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 Valley of Death |
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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Valley of Death -
10-13-2003, 10:37 AM
Valley Of Death is my latest mapping creation. Well, more like conversion. VoD is a SP map from BT (Breakthrough ONLY) that I converted to MP, via hex-editing and scripting.
The theme of the map is a dark, foggy, winding roadway. Plenty of cover all around you. The Allies start at the end of the road. The Axis start in a small campground.
This conversion took me roughly 1 day to do. Eliminating the AI, removing 2 of the objectives which were giving me headaches, and adding the new spawn points in, were the areas which took me most of that time to do. But, with all the time spent, I am happy to say that it was worth it.
This is the first map in a series of maps I am working on, all being converted maps from SP. I am releasing this map as a test to show you what you have to look forward to with the future mappack. At this point in time, map #2 is already done and map #3 is about done. They will, along with other maps, be released as a conversion map pack. Consisting of possibly 5 to 10 maps.
Check below for several screenshots of the map as of right now. The map is now available for download by clicking [url=http://www.filamedia.com/aan/Maps/ValleyOfDeath_BT.zip:6bd05]HERE[/url:6bd05]. MAKE SURE TO READ THE README FILE FOR INSTALLATION DIRECTIONS.
Allied Spawn
[img]http://www.stripesclan.com/images/mpowell1944/vod_alliedspawn.jpg[/img]
Allied Roadway
[img]http://www.stripesclan.com/images/mpowell1944/vod_alliedroad.jpg[/img]
Middle House
[img]http://www.stripesclan.com/images/mpowell1944/vod_middlehouse.jpg[/img]
Axis MG42
[img]http://www.stripesclan.com/images/mpowell1944/vod_axismg42.jpg[/img]
Axis Roadway
[img]http://www.stripesclan.com/images/mpowell1944/vod_axisroad.jpg[/img]
Axis Spawn
[img]http://www.stripesclan.com/images/mpowell1944/vod_axisspawn.jpg[/img]
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Senior Member
Posts: 3,572
Join Date: Apr 2003
Location: I cut bitches
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10-13-2003, 10:46 AM
looks good
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Senior Member
Posts: 183
Join Date: May 2003
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10-13-2003, 10:59 AM
Woo hoo nice job buddy. Why u hex em instead of decompile recompile no biggy just wondered.
scorp
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2nd Lieutenant
Posts: 3,025
Join Date: Mar 2002
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10-13-2003, 11:07 AM
this gonna be for mohaa?
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2nd Lieutenant
Posts: 3,596
Join Date: Feb 2003
Location: Plymouth, Massachusetts
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10-13-2003, 11:53 AM
looks great
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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10-13-2003, 11:58 AM
The maps are hardcoded for Breakthrough only. I hexed them because I know hexediting like the back of my hand. Decomipling only ruins a map. Scripting is better overall.
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2nd Lieutenant
Posts: 3,025
Join Date: Mar 2002
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10-13-2003, 12:00 PM
Can you make that NebWaffer map to MP? I tryed several times and its a no go. possibly with neb's firing?
oh yea how is BT compared to SH? and compared to aa?
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2nd Lieutenant
Posts: 3,025
Join Date: Mar 2002
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10-13-2003, 12:02 PM
Also how much is BT?
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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10-13-2003, 12:18 PM
NebWaffer?
Think of BT as SH with the new stuff, and without any of the bugs that SH had. BT runs from 20 to 30 bucks. If you look around though you can probably find it for 15.
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2nd Lieutenant
Posts: 3,025
Join Date: Mar 2002
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10-13-2003, 12:43 PM
yea the 5 barrel cannons
M3L3
Can you make it into MP?
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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10-13-2003, 01:00 PM
That is basically what the Hunt level is. But yeah I could make it into MP if I wanted to.
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Senior Member
Posts: 183
Join Date: May 2003
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10-13-2003, 01:34 PM
mike if poss could u let me know the basics of hexing maps as i wanna give it a try instead of that dam bsp to map thing lol. If not its cool
scorp
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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10-13-2003, 01:36 PM
Well hex-editing dosent have a set formula to it. Basically, I use it to remove things that you normally cannot remove. Such as AI, triggers, objectives, and even health and ammo boxes. Basically, once you know how to find things in a BSP file, you reset the item's origin so that it isn't visible in the map. Hit me up on AIM. You can get it from my profile. I'll help you out on there.
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Senior Member
Posts: 183
Join Date: May 2003
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10-13-2003, 01:49 PM
Nice 1 i just had a look at one of the sp maps in hex. I take it its the text parts i would change etc like the spawners etc.
scorp
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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10-13-2003, 01:51 PM
Hit me up on AIM. It is more complicated that one would think. Too detailed to explain here. Believe me lol.
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