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Bonehead

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Everything posted by Bonehead

  1. Okay managed to compile a good copy, although its not the dusk lighting level I really wanted (whenever I used the dusk lighting level, everything was still way too dark). It's my first hand at GRAW map making so be kind! LOL Ducky has volunteered to make the [GR] version of the map, thanks Ducky!!! Once everyone approves of the map and the bugs and issues are resolved, I'll get the other gametypes compiled and release it as a pack. For screenies check this thread: http://www.ghostrecon.net/forums/index.php?showtopic=39471 Map is freely distributable and moddable by anyone, athough I suggest waiting for the final before setting up downloads. From my readme: Beta 1 Defend the Embassy Sept. 30th. 2006 By: Frank AKA Bonehead www.MonsterGamingServers.com www.TacticalGamerHQ.com Beta 1 map link: http://www.monstergamingservers.com/frank/embassy_Beta_1.zip Make sure to unzip it, and place the two files in your: C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\custom_levels This is my first attempt at a GRAW map. The design is made to follow a "defensive" type gameplay. Meaning defending and holding the embassy area. A single fireteam or sniper cannot dominate the map, but a couple of well placed sniper teams can be quite effective in assisting defensive and attacking squads. Placing your squads is critical in holding the embassy. Attacking forces will need to use coordinated movements to take out the defending forces in order to succeed. This is NOT a run and gun type map, its meant for tactics and teamplay. Known Issues: -Destroyed areas on edges of the map are traversable to the edge of the map. -Few missing ground tiles near the garage area near the embassy. -Missing ground tiles on the phone company ground. -Map is originally meant for a dusk lighting setting. Unable to get correct lighting after multiple renders, roads and buildings come out too dark. If anyone knows how too, let me know please! This map is in Domination mode, Ducky at the GhostRecon.net community has volunteered to [GR] this map. After the issues and bugs are fixed in this version, I'll compile all the other gametypes and release it as a pack. This map is freely distributed, only thing I ask is credit in your download description and not to hotlink the file off my site, you are welcome to use the page link tho. Map is freely moddable, if you need the working files email me: frank@monstergamingservers.com Please provide feed back on the GRAW forum of www.TacticalGamerHQ.com Look for the thread titled, "Defend The Embassy Map Beta Feedback" http://www.tacticalgamerhq.com/forums/show...p=2145#post2145 Thanks for the help, hope you enjoy the map!
  2. Some of us need those t shirts to wipe the blood off our faces and keyboards! ROFL!!!
  3. @Willie: Cool thanks Willie, never ventured into this territory before, so hopefully this latest render will be a good one. Question, I pick the light environment, I also match that mission lighting number on the render box (cube I think it was called), also selected day on both the drop down boxes. Am I doing anything wrong that you can tell? @Ducky: I'll pm you my msn messenger, that cool?
  4. Thanks Ducky, man sucks you mean I can't use the puter while its rendering? I'm trying a higher res render with matching mission numbers on the lighting and rendering. That would be awesome if you could script it to [GR], let me get this last one rendered and I'll post it. Should be about 2 hrs from this post. What files do you need from me to you to be able to bring it in to your editor?
  5. Nice! Hmm guess I didn't get one, sounds pretty sharp there man!
  6. Dunno, never made a graw map before LOL I am running on my back up card (9800 Pro while my card is fixed) ran fine on the lower pass render. I am compiling a daytime map to see, will let you know. Update: Still a little dark, thinking I need to render at a higher res and a couple more passes. If any of you map gurus could enlighten me (and my map!) it would be greatly appreciated.
  7. Good stuff Stick, thanks! Looking forward to this new "[GR] Mystery"!!!!
  8. The good news, everything compiled nicely! The bad, is that it is way to dark! Took the suggested 3 passes on the compile. Want it to be a dusk map, not that dark LOL Any suggestions? TIA
  9. After a few attempts and some major changes to the map layout, I think we have a working map. So far have it compiled for TDM, working on Dom. atm. If anyone would like to script it for [GR] that would be great as I am lost when it comes to that end It's a decent sized map, you'll need to use all the cover provided to move around and also to defend the embassy. Hope to have something for everyone to test by the end of the day if everything goes as planned. Now the obligatory screenies:
  10. Yep, got it. Spawn points are touchy...Posting some new shots on the other thread.
  11. Ok, have redone the map, still cannot get in the map (in game), all zones and spawns are within the dreaded red box and are connected. What am I missing? TIA!!
  12. Had a couple of hours to kill. Editor is pretty easy to use, but for the dickens of me I cannot figure out how to set the spawn points for TDM, not ready to tackle [GR] gametype yet! LOL Came up with this (still want to make a few more changes, make it more of a defensive type gametype): Overview: If anyone can help me out on how to set some spawn areas, I'd greatly appreciate it
  13. Rocky has a great download system, wish folks would use it more.
  14. Flim is correct, you dont need to install the game on the server. Just use the sads exe. Seems WK2 hosting is not possible at this time. Windows Server 2003 is a much better server OS IMOHO.
  15. Pirates begone! Geez, mow a couple of yards and pick up a copy....No big deal.
  16. You dont need to install the game on the server. You simply copy the game to the server and execute the sads.
  17. LOL!! Want drama and slandering? UBI is the forum fer ya! Can't stand that place personally speaking. ::: now back to your regularly scheduled programming :::
  18. Nice work-around Roco! :::: attaboy points :::
  19. If its any consolation, the dropping issue is being addressed (amongst others) from what I understand. Gotta hand it to GRIN, they DO listen to the community, kudos!
  20. It wont be questioned. Your using the SADS as the server; and your graw.exe (which requires a legit copy) as the client. Your cool.
  21. You are very welcome, wish I could help y'all out.
  22. GRAW can only run on a single dedicated cpu on a dual core box. Therefore there are only two instances per pysical server and one gig of ram per. Multiple instances of GRAW on a single processor dont play well together and lead to lousy performance. Yep were not thrilled about only being able to run one instance per cpu, therefore we have had to adjust pricing accordingly.
  23. Pre-Order ended a couple of days after MP3 came out. We still kept all the goodies in the bundle package tho.
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