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Messages - Fishmonger

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Ghost Recon: Advanced Warfighter / Map Update - Stool_Sample
« on: March 21, 2019, 11:07:02 PM »
The usual treatment - more random, less special forces, 1-5-8 difficulty update


Ghost Recon: Advanced Warfighter / Map Update - Meat_Grinder
« on: March 10, 2019, 07:54:22 PM »
6 years after release, a tweak to the randomizer of this map. While at it, I dropped the special forces scumbags for some floppy hats, . Also changed the level switch from 12-7-11 to 1-5-8 players and removed a few annoying fences at the start of game, plus the useless golden pipe. Replaced sky with a brigher version.


Ghost Recon: Advanced Warfighter / Map Update - For_the_Gipper
« on: March 10, 2019, 05:31:20 PM »
6 years after release, a tweak to the randomizer of this map. A few rounds played and it was clear to me that the base spawn was not as random as it could be. While at it, I dropped the special forces scumbags for some floppy hats, chagned a few percentages, especially at the very start where we get too many guys too fast. Also changed the level switch from 12-7-11 to 1-5-8 players


Ghost Recon: Advanced Warfighter / Updated Map - Battleground_2019
« on: March 09, 2019, 06:09:04 PM »
Took the edge off this typical RPGhard experience. About 50 less enemies, some scenery adjustments, no more Special Forces, and a few other tweaks.

Still challenging, because not adaptive, and 150+ enemies, but it isn't insane any longer. Should be something we can master over time with some learning, even on smaller teams.

Not to be confused with the recent BattleFIELD map - this is BattleGROUND

battleground_2019 03-09-2019

Ghost Recon: Advanced Warfighter / New Map - Battlefield_2019
« on: February 24, 2019, 10:46:12 PM »
RPGhards classic gets a facelift

brighter, no more special forces, and loss of some bad snipers. To make it interesting, I added 8 spawns with random additional forces, 1-4-8 random. Each spawn is 45 percent chance, but there are secondaries too, so you are going to see more bad guys. I cut a few trees, too.

battlefield_2019 02-24-2019

Ghost Recon: Advanced Warfighter / Re: Question Adaptive map
« on: February 15, 2019, 11:39:18 PM »
Missions that are not random rarely are fun to play. They either are too hard (RPGHard maps) or they are too easy. There are just a few we keep playing that are just right. You learn where the bad guys are and the game changes from quick reactions and being alert to executing a perfect performance where you know your moves, you just have to make it happen or you still loose the game. One of the best examples of such a map is the old Engpass - what a classic, even though we know every bad guy on the small map like an old friend. It is just a different game at that point. If the map was easy to win, we would have stopped playing it years ago.

When I started making maps and saw you could use a randomizer, it changed everything - it suddenly was worth spending time on such a map, because we'd be playing it for many many hours without getting bored. Then I just made them more and more random, but that led to a lot of extra work, as the random AI has to be put on the map, even if you only get to meet a small percentage. So a few years ago I came up with slightly less random maps that still feel very much like a new game, yet with only a quarter of the AI I need to set up.

Recently I've updated some maps that were made in the early years of my random maps and with just a few tweaks and things I learned over the years, I've been able to give them a new life and far more interesting game play. Now when you walk in with a small team, you don't see the same 2 or 4 groups of enemies, but 6 or 12. Those changes only take me a few hours and it's well worth it compared to making completely new maps where the terrain building alone can take 100 hours if you want to make the place look good. But I will make more new terrains, just because that's a fun project in itself. I have some ideas, but so far haven't decided yet where to go next. There's a game called Unreal Tournament with a map called Two Towers - that's what I'd like to recreate somehow in GRAW. You probably have played it yourself. It would likely be more of a sniper and defensive map (not anything with flags) and you'd eventually have to get from one tower to the other go get to zulu, likely on top. Building it like the original angled walls is impossible, but I just feel a challenge here. Doubt I can make it spin in orbit either

Ghost Recon: Advanced Warfighter / Re: Question Adaptive map
« on: February 12, 2019, 11:48:00 PM »
on what would be a 1-4-7 map, with my scripts, the following would be in play:

1-3 players, one third of the AI spawn sectors are active, and depending on random chance, they get activated and AI will appear. The AI is picked from all available groups in most recent maps. Panhard spawns are less likely (40% of the time) than with more players, and there are less of them in most cases. Smackdown spawns are less likely than with more players and if they happen, there is only one of them (on most maps, a smackdown is a quick spawn of 12 additional AI, adding significant enemy forces very quickly. Maps with Smackdowns have 12 such zones for random locations of where these groups do appear should the randomizer pick them)

4-6 players will see the 1-3 player AI spawns active (because we have 1-3 player trigger going off as well), plus a second set of AI spawns, similar likelyhood, also picked randomly from usually 12 groups of different AI. So now we have 144 possibilities of AI, plus the chance of no AI (so actually 13 x 13 possible spawns). Panhards are now usually 60% likely, and a few more will appear on average. The 1-3 player Panhards are not triggered any longer. Smackdowns are more likely, plus there can be two.

7 or more players: The 1-3 and 4-6 player AI spawns are in place, and we're adding another one. So now we have 13 x 13 x 13 possibilities of AI groups to appear (2197). Panhards are usually 80% likely now, and there will be more. Usually there are 4 different spawns per Panhard trigger. Smackdown spawns can happen even more likely and there can be three, I think. This is the hardest version of a map.

Panhard triggers are independent from AI, so they happen in different places on the map. Timing depends on when a human player walks into the trigger zone. Smackdown zones are also separate and in different places from AI and Panhard triggers.

Regarding your empty map: This happens to us when a server sits idle for many hours before anyone joins the game. It will do that for all rounds on the map that was loaded while nobody was playing. The next map will behave normally. If you then go back to the one that had no enemies, the map will usually behave normal. 

It is theoretically possible that some maps will unfold without any AI for quite a while, but that is like winning the lottery. There are very few maps with spawn chances below 60% per trigger and most maps, when you appear with a good number of players will have at least 10 zones that run a randomizer. The one I uploaded today has over 40 such trigger zones and you'd have to be extremely lucky not to see any AI. Plus, Cornholio, a common character at the end of my maps, when present, usually is a 100% likely spawn, so he will always be there, even if no other AI spawns due to pure luck.

Ghost Recon: Advanced Warfighter / Map Update - Parque_Mortal
« on: February 12, 2019, 10:49:04 PM »
Was looking for another map to upgrade and came across this dud that had triple panhard spaws, helicopters that went nowhere, tons of special forces in the wrong places...

It already was very random, but now it should be less ridiculous when vehicles are involved. Added a Cornholio at end, made the smackdowns announce themselves, and fixed up everything that could cause the map to go bonkers


Ghost Recon: Advanced Warfighter / Re: map_downloads.xml
« on: February 12, 2019, 12:19:29 PM »
I don't know. Try it. Isn't that difficult. The map always had to sit on a remote web server that allows the .bundle mime type, so there's your biggest problem unless you have full control over the hosting site. That's about it.

I stopped using the file a long time ago, because ultimately, you still have to restart the game after a map download, so what's the point? We just grab our maps from the map cycle link and that's all it takes.

Ghost Recon: Advanced Warfighter / New Map - Abottabad_Day
« on: February 09, 2019, 09:49:03 PM »
similar to the night version, but more random and 1-4-8 adaptive instead of the usual 1-7-11. Also added smackdowns, changed some timing and obviously had the sun come up. Last thing I fixed was the trigger for the MK19 so we don't have to worry about some late 40mm welcome shots.

abbottabad_day 02-09-2019

Ghost Recon: Advanced Warfighter / map update - come_to_papa
« on: February 08, 2019, 11:08:23 PM »
got the usual treatment for more randomness, smackdowns, and 1-4-8 adaptive settings


Ghost Recon: Advanced Warfighter / Re: New Map - Calle_Demented
« on: February 05, 2019, 11:34:15 PM »
new version uploaded

Ghost Recon: Advanced Warfighter / Re: looking for info on GRAW
« on: February 03, 2019, 10:09:53 PM »
you can run Hamachi 24-7, but it seems the server will not work right for a map or two if it sits idle for many hours. Not a big deal. You obviously run the normal in-game dedicated server mode, not the old command line gamespy-only server.

Bigger problem is to find players who have your Hamachi info installed and actually show up to play. If you have that, you can play for as long as you're paying your Hamachi account bill.

Ghost Recon: Advanced Warfighter / New Map - Calle_Demented
« on: February 03, 2019, 10:06:09 PM »
As the title suggests - it's even worse than before...

more terrain, mostly reloaded_capt version, but now with more surprises, and then there's another whole map segment to get through. Adjusted randomizer to give us a chance, but only real gameplay will tell if we can do this.

calle_demented 02-05-2019

updated version!

Ghost Recon: Advanced Warfighter / Map Update - Tango_Dont_Surf
« on: January 30, 2019, 07:57:06 PM »
This map has always been somewhat of a basket case. This latest edit is version 4.0 of the original. I changed the entire script to get rid of the jammer stuff, plus make the randomizer more random like in recent map updates.

I kept the final approach heavy resistance, but now as a default and not as aggressive as in the past. Any route to zulu is ok now. All special forces have been retired, too.  The map will switch to medium at 3 players, hard at 7. In testing, I didn't get more than 145 kills on hard, and under 50 on easy. Should be about right for our mod weapons.

All the compositions are gone, as well as all the silly ocean wave sounds. Overall, the map is a little more lightweight, which I hope helps to stop the random crashes. All the AI was ok, nothing  in there that should have caused the crashes we saw in the past with medium and higher difficulty spawns.

Basically, if this one still crashes, it has to be a particular spawn of AI in a crazy location that causes the glitch, or it's just the terrain and then the place is basically useless. We'll find out soon


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