• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Modern Warfare 1.11 BETA

ModernWarfareSignature2.jpg


ABOUT



Modern Warfare is a unique co-operative modern war map for WarCraft 3: The frozen Throne featuring two teams, America and Russia, clashing together. The map is created with LAN games in mind, but is also playable via Battle.net. The player(s) are in command of their team's entire force via shared units, and co-operation is required in order to defeat the enemy.

Resources (credits) are gained by a periodic income as well as destroying enemy units. The credits is needed to purchase new units, upgrades and weaponry for your team.

Your main objective is simple; defeat the opposite team. This is accomplished by destroying all enemy structures.


All over the world, countries transport their nuclear waste to Russia for them to store in Siberia; this is how Russia makes a lot of its income. However, for quite a while, instead of storing the nuclear wastes in Siberia, Russia decided to recycle the nuclear waste. Amazingly, they found out how to do it and began to build biological and nuclear weapons to support their military.

More and more the governing over Russia turned into more of a dictatorship and focused strongly on their military strength and defenses within Russia. It took a while before outside countries found out about this new scheme the Russians had been putting in action and every one knew that something was up.

The United States of America (Being the World Power country and a part of the United Nations and NATO) decided to take action and request the Russians to put a halt to their nuclear and biological weaponry production. The Russians refused and in spite of the United States ordering the Russian people to stop what they were doing, they launched a series of missiles towards Finland, Sweden, and Norway. It was obvious at this point that the Russian Federation had plans to conquer their neighbors, starting from the north.

Without hesitation, the United States of America declared war on the Russia and started transporting troops to Europe in a full-scale assault to eliminate the nuclear silos and other missile camps. The United States army landed on France and the United Kingdom and moved their way up towards Russia in very large numbers. While the assault was closing in on Russia from the southwestern part of Russia, the United States issued five groups of Snipers to stealthfully enter Russia and station themselves near suspected Russian military roadways; their objective was to pick off enemy convoys on-sight.

Because of the full-scale assault on Russia from almost all sides, the assault had punched holes in Russia's defensive lines and made it much easier for the Snipers to sneak into enemy territory. The Russian border defenses were very weak and Russia was focusing more on offense than defense.

As the assault forces of the United States moved into Russia, the Russian Federation did not find out that the United States military was in their country until several hours after the United States had arrived, giving the United States a good head-start. The Russians were so focused on producing their nuclear warheads and building an even greater army that they did not bother to think that the United States (Along with some other minor countries) would move into their country on the offensive.

The United States assault teams were divided and began to form bases in Russian territory. The Russians took this as an insult and ordered their armies to destroy the new bases which the Americans had built.

Around March 12, 2012, the war got even more serious and the Russian Federation launched two more missiles at Romania and Austria; the missile headed for Austria was destroyed in flight with the help of space satellites. Many European countries agreed to attack Russia with full force. In the process of this, many Russian towns were raided and one out of the four nuclear silos were captured by the United States of America. The United States was tempted to launch a nuclear missile towards Russia, but believed that it was too much to sacrifice due to their own soldiers being in there already, along with friendly European military. Because of this, the nuclear strike from the United States and other countries was called off.

Two days after the mass assault, a surprise attack from the Russian Federation arrived behind the United States forces and effectively took over Romania as a Russian defensive position/rally point. The United States army and other European armies that were moving in from the West and the Southwestern areas were baffled and took a lot of losses from the back. The ambush from the Russians came through their friendly nations, Ukraine and Bulgaria.

The world was devastated and mass destruction was about to be unleashed on Russia, for almost every country in the world began to despise the corrupt Russian Federation. The losing European factions returned to their home countries to provide a stronger defense against other possible invasions and the rest of the European forces that had been moving in or had already were inside of Russia stationed themselves alongside the Russian borders to ensure that no other nuclear waste or anything else was transported in or out of Russia. At this point, the United States of America was the only country that had been moving in more and more. The bases that were established in Russia from the Americans were now a safe-house and rally point for many friendly soldiers. This is the beginning of Modern Warfare!


I've recreated Modern Warfare from the ground up, tweaking and improving the original concept and adding new units and features.
Why? Because the old map died of sloppy coding and performance issues, and I've not had the will to re-create it from scratch - That was until late December 2008, and I suddenly felt like creating a WarCraft map. With no idea what to create, I decided to go ahead and restart this huge project, since the basic gameplay concept and storyline were already there, as well as some needed models and textures.

This is the result.

For the old (now long dead) map, check out http://www.hiveworkshop.com/forums/resource.php?t=82171


FEATURES



• Fully Battle.net/LAN compatible
• Supports up to 10 players (5 vs 5)
• Unique co-operative gameplay
• Tactical/Special Weaponry
• Performance customization in-game
• Tank turret rotation system
• Custom projectile system
Fullscreen chatbox
• Player ranking w/ save/load possibilities

CREDITS



• Unit models ::: Sourc[e]x
• Environment models ::: Sourc[e]x
• Explosion effect models ::: WILLTHEALMIGHTY
• Terrain Art ::: TheTerran, Punisher_x and Game_Slave
• Programming ::: Sourc[e]x
• Sounds ::: C&C Red Alert, the freesound project
• Music ::: Hans Zimmer (Batman Begins/The Dark Knight)
Multibars ::: Ammorth
• Save/load system ::: PipeDream

SCREENSHOTS



ModernWarfareHighRes.jpg


BetaScreen1.jpg


BetaScreen2.jpg


BetaScreen3.jpg


Screenshot-1.jpg



FINAL NOTES



This map is submitted for open BETA testing. Please report back any found glitches, bugs and errors with a description of what you did to cause them.

Map is protected (!)
Multiple reports says this map is not safe to work over battle.net - though, I've never experienced any crashes so far.
• It's still in a early beta, so don't expect everything to be polished.

Enjoy

~ Illidan(evil)x / Sourc[e]x


Newest: 17/10 - 2009 1.11 BETA
- New Gamemode option: Custom.
- A tiny bit of terraining.
- Fixed a menu unit browser bug.
- Unavailable units are now displayed visually.
- Unit balancing:
+ Increased Avenger HP by 150.
+ Increased Infantry HP by 40.
+ Increased Tunguska Damage by 10.
+ Increased IFV Damage by 20.
+ Increased MBT Damage by 50.
- AI can no longer build unavailable units.
- AI now builds base defence forces as well.
- Fixed several bugs caused by the Source framework.
- Minor bug fixes.
- Map is now working on patch 1.24b+


22/12 - 2008
- Project started.

24/12 - 2008 PRE-ALPHA
- Project first announced.

26/12 - 2008 PRE-ALPHA
- Tank system updated.
- Power generators placed.
- Built units now appears in your teams base.
- Units currently in progress can now be canceled.
- Temporary menu sounds added.
- Minor code and graphic updates.

27/12 - 2008 PRE-ALPHA
- UI textures has been edited.
- UI text has been changed.
- UI models has been changed.
- Day/night cycle has been completely removed.
- Pressing Escape while watching the intro will not any longer mess up the camera.

29/12 - 2008 PRE-ALPHA
- Added preview image.
- Intro cinematic can now be skipped.
- Fixed American voice set.
- Intro cinematic filter reversed.
- Forest terrain slightly edited.
- More UI text changes.
- Tactical weapon prototype created (Unlocked after a minute).
- Menu code optimized.
- Some more stuff I can't remember.

1/1 - 2009 PRE-ALPHA
- Infantry unit model imported - though the unit is not yet fully functional.
- Tank system updated.
- Attacks enabled for some unit types.
- New tactical weapon added - Still not fully functional.
- Some temporary building models added to the terrain.
- Unit 'veterancy' implemented.
- 'Destroyed' counter fully working.
- Minor code updates.

4/1 - 2009 ALPHA 1
- Tactical Weapons can now be canceled (Escape).
- Terrain updates.
- Local buildrate implemented.
- Menu unit browsing adjusted.
- "Chatbox" implemented (alpha).
- Factory implemented (alpha).
- Aircraft system implemented (alpha).
- WIP unit models imported.
- Tactical Nuke available for testing purposes.

10/1 - 2009 ALPHA 2
- Aircraft movement is a bit smoother.
- Projectile System implemented (Alpha).
- Arrow keys enabled for unit browsing.
- Victory/Defeat conditions added.
- Radioactive areas now deals damage to nearby ground units.
- Resources balanced.
- Nuclear Strike sound effect added.
- Infantry attacks ready (not balanced).
- City buildings are now destructable.
- Menu interface sounds imported.

16/1 - 2009 ALPHA 3
- Camera options added to the menu.
- Weather options added to the menu.
- "Accounts" (Alpha) added to the game (lack of a better word).
- A resource bug has been fixed.
- Menu models does not appear as dark.
- New model: Tunguska-M1 (Russia) (Unanimated).
- New model: Humvee (America) (Unanimated and untextured)
- Menu texttags edited for better performance.
- Various more code fixes.

18/1 - 2009 ALPHA 4
- Fixed a major player force bug.
- You can no longer produce units when you've lost your Factory.
- Fucking finally fixed the computer-takes-over-your-units issue.
- Ranking system implemented.
- Save/load code implemented.

21/1 - 2009 ALPHA 5
- Enter menu button re-textured and finalized.
- A hint/tip feature has been added to the game.
- New tactical weapon: Signal Flare (Alpha).
- New tactical weapon: Paratrooper Squad (Alpha).
- Playerlist added to the chatbox (For other players to see your current rank).
- Chatbox is now fullscreen.
- Fixed a minimization bug found in the chatbox system.
- Added some sort of description.
- Limited rank loading to maximum three attempts.
- Imported order command buttons.
- Fixed a bug with the Defense Turrets' missiles.
- Destroying enemy units now gives some credits.
- Account withdraw/deposit sum now adjustable via the Left and Right arrow keys.
- Loadcode is now given out upon victory/defeat.
- M707 HMMWV texture update.
- Font.
- Minor code changes.

23/1 - 2009 1.00 BETA
- M707 HMMWV fully animated.
- New model: M1097 Avenger. America is now only missing a proper Apache texture.
- New model: GAZ-2975 Tigr.
- Fixed a horrible chatbox bug.
- Added a all.<message> feature to chat with the opposite team.
- F/A-22 texture update.
- Event for leaving players added.
- Unit icons implemented.

25/1 - 2009 1.01 BETA
- Tunguska-M1 fully animated.
- BMP-3 IFV attack enabled.
- Fixed a bug in the account system.
- GAZ-2975 texture finished.
- Fixed a bug in the camera system.
- Short beginner FAQ added
- Cleaned up some unnecessary code.
- Minor code adjustments.
- Changed version number.

25/1 - 2009 1.02 BETA
- Land mine hotkey fixed.
- More code cleanup.
- Fixed a bug in the Effect Extension System which would render the game menu invisible at times.

26/1 - 2009 1.03 BETA
- Chatbox resizing implemented. (size.<integer>)
- Very simple AI implemented. (does nothing but builds IFV's at the moment)

2/2 - 2009 1.04 BETA
- Notification message when a player leaves the game.
- Notification message to inform newbies about the FAQ's.
- Hints are now turned ON on game start.
- Tanks can no longer detect land mines that easily.
- "Source" Framework updated (1.0 - 2.2).
- Fixed a major AI bug.

5/2 - 2009 1.05 BETA
- AI now takes the amount of enemy players into consideration.
- AI now builds random units.
- Gamemode voting implemented.
- New Gamemode: Classic.
- New Gamemode: Shattered Alliance.

9/2 - 2009 1.06 BETA
- Fixed some Gameplay Constant related bugs.
- Missile projectile system is now safer.
- New Gamemode: Ground Control.
- New Gamemode: Shattered Ground Control.
- The Air Strike should no longer crash the game.
- Vote time increased.

11/2 - 2009 1.07 BETA
- Fixed a major chatbox bug.
- Added a "repeat last" button (WIP).
- User Interface fixes.
- Players now get experience from destroying enemy units.
- Kill counter is now working again.
- A lot of code cleanup.

15/2 - 2009 1.08 BETA
- Tank System has been rewritten.
- Improved the Aircraft System allocation method.
- Fixed a local texttag message bug.
- Minor bug fixes.

21/3 - 2009 1.10 BETA
- Tank debug message removed.
- Chatbox completely removed.
- Added a player status board.
- Tactical nuclear bomb no longer traps players in cinematic mode.
- Got rid of some silly TriggerSleepAction's.
- The game will now remember the last selected units when entering the menu.
- Flares ability added to the aircrafts and helicopters. (WIP)
- Vehicles can no longer run over infantry.
- Implemented a modified version of Vexorian's BoundSentinel to improve map safety.
- Fixed a couple of game mode related bugs.
- A few more hints has been added.
- Minor bug fixes.

17/10 - 2009 1.11 BETA
- New Gamemode option: Custom.
- A tiny bit of terraining.
- Fixed a menu unit browser bug.
- Unavailable units are now displayed visually.
- Unit balancing:
+ Increased Avenger HP by 150.
+ Increased Infantry HP by 40.
+ Increased Tunguska Damage by 10.
+ Increased IFV Damage by 20.
+ Increased MBT Damage by 50.
- AI can no longer build unavailable units.
- AI now builds base defence forces as well.
- Fixed several bugs caused by the Source framework.
- Minor bug fixes.
- Map is now working on patch 1.24b+


Keywords:
modern warfare, modern, warfare, beta, war, total, conversion
Contents

Modern Warfare 1.11 BETA (Map)

Reviews
01:54, 3rd Feb 2009 Septimus: I never experience any error while playing with 3 player. Based on the quality of this map and the description, it definetely worth an approval.

Moderator

M

Moderator

01:54, 3rd Feb 2009
Septimus: I never experience any error while playing with 3 player. Based on the quality of this map and the description, it definetely worth an approval.
 
Whoa...amazing Illidan.
Found few bugs though :
-Troyka (russian anti-infantry vehicule) cannot attack :D
-infantry have their gun fire showing during proning anime.
-Russian anti-air vehicule does not decay.
-Sometime when I order units to attack they move at target location instead of attacking it holding postion or it's part of gameplay and is related to the fact that they can fire while moving and the attack-move command has been replaced by a move-to-target-location-while-attacking?
 
Level 18
Joined
Sep 27, 2005
Messages
2,069
Here is my rating and comment:

1 - 10 points go on originality
1 - 10 points go on object editor work
1 - 10 points go on scripting 1 - 10 points go on terrain
1 - 10 points go on bug free
1 - 10 points go on gameplay*/fun factor
1 - 10 points go on lag
1 - 10 points go on proper submission and crediting
-------------------------------------------------
->That equals 80 points max.
-------------------------------------------------
+ Cinematic
1 - 10 points on camera work
1 - 10 points on dialog
1 - 10 points on music and or voice acting
- Cinematic
Object editor work
* Not in cinematic
-------------------------------------------------
That equals 100 points max.
To get a Hive grade over 1/5 at least 50% of the 80 (Triggered map) or of the 100 (Cinematic map) points is needed. That means at least 40 or 50 points. However if a map gets rated over 1/5 by me, that doesn't mean that I will imidietly vote it to be approved.

Originality: 8 points
It surprised me how a not so original theme can be done in such a good and original way.

Object editor work: 9 points
Very good job here.

Scripting: 9 points
The scripting was phenomenal. The way you managed to make it look like actual RTS modern warfare game, was simply amazing. The problem is that sometimes it takes time for the things in the menu to switch.

Terrain: 7 points
For a map like this, it was a okay terrain, however:
- Add dodoads - like road blockers, destroyed vechiles
- The fountain I found ugly

Bug Free: 3 points
I didn't look this up too good, but Callahan has mentioned quite some here:
-Troyka (russian anti-infantry vehicule) cannot attack :D
-infantry have their gun fire showing during proning anime.
-Russian anti-air vehicule does not decay.
-Sometime when I order units to attack they move at target location instead of attacking it holding postion or it's part of gameplay and is related to the fact that they can fire while moving and the attack-move command has been replaced by a move-to-target-location-while-attacking?

Gameplay/Fun Factor: 9 points
What can I say but that this map is just fun to play. It is a simple RTS game that you will love. It is highly repeatable and you can always try different tactics.

Lag: 7 points
There was some lag, but nothing to drastic. Fine loading time.

Proper submission and crediting: 10 points
You did a very nice job here.

In overall: 62 / 80
70%
minimal 50% met.
For the hive grade: 4/5 I suggest this map for: Approval
-------------------------------------------------
In overall it is a very well scripted map that is indeed fun to play. The terrain is fine for a map like this and serves it purpose, however it could be improved a bit. The map won't lag much, and the loading time is short. As a small downside I must mention the big file size, but I am sure it was necessary for all the models plus the interface. As a problem I will mention some bugs that Callahan previously stated, that aren't fatal but would be nice if fixed. Normally for a score of 62 I would give a rating of 3, but this map has surprised me in any mean possible and I must go for a solid 4.
I know you submitted is as a Beta for testing and your most important part was the bug finding. I will try to do that part as soon as possible.

Good Luck, bounty hunter2
I might not be checking this topic for some time. If you have any questions about the review or you update the map and want me to check it again, feel free to PM me or Visitor message me at any time.
 
Last edited:
Level 12
Joined
Oct 18, 2008
Messages
1,199
Great map, no doubt.

I did find a bug when I did a quick test - the air superiority fighters sometimes doesn't attack the selected target as ordered. It does most of the time though.

The targets included trees, fences, other doodads, enemy towers and units.
 
GREAT Map,
One thing, while playing on B.net, I've encountered a server split as people were instantly thrown out of the server. =/
You may want to find out the cause of it, but its rather annoying, anyways, great map! keep up the amazing work!
When does this desynchronization happen? I need to know in order to eliminate the bug.

Will you add more units in map?

More bags:
defence towers sometimes don`t damage staying units.
radiation sometimes heal tanks if they beign attacked by defence towers
The current selection of units is final and will not change.
About the defense turrets; I don't see why that would happen. A Blizzard bug?

Russian anti-air vehicule does not decay.
That's more of a graphical glitch than a bug. The Tunguska-M1 is currently without animations. This will be fixed in the next version.

Troyka (russian anti-infantry vehicule) cannot attack :D
Thank you. Didn't notice. :)
 
Level 31
Joined
May 3, 2008
Messages
3,155
I am a mini-moderator that would mention only the map flaw, so I hope you do not mind what I said.

1) There is 1 thing wrong with the city. The city seems to be in intact condition, considering there is a war. How could all structure stay intact ? Also, there is no single car, dead body or ruin structure at the city.

2) Map version should be 1.00 instead 0.01; map with version below 1.00 is consider as alpha.

3) Callahan have mention some of the error.

4) The huge file size might due to the import music, unless you could tell me the file size of the music.

5) Having an AI would be good, considering that some people would like to get familiar with this game before they play with other player via LAN/Internet.

I would vote this map 4/5 due to some trivia error and due to it being another map with the genre of modern warfare style, but despite it being at early beta; you are capable to make it seems to be a gold version map. Rendering me to praise this resources with rating 5/5.

Keep up the good work, this map have potential to be a excellent modern warfare map that are completely different than the other.

My rating was 5/5 and mini moderator vote was APPROVED
 
I am a mini-moderator that would mention only the map flaw
Of course, telling me only what's great about Modern Warfare wouldn't help me improve it. :)

1) There is 1 thing wrong with the city. The city seems to be in intact condition, considering there is a war. How could all structure stay intact ? Also, there is no single car, dead body or ruin structure at the city.
Just because there's a war raging, doesn't mean every little city in the world suddenly goes post-apocalyptic. The citizens fled because of the upcoming confrontation.
Though, I do agree that the terrain is rather empty at the moment.

2) Map version should be 1.00 instead 0.01; map with version below 1.00 is consider as alpha.
wikipedia said:
The free-software community tends to use version 1.0 as a major milestone, indicating that the software is "complete".
In this scheme, the version number slowly approaches 1.0 as more and more bugs are fixed in preparation for the 1.0 release.

4) The huge file size might due to the import music, unless you could tell me the file size of the music.
It's because it's a semi-total conversion, dude. :)
The three pieces of music together takes up approximately 600kb (uncompressed).

5) Having an AI would be good, considering that some people would like to get familiar with this game before they play with other player via LAN/Internet.
Computer AI for singleplayer games will be scripted later on.
 
Level 31
Joined
May 3, 2008
Messages
3,155
Just because there's a war raging, doesn't mean every little city in the world suddenly goes post-apocalyptic. The citizens fled because of the upcoming confrontation.
Though, I do agree that the terrain is rather empty at the moment.

Ok, make sense. But, we musn't forget there is a possible of chaos! Where people might use the opportunity of it to loot or salvage a shop before fleeing the scene or creating a barricade or whatever it was to protect themselves or to delay the arriving of soldier to enable them a quick escape.

The free-software community tends to use version 1.0 as a major milestone, indicating that the software is "complete".
In this scheme, the version number slowly approaches 1.0 as more and more bugs are fixed in preparation for the 1.0 release.

That is why beta version was consider at 1.00 and alpha was below 1.00, if my memory serve me right; VgSatomi have a tutorial on how to review people resources which have imply the difference of it.

It's because it's a semi-total conversion, dude. :)
The three pieces of music together takes up approximately 600kb (uncompressed).

600kb was indeed high, I believe the acceptable size should be 350kb.

Why ?

My answer was simple, this map actual size already consume up to 2.32mb (Without music) and it was playable by up to 10 players.

If the max player was between 2-4 player, the file size was still acceptable even at 3.9mb. But, what we have here is 10 player map and as you have known; user usually does not have any patient to wait for download. Waiting for 9 user to download a file size that almost reach 3mb would took not less than 30 minutes or longer depending on the user line.
 
Level 8
Joined
Dec 10, 2006
Messages
544
When does this desynchronization happen? I need to know in order to eliminate the bug.

Not exactly sure,
It happened near the beginning, playing with a bunch of new players it was my first time myself.
I was hoping for FAQ or something in the missions but I was sadly disappointed. So, Everyone started moving units, I was the only one with "Experience" Since I've watched the videos I knew how to buy things, Which I did, I got a few infantry, and had them run off to meet up with the tanks everyone was moving south. Quickly though we ran into a bunch of other tanks, there a battle started and before the battle ended, People were kicked. =/

Not exactly sure still but thats what happened.
 
At least then I can look away from the initializers.

Ok, make sense. But, we musn't forget there is a possible of chaos! Where people might use the opportunity of it to loot or salvage a shop before fleeing the scene or creating a barricade or whatever it was to protect themselves or to delay the arriving of soldier to enable them a quick escape.
Well of course, but the beauty and believability of the terrain isn't among my main priority right now.

My answer was simple, this map actual size already consume up to 2.32mb (Without music) and it was playable by up to 10 players.

If the max player was between 2-4 player, the file size was still acceptable even at 3.9mb. But, what we have here is 10 player map and as you have known; user usually does not have any patient to wait for download. Waiting for 9 user to download a file size that almost reach 3mb would took not less than 30 minutes or longer depending on the user line.
You don't need a full house in order to play this. Just close 4 - 6 (even 8 if you want a one-on-one) player slots when hosting over b.net.
 
Level 3
Joined
Sep 18, 2008
Messages
60
My answer was simple, this map actual size already consume up to 2.32mb (Without music) and it was playable by up to 10 players.

If the max player was between 2-4 player, the file size was still acceptable even at 3.9mb. But, what we have here is 10 player map and as you have known; user usually does not have any patient to wait for download. Waiting for 9 user to download a file size that almost reach 3mb would took not less than 30 minutes or longer depending on the user line.

Illidan what ever you do, it's wrong ;) that is what i've learned here...

your map is great - you're having a lot of costum models (even trees!!) and if someone doesnt want to wait for the download to finish "he" should be the poor one AND NOT you because of the filesize... it's nonsense to keep harping on about 600KB music or rather a difference of 250kb...
 
-Sometime when I order units to attack they move at target location instead of attacking it holding postion or it's part of gameplay and is related to the fact that they can fire while moving and the attack-move command has been replaced by a move-to-target-location-while-attacking?
I've found the error here. Whenever you're targeting a unit/destructable hidden in the fog, Warcraft register it as a point order (EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER) instead of a target order (EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER). I've found no way around this one.
 
I believe it's tank type unit which suffer that issue.Tank will fire at long range without moving to target's location only if the target was already at its fire range (not sight range) when ordered.
I used a flare near their base and order all my unit to attack-move that area.Every tank want move at any aquired enemy units point even if they're not in fog making them very vulneralbe.
This is very annoying requiring needless micro. :(
It really need to be fixed.
 
Level 19
Joined
Oct 1, 2008
Messages
1,668
OMG Finally out!
It was great! The start was nice and atmospheric and the unit behavior (Circling flying units, turning turrets) made it wach more realistic. The menu was kinda annoyed, with a lot of macro needed, you should add a unit build queue.
Some AI would be nice too...
5/5
 
Last edited:
Level 12
Joined
Oct 23, 2007
Messages
565
This is really good map...
It gives you the fell of playing another game, and not warcraft...
If this is what you were striving for, congrats, you did it.

I did encounter some bugs:
-When i hosted it on garena, everyone but me got kicked instantly when the game started
this is a major bug, it needs to be fixed...
i hosted 2-3 times and everyone got kicked each time.
-as someone else said, the units move to the position and dont attack.

i wont rate the game as yet, as i havent played it with others,...
 
Level 22
Joined
Jun 23, 2007
Messages
3,242
I did a single player test, game looked alright although the terrain was kinda...bland? no height variations in the forest areas.
Werent you gonna take into account vertical collision? i didnt see any evidence of that.
I position an Abrams around the corner of a building, and told him to target another one of my abrams. shot right through the building. same with artillery strikes.
What is with artillery strikes? they seem to do crazy damage. Destroyed the Enemies hq in a single shot.

Are the 3 X's in the Tactical Menu unlockable? What about the gunship?

Sometimes f-22's ran up into the edge of the map and ran up and down the map. had to order them back.

Tac Weapons arent cancelable, u have to shoot them when u select them. Dont know if that was intentional or not.

Might wanna change the Nuke Projectile, the flying machine's bomb doesnt look that great.

EDIT1:
Ok, i seriously recommend removing that Fullscreen chat and make it into a scoreboard, like in alpha.

I also liked the Old terrain aLOT better, with the airstrip and everything. I also think the old buildings were alot better aswell.

EDIT2:
Triple post! hell to te yes!
anyways, people d/c still. about 10 minutes into the game.

umm... yah... make the terrain more intresting, maybe squish all those damn models like 10 times to reduce filesize, resize textures... music is totally fine, so is the voices.

Bug: Soviets "check" boxes for hints and camera dont work out.
 
Last edited by a moderator:
  • Angry
Reactions: Rui
..the terrain was kinda...bland? no height variations in the forest areas.
I have yet to start the actual terrain work. It's been like this since pre-alpha.

Werent you gonna take into account vertical collision? i didnt see any evidence of that.
I were. I also removed it in the remake because of horrible performance issues.
That's actually one of the reasons it died.

What is with artillery strikes? they seem to do crazy damage. Destroyed the Enemies hq in a single shot.
They don't. You obviously had cheats turned on.

Are the 3 X's in the Tactical Menu unlockable?
They're three unused slots for yet undecided tactical weaponry.

Tac Weapons arent cancelable, u have to shoot them when u select them. Dont know if that was intentional or not.
They are. You just have to hit the Escape button.

Ok, i seriously recommend removing that Fullscreen chat and make it into a scoreboard, like in alpha.
Huh? There never was any scoreboard in the alpha.
Any reason why I should remove it?

I also think the old buildings were alot better aswell.
You're joking, right?

Triple post! hell to te yes!
Edit button?

squish all those damn models like 10 times to reduce filesize, resize textures
I take that as a; "Your map file size is too fucking huge".


Thank you for your review.
 
Level 8
Joined
Dec 10, 2006
Messages
544
So,
Testing the new Version, had a good battle between some of the other players tanks, they started a assault on my base, (Which in the beginning is pretty useless because the towers are pretty uber) So yea.

Half way through his assault he gets Dced, so yes, the map Still kicks people out.
But I Got farther than before! Don't know if thats good or not, but it was fun. xD Had a good air fight too, but the Sever splitting needs to stop. =/

The Air fights are lacking at times though.
Because at some points the planes just continuously go in circles and its annoying. xD
 
Level 22
Joined
Jun 23, 2007
Messages
3,242
Ihttp://www.moddb.com/mods/modern-warfare2/videos

the scoreboard Chat box in this video.
alot of people were confused on where the chat box was, and it kinda distracts you from the battles that are going on.
i did try pressing cancel for the Tac Weapons, it didnt work for some reason.
People still get d/ced. did i say that already?

Grenades doesnt affect destructibles?
 
Level 22
Joined
Jun 23, 2007
Messages
3,242
maybe its cause youre playing on LAN. I'll try to get a replay asap.

EDIT: possible disconnect. 1v1, random person. he either d/ced or he just left cause i killed his F-22. ill try to get a more reliable video next.


EDIT 2: For sure disconnect. 1v1, friend of mine. D/Ced as soon as he entered combat with me.
 

Attachments

  • Disconnect maybe.w3g
    42.9 KB · Views: 82
  • Disconnect for sure.w3g
    74.5 KB · Views: 106
Last edited:
Level 12
Joined
Oct 23, 2007
Messages
565
Illidan(evil)X i have tested the map again,
This time i had my friend host it on garena,
i did not get kicked within the first few seconds, the game was fun :)
tho after i got a few air superiority fighters... i got disconnected.

I would advise you to:
-Make a ingame text saying when someone leaves the game
-in the start, mention through ingame text and the quest menu, that you have to use the dropdown chat box and all.chat to chat, it is kinda obvious, but still to completely new players, they dont know.
I spent the 1st 5 min trying to get my friend to use the chat...... with no success as he did not c the chat box.
 
I would advise you to:
-Make a ingame text saying when someone leaves the game
-in the start, mention through ingame text and the quest menu, that you have to use the dropdown chat box and all.chat to chat, it is kinda obvious, but still to completely new players, they dont know.
I spent the 1st 5 min trying to get my friend to use the chat...... with no success as he did not c the chat box.
Useful improvement suggestions here. +Rep for that.

I dont understand the idea of the chatbox. It sucks. :/
That's your personal opinion. In my opinion, it's awesome.
This is not a "Just another Warcraft III map". If that's what you wanna play, you're in the wrong place. ;)
 
Top