For all you Single Player fans, here is a nice map to lighten your day. This map was made by Snipe34, so give him a big thankyou. Download now and enjoy!
THIS IS AN UN-SUPPORTED ADD-ON FOR THE GAME, BATTLEFIELD 1942 (version 1.6) by EA GAMES -13th Oct '04- (This file is an 'ADD-ON' and it's not from/ or the responsibility of EA Games, or DICE). Use of this file must be AT YOUR OWN RISK. *** SINGLE PLAYER/multi map *** _______________________________ Anyway to work properly, Big Gun Jill needs to be in your... \program files\EA Games\Battlefield 1942\mods\bf1942\archives\bf1942\levels\Big_Gun_Jill.rfa DIRECTORY Click, click, click phew. The map should then show up in BF1942 in Single Player. Big Gun Jill is two bases and two capture points, 1/ Back End of Beyond (BOB) and 2/ Defgun Jill's Hill. Watch out for Tiger Tanks, or if you're the Axis, M10s. The AI puts up a good fight, hehe. _______________________________ NOTES: Big GUN JILL is an entirely new map for battlefield 1942. If you want to modify it, do so... Credit to me, yeah, but most of these people deserve a lot of credit: First the Battlecraft -> 2.1 <- map maker. A really easy program to use. Loved it! Sure Battlefield's a bit retro now, but in many ways EA and DICE picked a timeless story. Anyway, making the !!@#! AI operate was a 2 week nightmare. It's easy now though ;-)) All credit to Mschoeldgen for his help via the Gamespy Forum. I'll use landingcrafts in another level. This is my first map, so later Mschoeldgen! Thanks Arc d' Wraith for 3 great AI tutorials. They helped a good deal. Thank you! Rexman and his Rextools, terrific. What he lacked in docs, Arc d' Wraith sure made up for. Though I couldn't have done the AI without REX. A mention also for a small (127k) but very useful program DDScv.exe by Yannick "Bluehair" Léon ( Bluehair email@example.com ) which I used to convert the thumbnail.dds. I couldn't get the thumbnail in using Battlecraft - probably just me, so Bluehair saved the day. IRfanview I also used in the .dds process. It converted pathmaps from .tga to .raw, resized and greyscaled them. IRFanview also helped in the resize thumbnail process. Thank you also (again) DICE/EA GAmes for the moddevelopment tools that they include with the CD. Genpathmaps?? I managed to get a .raws to display...hmmm. Editor42 had a hand in my little war with the AI. Thank's Coincoin! BOTINATOR (puts AI Bots in maps). Wow, Botinator is the program that got me started. Thank you, Ben! http://www.benandmandy.com/botinator Last but not least, Matthew "Madman" Gill, like Rexman, a man of very sparce docs, but a brilliant programmer, Madman: http://home.netspeed.com.au/mgill/SmallOnes.htm Thank you (and REX) for the many little useful (new DOS) programs. Finally, I did whinge about the BF1942's AI's pathmaps at first, (not knowing anything about pathmaps at the time, duh) thinking the UT pathing style superior (point to point waypoints), but DICE's pathing method is amazing. It you to path within a hair's breadth of objects. The AI uses those paths pretty seamlessly. All credit to DICE and of course EA GAMES! Also thanks again those above who worked so hard to allow me to employ their AI work and mapping on this map! BIG GUN JILL by SNIPE34, firstname.lastname@example.org soon to be:email@example.com
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