COOP Mod v2.0 (final version)

Discuss the campaign and all things BF.

Moderator: Executive

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DrZoidberg
Posts: 35
Joined: Mon Jul 20, 2009 8:23 pm
Location: Ontario

COOP Mod v2.0 (final version)

Post by DrZoidberg »

It's a begining to bringing back the old 3 human players vs. 58 computer oppontents. It's still the first edition, and buggy.

http://battlefield2.filefront.com/file/COOP_mod;44761
Any society, which would lose a little liberty, to gain a little security, deserve neither, and will lose both -Benjamin Franklin
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Smacklug
Posts: 118
Joined: Mon Jul 20, 2009 8:23 pm

Post by Smacklug »

Eh, the point of BF2 is multiplayer. Seems like lots of people are having problems with the mod too.

BTW: Are you a furry or something?
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Windrider687
Posts: 234
Joined: Mon Jul 20, 2009 8:23 pm
Location: The Battlefield

Post by Windrider687 »

Yeah thirty humans vs. computers seems like it could be a boring time, since well...bots suck.
You'd better hope you're faster than the wind...for I am what drives the bullet into your skull unaware.


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Don_Quix
Posts: 88
Joined: Mon Jul 20, 2009 8:23 pm
Location: Burning Alive In AZ

Post by Don_Quix »

As an Electronic-American, I find that statement to be derogatory and offensive. I demand an apology.

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Cheesy
Executive
Executive
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Post by Cheesy »

You have hot teeth.
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Don_Quix
Posts: 88
Joined: Mon Jul 20, 2009 8:23 pm
Location: Burning Alive In AZ

Post by Don_Quix »

Aww, Cheesy...you always make my diodes go all gooey :oops: :lol:
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Windrider687
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Location: The Battlefield

Post by Windrider687 »

*Engages Shotgun* "I am the T-800 Terminator Series Robot...I have been reprogrammed to destroy you."

*Shoots*

*In Arnold voice:* "BOOM! Headshot! Only if people had invested in Cyberdine stock would SkyNet be able to afford a liquid metal cyborg."
You'd better hope you're faster than the wind...for I am what drives the bullet into your skull unaware.


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gribble
Posts: 1365
Joined: Mon Jul 20, 2009 8:23 pm
Location: Hamburg, Rock City

Post by gribble »

COOP Mod 2.0 wrote: With version one of BF2 coop being more popular than my wildest expectations, it was only fair to bring the usable maps up to their full potential, as well as fix issues and bugs cropping up in version 1.0, well as much as can be done anyhow, no thanks to EA...

This will be the final version as there is no real further potential for these beyond this point. Adding more features only made the maps badly unstable.

Major differences to V1
=======================

Added yet another control point and a Blackhawk to Assault_on_karkand.
Added carrier & airfield spawns to Zetar_wastlands & Dalian_plant.
Bots now spawn at carrier and airfields and actually use the aircraft.
Opened up fog somewhat in karkand and stalemate
COOP Dedicated server functionality is available with this mod.
Tweaked maps to stop bots ignoring vehicles and also to prevent some stupid traffic jams.



CHANGE LOG for V2 from V1

Assault_on_karkand:
Add control point south of suburbs "Villa"
Add Blackhawk to US base, located where bots won't steal it.
Move train_accident AA and AT 5 metres west to avoid traffic.
revalue control points to move action west, only a little successful
remove initial ownership by MEC of square, Hotel, villa and suburbs
remove Heavy jeep at suburbs. The bots refuse to use it properly.
reduce fog

Shonghua_Stalemate
Move south_island & south_front APC's so bots will use them
Remove some fog

Dalian_plant
Add spawn for bots to grab planes on carrier and Chinese airfield
Move China tank so bots will use it
Add AT at north dock where it can bombard control tower point
Move US initial spawn to north dock.

Zater_wetlands
Add spawns to both airbases so bot can grab planes and choppers
Move tanks on both northern points so bots will use them and not run over static positions
Unbury an AT at the US initial spawn (error)
Fix syntax error in strats file

Gulf_of_oman
Remove parachute drop spawn points
I couldn't do squat with this. the pathing mesh is TINY!
I hate this map.

Sharqi_Peninsula
Change control point pririty to push bot action westwards
Change control point strategic neighbours to push bot action westwards
It worked.

Remove 2 x heavy jeeps from MEC

add 1 x heavy tank to MEC

Operation_Clean_Sweep
No change.
This small land mass with pathing mesh has only so much potential.


My first impressions of these V2 maps:

Assault_on_karkand:
If the US take the Villa early and humans utilise the chopper, this becomes and interesting "two front" map. most US bots push up the middle but MEC defend the left flanks vigerously once taken by them. This causes constant harrasment on the US left flank. A logistical nightmare for US forces. Think "Blackhawk Down"

Shonghua_Stalemate
Nice to get more APC's being used, same feel, bit more intense.

Dalian_plant
damn challenging. Has an all round balanced feel to it.

Zatar_wetlands.
Very mobile, highly mechanised map. lots of everything feel to it. All the heavy armour and transport is north but the two AT guns and AA on the remote south point make it very defensable. The south point AT overseeing a large chunk of map makes it an awesome artillery piece in it's own right to hammer the central area. this forces bots to make south point a priority, which they do. Good to see bots attack vigourously all over the map. Look out for choppers, use your AA.

Sharqi_Peninsula
I just love this. Intence infantry action, feels like a more controlled and tactical variant of Strike_on_karkand.

Gulf_of_oman
Flying fun idiot map for light entertainment.
download here
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Winter_Lion
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Joined: Mon Jul 20, 2009 8:23 pm
Location: Lake Conroe.....Texas

Post by Winter_Lion »

Bots seem a lot more aggressive and focused in BF2. I never had much use for them in BF1942, always having to stop and hold summary court martials for fraternizing with the enemy as it were.

Winter :P
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