With a few FH0.7 vehicles
  • Some other French countryside map with good gameplay and for crying out loud, both American and German planes!
  • Any other good custom map that didn't get air time or SP

* Bringing the Truck/Tank ship transport thingies back into game, if bots can drive LCVPS, they should be able to drive these too - Maybe have the first few spawn in the various gun places and the remainder in the cargo space itself so that even if they don't get the tanks or trucks, they would come charging out with them Personally, with Spike1942's SP campaing mod underway, I would love to have as many historic maps to fill the gaps - Plus, let's have Forgotten Hope reach it's total high before it finally sees the shelf - There are lots of vehicles and armies that were under used, making these maps COOP and SP could also add these in critics, comments, volunteers?




Lt.M@rv

It feels so empty without me

50 XP

24th September 2006

0 Uploads

417 Posts

0 Threads

#2 11 years ago

Well I can't map AI but I support your idea 100%.




Natty Wallo

FH2 LevelDesigner

50 XP

16th December 2005

0 Uploads

1,652 Posts

0 Threads

#3 11 years ago

We have a few of those maps in progress, for example "Sleeper's Tobruk" this map has horrible textures so after we played it in our Free France campaign I decided to repaint it, it will be released sometime after the summer in our Free France map-pack, as "Battle of Mareth Line-1943" with SP support... the rest of the maps I doubt you will see in Coop mode...

total work-time to add SP support to all those maps you listed would land around 1000 hours of coding, pathmapping, testing and tweaking... no person exists that would do that now... sorry..

this will happen though: "Some other French countryside map with good gameplay and for crying out loud, both American and German planes!" Thats allready in progress, in our map-pack, however it is still months away from being finished (the SP support I mean, all these maps are allready done last year....) * The Breaking Point-1940 = France, june 1940 (new tanks) * Dinant Bridgehead-1940 = Belgium, French vs germanns * Golf Hotel-1944 = Free French Army vs germans * Battle of Mareth Line-1943 = French legions vs germans (made from Sleepers Tobruk map a.k.a. "Tunis") * Liberation of Strasbourg-1944 = French vs germans (american planes also in), based on Essen map by DiCE * Liberation of Paris-1944 = Sleeper made map (Nijmegen) edited and updated, re-textured




mydjinny

I live on Gaming Forums

50 XP

2nd August 2006

0 Uploads

1,185 Posts

0 Threads

#4 11 years ago

thanks Natty 1000hours, huh? What about if more than one person worked on them. Because some of those are really good maps: Bastogne, the new Ardennes especially!, In the hel of Bocage, Berlin outskirts and Berlin streets I got some tutorials for AI coding. I haven't yet gotten time to look at them but I will. How long (aproximately) does it take to add AI to a single map?




Natty Wallo

FH2 LevelDesigner

50 XP

16th December 2005

0 Uploads

1,652 Posts

0 Threads

#5 11 years ago
mydjinny;3656056 I got some tutorials for AI coding. I haven't yet gotten time to look at them but I will. How long (aproximately) does it take to add AI to a single map?

I would say; depending on the size, complexity and quality; 20-200 hours if you include all Pathmapping, AI-scripting, Strategies, pathmap tweakings and testing that is needed.... Most complex FH maps have 10.000 - 20.000 static objects, and mostly the COOP mode needs to differ a lot from the Conquest mode, that means new setup of spawning items, alternative statics lists etc.... SP mode is the most complicated part of map-making... A good or high quality map for FH takes between 50-200 hours to make, AI takes at least the same amount of time as the map itself to make so... that's reality if you aim for good quality and maps that shall live forever...




mydjinny

I live on Gaming Forums

50 XP

2nd August 2006

0 Uploads

1,185 Posts

0 Threads

#6 11 years ago

thanks man.. Ofcourse, truth be told, I know an embarrasingly scant amount of programming. But I'm hoping I can learn it on accountr of how much I want to see bots in certian maps. I do hope I don't get overwhelmed though - or blow up my PC by cauding some fatal error or summin Oh, how I hope I could clip and bring those lovely maps to life... Or if someone like route 99 could do the same magic that he did on Charlie Sector (A map that had ling since been considered un-COOP-erable) aah, well - One day who knows... * I forgot to add Rheinenbung (For whoever is interested)




Natty Wallo

FH2 LevelDesigner

50 XP

16th December 2005

0 Uploads

1,652 Posts

0 Threads

#7 11 years ago

MyDjinny; Im sure you can learn it, it's really not "difficult" at all, the only thing it boild down to is how much time and effort is being put in to it.... In theory one could make COOP mode to a map in 2-3 hours, only thing would be that the bots would run into walls, get stuck, not attack in the right place, not use custom vehicles etc etc... bf1942 is 5 years old and wasn't really made for singleplay, but if you look at what guys like Dnamro, Cajunwolf, FourCentShy and the rest at BFSP can do, then it will amaze even the hardest anti-bots person.. I suggest spending a lot of time on those sites, and then learn how to use Editor42 (used for making pathmaps) and before you know it you can add SP support to any Battlefield map you want... :D




mydjinny

I live on Gaming Forums

50 XP

2nd August 2006

0 Uploads

1,185 Posts

0 Threads

#8 11 years ago

Any map!? *Eye's fogging* Thanks man... thanks alot, really