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FH2 custom map - Sky Valley 0.5

This is a discussion on FH2 custom map - Sky Valley 0.5 within the FH Mapping forums, part of the Battlefield Mod: Forgotten Hope category; Sky Valley (0.5) __________________________________________________ _______ My custom map for FH2 is finished, hope you like it. Its the first map ...

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  #1  
Old February 27th, 2008
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Arrow FH2 custom map - Sky Valley 0.5

Sky Valley (0.5)
__________________________________________________ _______

My custom map for FH2 is finished, hope you like it.
Its the first map I made for BF2/FH2 and its based on a fictional battle.
Description:
"The British have landed on this small Mediterranean island.
After several failed attempts by both sides to regain control of the island,
the two forces prepare for one final confrontation."
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or


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(suggestions, comments etc welcome)
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  #2  
Old February 27th, 2008
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Thumbs up Re: FH2 custom map - Sky Valley 0.5

Looking good, gonna check it out.
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  #3  
Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

Nice job man, vegetation looks perfect. I also like detail like the smokin truck who hit the wood log, details make atmosphere.

Can you add a minimap picture ? Looks like urban warfare only, hope there's some montain fight. Personnaly, i regret that in battle of skafia, a british outpost more in montains, to have a real "Gebirsjager" fight, not only urban's.
Anyway continue this way !-)
B.R.
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

The minimap:



This map isn’t focused entirely on urban warfare, as you can see.
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

yes very nice map mate good job
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

Great, gimme appetit
At my humble opinion, wouldn't be better to set the grey flag as Britain, cause it seems closer from German 1rst spawnable, good chance they rush to it at start,cap it & make a strong defense which lead to a very hard map 4 Britains.
Cause i can't clearly see if Brit could attack from their island in Delta 4, the flag here seems to be called "bridge" but not sure. If yes forget what i say above.
U put the Ark-Royal ? as a static or spawnable, he seems to have a weird behaviour as spawnable, weight like a bird if u hit it, and stuck player if u walk in underlevel, do yu hav also this ?
Again nice job !
B.R.
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

There is a bridge at 4D (sorry for the bad quality). If the germans capture the neutral controlpoint, the situation is similar to Bardia.

The ship is static (its called the liberty). I tried using the Ark Royal but the lifeboats were too slow.
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

nice looking map, good job! Imaginative use of statics, color and under-, overgrowth. Maybe would be better as a infantry only map a bit to small for veichles? Would be nice to see this in some sort of fan map pack.
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Old February 27th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

Dude 4 a first map, whaou ! the lovely mountain camp! hope that 1 day i could play here with 32 Tommys surronded this last flag!
I see that Brits have a spawnpoint close to arty so thats give them a chance to cap the market, the start promises to be intense !
Maybe add some static bipod MG, since German can't use their MG34 only liyng down, i found only 1 MG15 at market, maybe i miss elsewhere.
I found a geyser at Church Yard lol, lower waterspray effect could arrange this i presume, and a weird tree on the JU 52, the rest is ... perfect.
Will be a shame that this map not played, do you have a server Schism? or a link to 1 who play it ?
Bravo l'artiste !
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Old February 28th, 2008
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Default Re: FH2 custom map - Sky Valley 0.5

Thanks for the reactions.

There is a second mg at 4E overlooking the town, but i will add some more mgs (in the german bunker and on the mountain maybe).
I know the fountain doesnt make sense but i didnt expect anyone to notice...
Placing it lower will probably fix it. I dont think i can remove the tree without moving all the other overgrowth and having to generate the lightmaps again.

The map is probably too small for this number of vehicles, but i want to keep at least 2 tanks per side. I could make the spawn time longer and change them to a lighter type.

I dont think this map is hosted yet. Maybe posting a link on some other forums or making a mappack will change that.
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