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[RELEASE] 2 new maps: Brazil and School

Do you think this maps should be in Fourdeltaone? 39 пользователей проголосовало

  1. 1. Do you think this maps should be in Fourdeltaone?

    • Yes
      45
    • No
      4
    • Only Brazil
      3
    • Only School
      2

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Опубликовано:

Brazil v1.5

 

 

The map is imported from the campaign mission "Takedown" (favela.ff).

 

Killstreaks:

в—Џ UAV

в—Џ Care Package

в—Џ Counter-UAV

в—Џ Sentry Gun

в—Џ Predator Missile

в—Џ Precision Airstrike

в—Џ Harrier Strike

в—Џ Attack Helicopter

в—Џ Emergency Airdrop

в—Џ Pave Low

в—Џ Stealth Bomber

в—Џ Chopper Gunner

в—Џ AC-130

в—Џ EMP

в—Џ Tactical Nuke

 

Gametypes:

в—Џ Team Deathmatch

в—Џ Domination

в—Џ Free-For-All

в—Џ Capture the flag

в—Џ Demolition

 

Changelog:

Version 1.5 - Dec 01, 2012

1. Added support for GTNW

2. Added care package collision fix

3. Minor bug fixes

Version 1.4

1. Modified vision files

2. Added explodable vehicles

3. Fixed mp_global_intermission

4. Improved mini-map

Version 1.3

1. Fixed bugs: Harrier tried to land (happened in Highrise too) and Predator Missle didn't work

2. Added support for Demolition

3. Tactical knife is now 2 hit kill to prevent knife running, since the map is close quarters combat

Version 1.2

1. Improved load screen

2. Added vision files

3. Removed some doors and barrels

Version 1.1

1. Balance for spawn points

2. Balance for flag locations in domination

3. Balance for blocking areas

4. Added support for Capture the flag

5. Minor bug fixes

Version 1.0

1. Initial release

2. Supports Team Deathmatch, Domination, and Free-For-All

3. Working killstreaks and radar

4. Blocking areas to make the map fast paced action

5. Load screen

6. About 20 spawnpoints for every gamemode

 

Credits:

* TheApadayo for the SP Porting Tutorial

* Rendflex for the Entity map tool

* Zer0w for the backgrounds

 

How to install:

в—Џ Place the z_svr_brazil_v1.5.iwd in your iw4folder\m2demo

в—Џ Start a private match, and type the console command: "/devmap favela"

 

 

School v1.1

 

 

The map is imported from the campaign mission "Team Player" (roadkill.ff).

 

Killstreaks:

в—Џ UAV

в—Џ Care Package

в—Џ Counter-UAV

в—Џ Sentry Gun

в—Џ Predator Missile

в—Џ Precision Airstrike

в—Џ Harrier Strike

в—Џ Attack Helicopter

в—Џ Emergency Airdrop

в—Џ Pave Low

в—Џ Stealth Bomber

в—Џ Chopper Gunner

в—Џ EMP

в—Џ Tactical Nuke

 

Gametypes:

в—Џ Team Deathmatch

в—Џ Domination

в—Џ Free-For-All

в—Џ Capture the flag

в—Џ Demolition

 

Changelog:

Version 1.1 - Dec 01, 2012

1. Added support for GTNW

2. Added care package collision fix

3. Minor bug fixes

Version 1.0

1. Modified vision files

2. Added explodable vehicles

3. Fixed glitches with predator missle and chopper gunner

Version 0.9

1. Initial release

2. Supports Team Deathmatch, Domination, Free-For-All, Capture the Flag, and Demolition

3. Working killstreaks and radar

4. Blocking areas to make the map fast paced action

5. Load screen

6. About 20 spawnpoints for every gamemode

 

Credits:

* TheApadayo for the SP Porting Tutorial

* Rendflex for the Entity map tool

* Zer0w for the backgrounds

 

How to install:

в—Џ Place the z_svr_school_v1.1 in your iw4folder\m2demo

в—Џ Start a private match, and type the console command: "/devmap roadkill"

Опубликовано:
is it possible to add some ladder or some objects to jump on the roof of the buildings?

i think this would be more fun :D

I agree with this, but I also have to admit that it may not be that easy. Only the middle buildings should be used and some custom map trimming would have to be made at some points for players not to fall off the map. The outside of the map around some of those roofs is really a mess. Still, the wooden boards connecting the roofs are really "asking for it" :P

What I really didn't like was the fact that the explosive barrels got removed (now they don't explode). Those were tactical things to be explored, and in this port, they're gone.

Another thing that I didn't like so much was a door that got closed on a small house on top of the map. It forces you to go back and go out by the same door you got in. And on a multiplayer map, you're supposed to advance, not to be forced to go back. Once you get on that house, you might be trapped. If that door was put there to give some cover to the spawn point, then maybe what should be covered was the window on the other side, instead of that door.

Опубликовано:

But this seems to be the first one wich has a download link... tsoPANos version is laying around for ages, but he never got to release it.

dekart811 hosted a server with his version, but the interest was just to low...

Опубликовано:
dekart811 hosted a server with his version, but the interest was just to low...

 

i think the problem is that most of the iw4m player aren't very active at forum so they don't know anything about this map...

maybe a mappack or request some server owner to add these maps into their map rotation

i played on this map 2 months ago and i like it (most of the time 1vs1 or 1vs2)

Опубликовано:

i think the problem is that most of the iw4m player aren't very active at forum so they don't know anything about this map...

maybe a mappack or request some server owner to add these maps into their map rotation

i played on this map 2 months ago and i like it (most of the time 1vs1 or 1vs2)

the thing about the larger part of all ported maps is: they are mostly unbalanced as shit by their design or the creator focused more on "omfg i r a pro can port mapz and shiet" than creating good and fair spawns, blocking off somewhat overpowered places/campingspots and such.

so players who just want a fair match, are seldom searching for these "custom"-maps.

Опубликовано:
  • Автор

updated to version 1.1

changelog:

-Balance for spawn points

-Balance for flag locations in domination

-Balance for blocking areas

-Added support for Capture the flag

-Minor bug fixes.

Опубликовано:

-Minor bug fixes.

such as?

also using multiple brushmodels of the same type ("*84") usually results in some weird optical flickering.

Um... since when have brushmodels had visual geometry? (Yes, I know there are special cases)

Dunno, but I always had this problem too. Hm maybe converting the brushmodel to a script model and placing it at the same coordinates helps?!

Опубликовано:
Ehm, three versions of the same map ain't new lol :D

But this seems to be the first one wich has a download link... tsoPANos version is laying around for ages, but he never got to release it.

I will release the map as soon as possible. And I have to admit that it is just aweasome on 1v1!

Опубликовано:

why 3 versions?

 

-One is Downtown with is on inicial part of Takedown: viewtopic.php?f=17&t=13226

-And Another on Arena part.... : viewtopic.php?f=17&t=57

 

 

Soooo this topic is trash allready released....

 

Also, i can make a full fixed version in 3 hours, but if i had my gaming laptop.

Still, i have 4 maps(Crossrivers, Parking Square, Avenue, and Roadkill: Only Rush) to release.

 

And map name Brazil? that's fucking amateur job....

-Why is allmost gametypes aren't fixed? since atleast 3 of than use the same spawns as (FFA, GG, OITC and Sharpshooter)

-Wheres the GTWN?

- and maybe fix all killstreaks?

 

 

Ehm, three versions of the same map ain't new lol :D

But this seems to be the first one wich has a download link... tsoPANos version is laying around for ages, but he never got to release it.

I will release the map as soon as possible. And I have to admit that it is just aweasome on 1v1!

 

And yes release the map, and please, lock this copy-shit.

Опубликовано:
Ferreira":3pvboa6c]newfag raging about shit he doesn't know anything about

Why don't you chill the fuck out and realize:

  • 1. this guy is a new mapper
    2. there are a limited number of maps that can be ported
    3. names aren't easy to come up with and Brazil is pretty straight forward...
    5. saying you can port this map in 3 hours isn't an achievement but more like bragging about a totally useless skill.
    4. who the hell are you?

w00t... 800 posts

Опубликовано:
Ferreira":77sg1m6h]newfag raging about shit he doesn't know anything about

who the hell are you?

He's JFK. He was banned the first time for some ranting like this.

And now he got banned again for ban evasion.

He will eventually learn how to behave.

 

@tsoPANos: looking foward to try your version of the map ;)

Make sure that you make the roofs usable :P

Опубликовано:

Also, i can make a full fixed version in 3 hours, but if i had my gaming laptop.

Still, i have 4 maps(Crossrivers, Parking Square, Avenue, and Roadkill: Only Rush) to release.

well i've seen your "fully fixed" versions...

instead of raging against a new mapper you could have helped him with your "Гјber-awesome" skills.

Below are some "porting"-standards posted by xetal once:

viewtopic.php?p=42046#p42046

w00t... 800 posts

good job :D

Опубликовано:
yes, I am a new mapper.

For you my map may looks horrible, but for me it looks fine, because this is the first time I do something with coding

Don't worry... we are fully supporting you here... There are just some other members who get really mad when someone new tries to start and they jump on the opportunity to call someone's work shit when they have only been doing this for a month (or less in most cases). I have been victim to this when people try to do stuff with the map I have worked on mostly (Arcadia) but in most cases it's because the idiot just copy and pastes my source and goes from there.

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