battlelinc/pkm stadium II
Moderator: Moderators
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PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)

skin pak included (8 skins); each team concists of:
- striker (you euro football fans are proably going nuts over that name)
QB
rusher
tight end (loss of yards penalty for anyone dumb enough not to figure out which skin that is (including you euro football nuts)
i'm not f****** angry, i'm from philadelphia .


Right Im going to download this....
Why is this a big deal me downloading this I hear you scream!
I'm going to d/l this because this is a guy trying to introduce something fresh to the game!
Oh but we all love to complain about the lack of creativity accosiated with mohaa and whilst i'm a vigourous supporter of ww2 themes I think its abiout time we give this guy the time his effort deserves.
PKM has obviously put alot of time and effort into producing this map and the very least we can do is d/l it and give the opinions he wants.
Good people at .map PKM but +not necessarily the audiance we deserve.
Anyway rant over...Looking @yer map now report in the morning.
Why is this a big deal me downloading this I hear you scream!
I'm going to d/l this because this is a guy trying to introduce something fresh to the game!
Oh but we all love to complain about the lack of creativity accosiated with mohaa and whilst i'm a vigourous supporter of ww2 themes I think its abiout time we give this guy the time his effort deserves.
PKM has obviously put alot of time and effort into producing this map and the very least we can do is d/l it and give the opinions he wants.
Good people at .map PKM but +not necessarily the audiance we deserve.
Anyway rant over...Looking @yer map now report in the morning.
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
update (2-4-06) the =BRP= clan is going to temporarily run battlelinc on their 67.19.186.124 server.
can a mod move this up to public releases ?
can a mod move this up to public releases ?
i'm not f****** angry, i'm from philadelphia .


-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
ran around with about ten other brp members on the server they're using for battlelinc yesterday for a bit. we pretty much all started with MGs & SMGs but as the openess of the map became apparent to everyone , we all went to sniper rifles (damn there goes my edge). the only real complaint there was were the spawning points (much like remagen, the f*** map it is, you could pin down and spawnkill if your team got across the ''50yd line'' and then advanced with cover to their ''goaline'') but with a map so open it was real hard to figure out a ''perfect cover'' for every spawn point.
however, i found out this led to better team play, instead of everyone spawning and rushing out, a few of us would hold back, snipe and guard our team's spawn area. the cool thing was advancing so far, finding a good sized ''dune'' in the middle of the map for cover and then just wait for the apposing team to wander by. most of the time they're concentrating on what's ahead of them directly (snipers) they didn't look to their left or right flanks.
i'm sure if a server wanted more spread out spawn points, the server admin could script some in. if anyone does this, do me a favor and email me the spawn point add-on script; i could link it (with author's name) as an option.
with the sundirection , the allied side did have a little protection if they moved back to the wall behind them; the sun cast a shadow over that area and it was a little harder to see the allied players there, although by doing so they didn't have the protection of the initial first ''wave'' of dunes.
however, i found out this led to better team play, instead of everyone spawning and rushing out, a few of us would hold back, snipe and guard our team's spawn area. the cool thing was advancing so far, finding a good sized ''dune'' in the middle of the map for cover and then just wait for the apposing team to wander by. most of the time they're concentrating on what's ahead of them directly (snipers) they didn't look to their left or right flanks.
i'm sure if a server wanted more spread out spawn points, the server admin could script some in. if anyone does this, do me a favor and email me the spawn point add-on script; i could link it (with author's name) as an option.
with the sundirection , the allied side did have a little protection if they moved back to the wall behind them; the sun cast a shadow over that area and it was a little harder to see the allied players there, although by doing so they didn't have the protection of the initial first ''wave'' of dunes.
i'm not f****** angry, i'm from philadelphia .


There is a script to teleport spawns, but as far as I know, you cannot add or subtract any spawns from a map, hell you cant even deactivate/activate them unless they have targetnames.
The teleport script was used by bjarne to modify 'the hunt' I used the same principle later to tweak our omaha rifles server, moving the spawns from one of the boats up behind the wall on the shingle that had no spawn points, getting people ~slightly~ faster back into the action.(like 4 out of 10? remaning beach spawns move up, slightly changing the balance to favor shingle spawns. great for smaller servers)
basicaly you just spawn a teleport trigger at the spawn you want to move and point it to wherever else you think it would be.
Since this is your map though, it might just be simpler to rework the spawns in the editor and recompile, that way you can add and/or move spawns instead of just moving them. The effect with the teleport trigger is nearly seamless though. The hunt mod by bjarne should be somewhere in the release forum.
The teleport script was used by bjarne to modify 'the hunt' I used the same principle later to tweak our omaha rifles server, moving the spawns from one of the boats up behind the wall on the shingle that had no spawn points, getting people ~slightly~ faster back into the action.(like 4 out of 10? remaning beach spawns move up, slightly changing the balance to favor shingle spawns. great for smaller servers)
basicaly you just spawn a teleport trigger at the spawn you want to move and point it to wherever else you think it would be.
Since this is your map though, it might just be simpler to rework the spawns in the editor and recompile, that way you can add and/or move spawns instead of just moving them. The effect with the teleport trigger is nearly seamless though. The hunt mod by bjarne should be somewhere in the release forum.
When I am king, you will be first against the wall~


-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
Spawn Add-on .scr
^ use only if you want additional spawn points in BattleLinc map. thanks =BRP= FFTazz.
^ use only if you want additional spawn points in BattleLinc map. thanks =BRP= FFTazz.
i'm not f****** angry, i'm from philadelphia .

