Battlefield 2 invades the high-tech frontlines of modern warfare. The game brings the intensity and excitement of Battlefield 1942 into the modern era with enhanced team play and the latest, most technologically advanced vehicles and weapons systems available to man.

Description

This 64 coop level for Battlefield 2 was originally made with the bf2all64 mod. I have remade the Navmesh as I found there were problems with the first one. These included vehicles getting “abandoned” on the top of hills as the Navmesh was not correctly following the terrain. Another problem was gaps in the Navmesh created by the barrier arms in the level. The barrier arms have been removed, so the map does not exactly look like the original. Also included are the 3D object files (*.obj) used making the Navmesh. If you know how and wish to edit them further they are in the folder location: highway_tampa\server.zip\GTSData\output I used python 2.3.4 to create the Navmesh I used Blender 3.3 to edit the Navmesh Thankyou to the Project Reality forum for helping me get get the Navmesh to work and to Kysterama for the great Navmesh tutorial made back in 2006.

Preview
Highway Tampa - 64 Coop
Post comment Comments
Minor_Kemp Author
Minor_Kemp - - 111 comments

The AI are not smarter. The AI use what is called a Navmesh which tells the AI where they can walk or drive. The problem with the old map was the Navmesh was not quite correct so sometimes vehicles would get stuck. When the soldiers hopped out of the vehicles they would die. This resulted in a whole lot of abandoned vehicles at certain points around the map.

Reply Good karma+7 votes
Steamroller99
Steamroller99 - - 314 comments

I somewhat actually know another reason and that is when the bots inside the vehiles are on a certain height they will somewhat kill themselves. This also happens in taraba quary where there is a certain height that makes them kill themselves can you please flatten those areas that make them kill themselves? Or maybe am just wrong.

Reply Good karma Bad karma+1 vote
MasterChiefRulZ
MasterChiefRulZ - - 1,441 comments

Bots kill themselves when there is no navmesh. No navmesh tells the bot "You're not supposed to be standing here" and thus they are stuck so they die.

Reply Good karma Bad karma+7 votes
Gattobuono
Gattobuono - - 645 comments

Height has nothing to do with it, it's simply bad navmesh. The navmesh on Highway Tampa didn't correspond to the height/contours of the terrain.
Believe me, I struggled for a long time trying to get this map to work in SP!

Reply Good karma Bad karma+6 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

I did not have to many problems with Taraba Quarry except that the AI get caught up in a couple of areas when in vehicles. This is using the bfall64 mod version.
I will try and get to Taraba Quarry eventually, but my next map is probably going to be Great Wall as it still only has the standard 16 player Navmesh.

Reply Good karma+3 votes
Steamroller99
Steamroller99 - - 314 comments

this only happens in 16 taraba quarry type of map

Reply Good karma Bad karma+2 votes
Gattobuono
Gattobuono - - 645 comments

In my opinion, Taraba Quarry is one of the poorer maps for single player because of the way it's divided by the river. It always ends up as a clusterfuck on the causeway over the dam.
I tried many different layouts on the map but the SP gameplay was never really satisfying so I abandoned it.

If you're going to go to the trouble of re-navmeshing it, then it might be worth adding another crossing point further to the north. Perhaps another bridge.

That would give the ai more opportunities to flank to the rearward bases and avoid that endless chaos on the dam, thus creating more dynamic gameplay.

Just a suggestion. :-)

Reply Good karma Bad karma+3 votes
Steamroller99
Steamroller99 - - 314 comments

Yeah, I was actually learning how to create a map back then tried to change the map by adding land in the middle then it all go to hell. (I failed and it suck *** fr)

Reply Good karma Bad karma+1 vote
vel360
vel360 - - 70 comments

thx, where u from?

Reply Good karma Bad karma+2 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

There is a PDF with the download which explains how to install the map.

Reply Good karma+2 votes
MasterChiefRulZ
MasterChiefRulZ - - 1,441 comments

Nice work.

When you say the "Barrier arms," do you mean the concrete barriers in the map?

In navmeshing I think some navmeshers delete navmesh around the barriers so bots walk around them not getting stuck.

...Or are you talking about gates? 🤔

Reply Good karma Bad karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

They are the gates that can be driven into and smashed. When the Navmesh is made it does not draw a Navmesh underneath them. I guess I could put them back in now the Navmesh is made, but I find sometimes the AI get caught up on the pole that supports the arm.

Reply Good karma+2 votes
Demon_from_pripyat
Demon_from_pripyat - - 692 comments

Thank you! Need to check.

Reply Good karma Bad karma+3 votes
Gattobuono
Gattobuono - - 645 comments

This is very interesting. I wanted to include this map in my mod as I think it's one of the best combined arms maps around. However, it had so many problems that I eventually put it aside.

I've completely re-texture/re-lightmapped Tampa, changed some statics and added a few new ones, plus created completely new SP only layouts.
But it's the only map that regularly gave me random ctd's. I always figured it was navmesh related.

I'll test your version and let you know how it goes.
Thanks :-)

Reply Good karma Bad karma+4 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Your new spawn points might give you some trouble. I tested using the default flag locations. I did not fix the areas where the AI does not go. If you have some places that are not working let me know and I can patch them up.

The problem areas are usually on hills or at the bottom of hills.

Reply Good karma+2 votes
Gattobuono
Gattobuono - - 645 comments

I was pretty careful with the spawns, checking them against the navmesh ... but you never know with BF2!

The problem that I have with the default layout is that while it may be good for multiplayer it's boring in single player, and way to easy for the US team to win.

Anyway, I'm going to take a little break from my own modding work to check out your Tampa, then I'll let you know.

Reply Good karma Bad karma+3 votes
Gattobuono
Gattobuono - - 645 comments

I've sent you a pm with an image showing problematic areas.

Reply Good karma Bad karma+3 votes
General_Bradly
General_Bradly - - 834 comments

Awesome thank you! One of my favorite vanilla BF2 maps!
I am using a heavily modified version in our IDF mod. This will come in handy!

Reply Good karma Bad karma+4 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Let me know how it works out. I have tested it with the default control point (capture flags) positions. There are areas that still have a bad Navmesh, but because the AI never goes there I did not fix them.

If your flags are in a different spot then you may find these bad Navmesh areas. Let me know where the problem Navmesh spots are and I can patch them up.

Bad Navmesh areas will get "abandoned" vehicles on them or soldiers will simply die for no reason. This will usually happen on or at the bottom of hills.

Reply Good karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Had somebody find a couple of errors (thanks Gattobuono) with the Navmesh on the hills West of the northern village. These have been fixed, so you can re-download the map again.

Reply Good karma+3 votes
zrq0058
zrq0058 - - 44 comments

Thank you very much.
Can you fix all the map files of bf2all64 mod ?

Most maps have problems
like Gulf Of Oman
USMC bot abandon vehicles and die on the beach

Sorry, my English is not very good.

Reply Good karma Bad karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

That is my plan. It takes me about a month to do one map. I am doing Great Wall at the moment. I could do Gulf of Oman next.

Reply Good karma+3 votes
zrq0058
zrq0058 - - 44 comments

good work thx

Reply Good karma Bad karma+2 votes
nikthegreekorig
nikthegreekorig - - 17 comments

This version again has the problem at hills near the US base where a jeep with some bots going back and forward for one meter at the same spot but never continue to the rest of road. If another tank push that jeep from behind for a couple of meters the jeep gets unstuck. This happen many times but not all the times as I restart the map so the bots get different initial positions.

Reply Good karma Bad karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

I moved the jeep at the US base beside the helicopters. Also fixed up the Navmesh to the hills to the west of it. Hopefully, it is the place you are talking about.

Try download it again.

Reply Good karma+2 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

More navmesh fixes west of Kuhlaz village and south west of Refinery.

Try download it again.

Reply Good karma+2 votes
nikthegreekorig
nikthegreekorig - - 17 comments

I spot the problem at the coop 16 bot version near the Sharhr Urmia when vehicles came out from the US base from the exit where a armored jeep is parked parallel to the outer fence wall where this exit point is. Look at the screen shots where on the first one is show a list of US bots killed by enemy artillery and the next one, where shows 3 vehicles stuck on the same spot one vehicle next to the other.
Postimg.cc

The problem is exactly the same on highway_tampa.3.zip and on the previous version.
Also, why at the 64 players version of a map a couple spawn points are marked as human only? setOnlyForHuman 1

Reply Good karma Bad karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Thanks for the photos. I thought i had fixed that spot but will have to give it anorher look at.

I did intend to remove the 16 player mode of this map as the base game has it already. I just forgot to.

As for the human only spawn points, they are all beside the boats which the bots cannot use. I just stopped the bots spawning there so they do not end up walking all the way into the fight.

Reply Good karma+2 votes
nikthegreekorig
nikthegreekorig - - 17 comments

The way to solve 64 player mode is to solve first the 16 players mode. Even the original 16 players mode "Highway Tampa. Map by Dice. Navmesh by kysterama [AIX]" has problems with bots abandon vehicles without a reason along its way which seems to be a different problem from your version, in which bots does not abandon vehicles but instead stay inside the vehicle, and drive a meter forward and a meter backward endlessly.

Reply Good karma Bad karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Found a missing navmesh face where you described the problem. Have fixed and uploaded a new version - highway_tampa.zip.4

Reply Good karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

Fixed navmesh on low hill north east of Checkpoint West (south west of oil derrick) – highway_tampa-64coop.zip

Reply Good karma+3 votes
Minor_Kemp Author
Minor_Kemp - - 111 comments

UPLOADED new version: highway_tampa-64coop.1.zip

Reply Good karma+3 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags