Description

This is a 32 player coop map (with AI bots) for the level Great Wall. I have made a Navmesh for the 32 player map for Great Wall. This is not an exact copy of the 32 player map. No matter how well I did the Navmesh around the arched gates in the walls, the vehicles would have problems going through them. The solution was to just knock out the walls entirely. This changes the map a lot, but the layout is still in the spirit of the original. The other change was moving the Quan Fortress capture point. At times the AI infantry would get confused when attacking from Cam Yin (main Chinese base) and sit on the other side of the wall (north side). By moving the Quan Fortress flag they seem to figure out the route better. Post any Navmesh issues you find and I will fix them where I can.

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Great Wall - 32 Coop
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MasterChiefRulZ
MasterChiefRulZ - - 1,443 comments

"At times the AI infantry would get confused when attacking from Cam Yin (main Chinese base) and sit on the other side of the wall (north side)."

Interesting. Sounds as if the lines between strategic areas wasn't working, or maybe the navmesh for infantry was broken?

Ever had a chance to check errors against these tutorials?

Classic-battlefield-modding.fandom.com

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Minor_Kemp Author
Minor_Kemp - - 112 comments

I have not had it happen before. The thing was that vehicles had no problem navigating around.

The vehicles can only go one way though, while the infantry can go the long way around the wall OR over the broken section north of Cam Yin.

It was like the AI could not decide the best way to go. I thought a waypoint would fix it, but it did not. The new flag position is identical to the 16 player map flag position.

The AI now takes the shorter more obvious route over the broken wall when spawning at Cam Yin (chinese base).

My navmesh "philosophy" is where there is a choice between static objects or map layout and the ability for the AI to navigate then the AI gets priority. So where necessary I will remove objects, shift vehicles and flags if needed to make it work. I do think that knocking out the large walls on the Great Wall map will probably be the most extreme change I will need to do in all the maps.

I of course prefer if I can get away with keeping everything original as possible. I can see now why DICE did not put AI on 64 maps as this would compromise the level design, detail, layout too much.

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Andrejjdikunv
Andrejjdikunv - - 272 comments

Thank you

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Guest
Guest - - 693,456 comments

Thank you - nice work! Glad to see a new bf2 mapper around!

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Guest
Guest - - 693,456 comments

Can you make a 64 map for single player?

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Minor_Kemp Author
Minor_Kemp - - 112 comments

I only did 32 on this one, because the original multiplayer map did not have a 64 player version.

I think the mod here has a Great Wall 64 player map:

Moddb.com

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Minor_Kemp Author
Minor_Kemp - - 112 comments

Just updated the map.

Some of the vehicles were not being used by the AI. This is because the vehicles spawn too close to buildings where there is no navmesh.

I just moved all the vehicles out a couple of metres so they now sit on the navmesh and the ai soldiers can get in them.

Download it again.

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Minor_Kemp Author
Minor_Kemp - - 112 comments

New update - greatwall-64coop.zip

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Minor_Kemp Author
Minor_Kemp - - 112 comments

Fixed fault with StaticObjects.con
UPLOAD: greatwall-64coop.1.zip

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Minor_Kemp Author
Minor_Kemp - - 112 comments

Another navmesh fix

UPLOADED: greatwall-64coop.2.zip

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Minor_Kemp Author
Minor_Kemp - - 112 comments

Fixed a spawn point not on navmesh at Chinese base.

Gave infantry and vehicle ‘order position’ (StrategicAreas.ai) at EU and MEC base which when not done can cause the level to crash.

UPLOADED: greatwall-64coop.3.zip

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Alyblut45
Alyblut45 - - 41 comments

dosen't have SP3 single player mode

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Minor_Kemp Author
Minor_Kemp - - 112 comments

Sorry. Only 64 coop.

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