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
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| 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." __________________________________________________ _______________ Download links: or __________________________________________________ _______________ (suggestions, comments etc welcome) |
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#2
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| Looking good, gonna check it out.
__________________ http://fenring.bf1942.cl/tutorials |
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#3
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| 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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#4
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#5
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| yes very nice map mate good job |
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#6
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| 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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#7
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| 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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#8
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| 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.
__________________ http://fenring.bf1942.cl/tutorials |
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#9
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| 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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#10
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| 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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