Frontline is a small MOD that modifies the maps to accomodate smaller and more focused games. No longer will you run across the entire map to hunt down that flag, only to loose another flag. There are 1, 2 or 3 flags cappable on any given map, no more. The target group of this mod is the fewer player servers. FRONTLINE IS A WORK IN PROGRESS! On purpose many revisions of this mod will be released because it is small, and the fact a MOD is *never* finished, so its no point in giving that illusion to the users.
BATTLEFIELD VIETNAM: FRONTLINE, README FILE CURRENT VERSION: Frontline.1b CREATED BY: dawdler, the allknowing all powerfull and omnipotent incarnation of Jesus' left shoelace, aka the Divine String, destroyer of soft feet. QUESTIONS, SUPPORT, WHATEVER: Beats me where to ask. http://www.planetbattlefield.com/bfv/ is where I lurk, and where I will post updates > THE MOD Frontline is a small MOD that modifies the maps to accomodate smaller and more focused games. No longer will you run across the entire map to hunt down that flag, only to loose another flag. There are 1, 2 or 3 flags cappable on any given map, no more. The target group of this mod is the fewer player servers. FRONTLINE IS A WORK IN PROGRESS! On purpose many revisions of this mod will be released because it is small, and the fact a MOD is *never* finished, so its no point in giving that illusion to the users. The perfect gameplay mode is yet to be seen in BF: Vietnam, it sure isnt Conquest in BFV style. Conquest in BFV no way encourages teamwork (you can take any flag on current maps by yourself, it doesnt take that much time), all it does is give you a target often defended by 1 or less enemies. Only when the enemy is back against a wall is it a challenge. One of the best options is a mode where only a few of the available flags are currently capturable. But alas, cant do that with the current tools and the way BFV works. Hopefully we will see many good maps from the modding community that vastly surpass the BFV originals in terms of playability for both few and many and have less Flag Dancing (TM) around the maps. This MOD is not really a MOD, more of a temporary solution for a problem that shouldnt be there. > CURRENT MAPLIST: - Lang Vei (2 flags) - Ho Chi Minh Trail (2 flags) - Hue (2 flags, only Temple needed for ticket loss, no spawns at temple) - Khe Sahn (3 flags, Khe Sahn+1 needed for ticket loss, no spawns at secondary flags) - Cambodian Incursion (3 flags, no spawns at north/south flag) - Quang Tri (1 flag, no spawns at flag) > USE Just start a regular conquest game with the above map rotation (NOTE: Could use the other maps, but they are very very VERY unfinished). COOP is not supported (SP definetly not!!! Dont even try SP!!!), but should be playable to some degree. Frontline.1b was originally intended to have COOP support, but the AI in BFV (and 1942) is simply to dumb for this to enjoy. Blaim developers on that one. > DETAILED INFO > Frontline.1c (FUTURE VERSION) - Add more maps (ie all) - Possibly do minor tunings to BFV, although I would like to leave this to another MOD (that Frontline would be compatible with). Lets just say its not priority > Frontline.1b - Lang Vei: Tuned minimap, made the french fort cappable again, US now have a mobile spawnpoint - Ho Chi Minh Trail: Tuned minimap. Added 3 new spawns in the US base - Hue: Tuned minimap, Huey transport added at Pagoda, removed spawns at Palace - Khe Sahn: Tuned minimap, Khe Sahn airport is now takeable again (3 in total), US now have a mobile spawnpoint, no spawns at secondary flags - Cambodian Incursion: Tuned minimap, removed spawns from northcamp/south bridge - Quang Tri: Tuned minimap, spawns removed at cappable flag - For personal preference (may be subject to change by public opinion), tracers on many guns have been activated - M60/RPD modification is *removed*. I do not wish to take this path with dozens of different M60 versions in every "Fixed", "Renewed", "Extended", "Realistic", whatever BFV minimod, that will be left to them. Frontline is first and foremost map modifications (tracers is an estethic change) > Frontline.1a - All BFV maps have been modified, to a have less cappable flags and several uncappable bases - Minor alteration to the M60/RPD, increased innaccuracy and reduced effieciency at ranged > Additional maps/MODs - Currently Frontline doesnt any support custom maps or MODs. Hopefully mappers will think a bit more than DICE when creating the maps. > Known issues - Some uncappable bases have a bit few spawnpoints, might be prone to camping (this will be addressed in future versions) - Only a few (see list above) maps are really modified so far, the rest are playable in Frontline style but lack minimaps, other alterations (and probably any kind of balance, heh) - Menu/Loading music is not there. I dont know why BFV doesnt inherit this... Hopefully it may be fixed in future versions. >OLD MAP LIST FROM .1a Notes: The names referred to in here are the control point names, not neccesarily the ingame names. No consideration to historical accuracy either (ie which side should start where). "VC" refers to any US enemy, US may be ARVN or whatever its called. Ho_Chi_Minh_Trail Temple and south base (across the bridge) are cappable, the rest are static bases. Temple belongs to VC, south base is neutral. Ho_Chi_Min_Trail_alt (aka Cambodian Incursion) Temple bridge, north base and VC bridge are cappable. North base is decisive. VC holds VC bridge and US hold temple bridge from the beginning, north base is neutral. Hue Palace and Pagoda are cappable (Palace is completely decisive). VC spawn at VC bridge and east city spawn. US spawn US bridge and citadel. Temple is held by VC. Pagoda is neutral. Hue_alt (aka Retaking Hue (I think, or something)) Palace, west citadel and east citadeal (by the bridge) are cappable. Palace is decisive. US bridge no longer exists. Pagoda is VC spawn and House is US spawn. All cappables are neutral. Ia_Drang East, Center and West hill are cappable. Center hill is decisive. Riverbed and LZ Xray are VC spawn, US base is US spawn. All cappables belong to VC. Khe_Sahn Village and French Fort is cappable. VC spawn at Lang Vei and Hilltop, US spawn at Bridge and Khe Sahn. Both cappables are neutral. Landing_Zone_Albany SecondNVA and Columbus are cappable. US spawn at Xray. VC spawn at Albany. Cappables neutral. Lang_Vei Only Village is cappable. VC spawn at Hilltop, US spawn at Lang Vei. All other flags removed. Village belong to the VC. Operation_Flaming_Dart Not altered. This might be altered in the future. Operation_Game_Warden SW and West flags are cappable. US spawns at US base, VC spawn at center camp. US holds both cappables. Other flags are removed. Operation_Hastings Village and Sugerplantation are cappable. US spawns at Fire Base, VC spawn at VC base. All other flags removed. Both flags are neutral. Operation_Irving Bridge and Village are cappable. US spawn at US base, VC spawn at artillery hill and temple. All cappables belong to VC. Quang_Tri FourthUS is cappable, held by US. VC spawn at NVA base, US spawn at "secondUS". Other flags removed. Quang_Tri_alt US, firstNVA are cappable. US spawn at fourthNVA and VC spawn at secondNVA. VC hold all cappables. ThirdNVA removed.
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