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Operation Power Failure, For BF2 and Allied Intent
korben_dallas
post Mar 7 2006, 04:46 PM
Post #1


Classic Rock? no.. classic BF2
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I am happy to present Operation Power Failure by [BF1918]BlackJack.
SP support added by [BFSP]Korben Dallas.

Thanks to BlackJack for allowing me to add SP support to this nice map and release it on BFSP. smile.gif

Download is 30MB. This is a medium-to-small map featuring a quick river crossing with working boat landings and an intense building-to-building fight.

FileFront links:

Operation Power Failure for BF2
Operation Power Failure for Allied Intent

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BlackJack's homepage can be found here.


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Bubbles
post Mar 13 2006, 10:58 PM
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First of all.... this map is simply awesome. Close quarters fighting, great views, even trash around the dumpster! This map has a lot of character. The ambient sounds are just right which give the whole thing a more "realistic" feel too it. Love the early morning lighting too!

My only problem is the BF2 version I downloaded, for some reason does not have a Combat Area in the map?

Is it possible to have someone post the info and I will just cut and paste it.

Thanks!

By the way just finished a round where the MEC bots kicked my buttocks good!

This post has been edited by Bubbles: Mar 13 2006, 11:00 PM
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dzsagon
post Mar 15 2006, 09:22 AM
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Hi!

Is there an easy way to remove burning Truckwreck from the bridge? Bots not really can navigate through the bridge. I can delete Truckwreck in staticobject.con file but the flame and smoke stays on the bridge.
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Recruit_clivewil_*
post Mar 15 2006, 05:06 PM
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dzsagon, the thing to bear in mind is that the navmesh will have a hole at that point to tell the bots 'don't try to walk here' so after deleting the truck, the bots will still behave as if it is there unless the navmesh holes are filled in

the smoke and flame are particle effects in staticObjects.con and are removed the same way as you did for the truck; if there are several entries for them then use the truck's position as a guide and delete the ones that are close to its position, leaving the rest intact (i still haven't had time to try this map so have no idea how many particle spawners are in it)
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kysterama
post Mar 15 2006, 06:40 PM
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Great map. Myself and ozsmoka cooped this one and yellow dragon last night and had a blast. The only limitation of course beng bots and water which slows down the US teams advance into the power plant considerably. This gives the Mec an easy job of defending it unfortunately, but I struck a good balance of 75% with the team ratio and 50 bots. This was the perfect ratio (in favour of the US) to make the battle even. It took us a good 30mins to get into the power plant and take the majority of the flags and the battles were hard fought and hard won. I love this map because it's very challenging and pretty at the same time. Great strategic layouts and pathways around the level. This one's in my top 5 custom maps so far.

Thanks for the Navmesh Korben, and thanks Blackjack for an awesome map! smile.gif


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jetaylorpb
post Mar 16 2006, 08:39 AM
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The thing that I find makes this map so challenging is the proximity of the flags to each other inside the power plant. Once you capture a flag there is hardly any time to gain a foothold or have reinforcements spawn before the enemy is coming to recapture it since their next flag is right around the corner.


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MasterChiefRulZ
post Mar 16 2006, 10:29 AM
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I think a big part of what makes the map so difficult is that bots don't spawn in the plant once points are taken within.

The majority of the bots continue to spawn outside the factory, and even back at base. I would hold a flag for 3 to 5 minutes with multiple deaths on my troops, but the majority continues to spawn outside the factory. :\

If the weights for where bots spawn were increased in the factory spawn points, the map would be alot more balanced.

Its frustrating trying to hold a flag with minimal help from the bots. tongue.gif

All in all this is the only thing I don't like about the map, everything else about it is great.


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Bubbles
post Mar 16 2006, 10:40 AM
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I noticed that the flags change very quickly with one person, so maybe tweaking the values will slow up the process.

I was looking at adding a hole in the fence by the Stinger_0 position so that the bots don't have to walk all the way up and around to get to that location, but then I noticed that the navmessh has a hole where the fence is so that isn't feasible.
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Red_Dog
post Mar 17 2006, 12:41 PM
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That is the fun with the game and these kinds of maps. There is still plenty of tweaking that can be done. There is alot of terrain being unused, and there could easily be a Day 2 version of this map, where you have to fight your way uphill to the top. I'd give this one 4.5 stars out of 5! great job biggrin.gif


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X1Destroy
post Aug 4 2012, 06:24 AM
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Can someone reupload this great map, please? The links at post #1 are dead ohmy.gif
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purify
post Aug 4 2012, 07:04 AM
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QUOTE (X1Destroy @ Aug 4 2012, 03:24 PM) *
Can someone reupload this great map, please? The links at post #1 are dead ohmy.gif


I don't know where to find the AIX version but here is a link.It's in german but you will handle it.There are 3 links for it and i don't think neither of them won't work.You will find also screens.http://www.bf-games.net/download/1265/oper...failure_sp.html


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X1Destroy
post Aug 6 2012, 10:39 AM
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QUOTE (purify @ Aug 4 2012, 08:04 AM) *
QUOTE (X1Destroy @ Aug 4 2012, 03:24 PM) *
Can someone reupload this great map, please? The links at post #1 are dead ohmy.gif


I don't know where to find the AIX version but here is a link.It's in german but you will handle it.There are 3 links for it and i don't think neither of them won't work.You will find also screens.http://www.bf-games.net/download/1265/oper...failure_sp.html


Thanks alot bigthumb.gif , the filefront link is the right one, but the GAU links led to the original version without bots.
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