Its time to announce something really large for our Base Assault Fans. Since last Christmas, I have been working on a completely new BAS gametype. It isn't just a 1:1 copy of the United Offensive scripts - I developed it from the scratch with new scripts & features which are similar to UO Base Assault.
Let me first show you a list with all the features/fixes we included until today:
Bunker Models
* I converted high quality bunker xmodels from UO over to cod5 with normal & specular map textures
* I divided the versions of the UO bunkers into one summer & one winter version for our maps
* The summer version will be modified Italy bunkers and the winter version will be Foy bunker models
* We will have all 4 sub-versions of the model like in UO to use the different damage states for the bunkers
Radiant Prefabs
* The single bunker models are built into a complicated customized prefab to get all features we need like collision, damage or the bombzone
* I fixed several light problems on the bunker xmodels with some tool textures
Bunker Models Collmaps
* The 3 collmaps the models use are completely rebuilt for a much better collision on the models
* I added some better collmaps to some specific points of the model which doesnt exists in UO
* Additionally, I added new ladder & mantle functions to the new collmaps
* I fixed a small weapon collision problem on the rubble xmodel by reconverting the model and new clip options
* I fixed a rubble collmap problem where the player was stuck in the rubble collmap
Bombzone
* The bombzone can be used like UO..every team player can plant/defuse the bomb in the usual way like sabotage or search & destroy
Damage
* The damage logic is a bit complicated to explain but you will have all well known features from UO
* The bunkers allow of course only team-based damage
* Also only certain weapons are allowed to damage the bunker
Hud Icons
* You will have the same round icons like UO but we added custom icons which we want to replace with high quality icons later
* This round design will give us more options to include all additional icon features above the base icon
* The bombtimer is changed into a real clock timer which appears exactly above the base icon if a bomb is planted
* I also added back a new scripted way to flash the plant & defuse icons while the player is holding the "use" button
* I fixed a bug where the sub-icons only was showing for the client..now all players can see whats going on with the bombs on the 3 bunkers
Final Player Damage
* I fixed a bug if the bomb has been planted and the bunker exploded it doesnt kill the players inside or above the bunkers
* Now the player damage is perfectly adjusted on all damage states of the bunkers
Team Flags
* I added back the feature to have flags for the teams on the bunker roof which will disappear after the bunker is breached
Bomb Ticking & Explosion Sounds
* All explosion & bomb sounds and effects are custom
* Fixed a small bug where the bomb ticking sound was not global(occlusion system)
UO Spawn Logic Feature
* The scripts are coded to use our custom bas spawns & global intermission...they work in the same way like other cod5 gametypes with "_start" and the usual spawns
* The UO BAS spawn logic was a really complicated feature to include..I couldnt use the UO way
* Basically I want to have it so that some specific base spawn points can be removed after the base is destroyed
* With the help from Treyarch, I could debug the coded custom "array" I created
* Now we have removable spawns after one of the bases is destroyed
* The gametype script of this specific base will wait until this base is destroyed..remove the spawns and update the spawnlogic
* I pre-placed this kind of spawns in my prefabs
Announcer Feature
* This was a really complicated task because the announcers are team-based and you cant just play them with "playsound" in the script because I defined 2d global sounds in the soundaliases
* I found a good way to include them team-based on the scripts and we have now the original sounds from UO
* Also i "precached" the sounds so that you will have Russian sounds for Russian and USA sounds for American..depends on which teams you set in your levels gsc file
* Every sound of the announcers have 2 versions..the soundaliases will switch randomly between these 2 versions
* The sounds for the Japanese are the German sounds now..we want to mod that later if we want to build American versus Japanese BAS maps
* A small change on the German sounds..I used my version (German UO version) because they sound much better
* To get the "under attack" sound for the teams was really complicated..I placed them now in the same way like the base health logic
Minefields
* As you know we cant use just the stock minefields script...they would not kill players which are in a vehicle
* I added a custom script to the mod which kill players & drivers now
BAS Maps
We can proudly say that this Base Assault Gametype Mod is nearly finished and we already working on the first Anarchic-X BAS maps. Some of these Maps will be well known classics like:
ARDENNES
FOY
VITEBSK
PONYRI
KURSK
BASTOGNE
WESEL
Humans are such funny creatures. We are selfish about selflessness, yet we can love something so much that we can hate something.
Being a long time Forgotten Hope and Forgotten Hope 2 player I have to yawn at this. I've seen been mods before in other games (Day of Defeat Springs to mind) nevermind the crazyness of the Ratte from Forgotten Hope Secret Weapons (http://www.youtube.com/watch?v=C56EOEu- ... re=related) which was a mod built atop FH1 all sprung from the mind of one crazy Japanese Modder. And lets never forget Red Orchestra for further better World War II mod based action.
However again good job on them... I guess, not exactly exciting because it's an extension on existing CoD-WaW gameplay type rather than a whole new concept.
"A cult is a religion with no political power." -Tom Wolfe Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
Mr Bean wrote:Being a long time Forgotten Hope and Forgotten Hope 2 player I have to yawn at this. I've seen been mods before in other games (Day of Defeat Springs to mind) nevermind the crazyness of the Ratte from Forgotten Hope Secret Weapons (http://www.youtube.com/watch?v=C56EOEu- ... re=related) which was a mod built atop FH1 all sprung from the mind of one crazy Japanese Modder. And lets never forget Red Orchestra for further better World War II mod based action.
However again good job on them... I guess, not exactly exciting because it's an extension on existing CoD-WaW gameplay type rather than a whole new concept.
Err not really. It's based on a game mode from Call of duty: United offensive. The fun with this is essentailly forcing people to work together as a team. A person who tried to solo won't even get a high scores, because there is no way a single tank can destroy a bunker fast enough.
Whereas if the team is working together, forming a tank column or even have a convoy of troop transports, the game can be over in less than 20 minutes.
I've been playing that game mode for a pretty long time, and I can say that the game experience is definetly different enough to try out that game mode. If anything, the only game mode that is somewhat similar to base assault is the Titan game mode in Battlefield 2142.
Humans are such funny creatures. We are selfish about selflessness, yet we can love something so much that we can hate something.
ray245 wrote:
Err not really. It's based on a game mode from Call of duty: United offensive. The fun with this is essentailly forcing people to work together as a team. A person who tried to solo won't even get a high scores, because there is no way a single tank can destroy a bunker fast enough.
So it's sabotage or Battlefield Badcompany's Bomb the Headquarters mod.
ray245 wrote:
Whereas if the team is working together, forming a tank column or even have a convoy of troop transports, the game can be over in less than 20 minutes.
Yeah most team games are like that, if you use team-work and take advantage you will stomp the other team. The more the number of players increases the more teamwork is a multiplier.
"A cult is a religion with no political power." -Tom Wolfe Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
ray245 wrote:
Err not really. It's based on a game mode from Call of duty: United offensive. The fun with this is essentailly forcing people to work together as a team. A person who tried to solo won't even get a high scores, because there is no way a single tank can destroy a bunker fast enough.
So it's sabotage or Battlefield Badcompany's Bomb the Headquarters mod.
It's a mixture of both. You have to destroy the outer bunker using heavy explosive, tanks and artillery strikes. After destroying the outer bunker, you must try and go into the inner bunker to plant an explosive. There's 3 bunkers per team.
Also, you are allowed to respawn after you die in this game mode.
Yeah most team games are like that, if you use team-work and take advantage you will stomp the other team. The more the number of players increases the more teamwork is a multiplier.
I know, but in many games, you can still function and score more than enough points as a loner. In this game it is almost impossible to do so. I still remember the times where teams decides to form a last stand in their bunker, and drag the game as long as possible just to spite the team that has a greater chance of winning.
How many games would even result in 20 over players camping at their base and fight until the time is up?
Humans are such funny creatures. We are selfish about selflessness, yet we can love something so much that we can hate something.
ray245 wrote:
I know, but in many games, you can still function and score more than enough points as a loner. In this game it is almost impossible to do so. I still remember the times where teams decides to form a last stand in their bunker, and drag the game as long as possible just to spite the team that has a greater chance of winning.
How many games would even result in 20 over players camping at their base and fight until the time is up?
I can think of a couple. WOW Alterac Valley. There are players out there who simply wish to spite the opponent rep/medal grind, especially when its done by a mixture of them having overwhelming numbers, so grind in and defend all the way.
Warhammer Online.... Serious. Once a side is decisively winning, you get EVERYONE hiding in the base camp using ranged attacks. Its pointless, it doesn't win the battle for you, the only thing it does is prevent your opponent from getting kills.
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner