[Released] wmp_battlemounds v0.5
- Anti Viper
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Re: hlw_battlemounds (v0.3 Released)
* v0.3 Released *
- MiniMacker
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Re: hlw_battlemounds (v0.3 Released)
Sweet.
Now I just need someone to test it with.
Now I just need someone to test it with.
- BiotecVirus
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Re: hlw_battlemounds (v0.3 Released)
I had a play with the 0.3v with sander and i really enjoyed it.
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
- Anti Viper
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Re: hlw_battlemounds (v0.3 Released)
thanks 
Just to let people know, this map is currently setup to be played singleplayer vs 3 CPU teams. But can be adjusted for multiplayer if you know how
.

Just to let people know, this map is currently setup to be played singleplayer vs 3 CPU teams. But can be adjusted for multiplayer if you know how

- MiniMacker
- Posts: 130
- Joined: Wed Jun 18, 2024 3:45 pm
- Location: 1985
Re: hlw_battlemounds (v0.3 Released)
Woot.
Anyway, I'm downloading this. Doesn't matter if it's version 0.3, the awesomeness is over nine thousand.
Anyway, I'm downloading this. Doesn't matter if it's version 0.3, the awesomeness is over nine thousand.
Re: hlw_battlemounds (v0.3 Released)
MiniMacker wrote:over nine thousand.
my dead meme sense is tingling...

Sander wrote:hurrah.
Half-Life 2: Wars Wiki TODO List - Stuff that needs doing on the wiki, we'd appreciate the help.
Re: hlw_battlemounds (v0.3 Released)
Good Map.
But sometimes NPC's do do anything or get stuck on a bridge.
9/10
But sometimes NPC's do do anything or get stuck on a bridge.
9/10

- Anti Viper
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Re: hlw_battlemounds (v0.3 Released)
thanks, still working on preveting the units from gtting stuck. Should improve with versions
- MiniMacker
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- Joined: Wed Jun 18, 2024 3:45 pm
- Location: 1985
Re: hlw_battlemounds (v0.3 Released)
Okay, I did a long-run test.
After a few minutes, the game started chopping in FPS incredibly much, I investigated and noticed that the AI players had build hundreds of troops, but they just stood in one big group. They didn't want to move (Not at the bridges, but inside their base)
I had to toss grenades all over, must've been like 15 Grenades to take out one team.
But, as said before, NPCs getting stuck are being fixed.
After a few minutes, the game started chopping in FPS incredibly much, I investigated and noticed that the AI players had build hundreds of troops, but they just stood in one big group. They didn't want to move (Not at the bridges, but inside their base)
I had to toss grenades all over, must've been like 15 Grenades to take out one team.
But, as said before, NPCs getting stuck are being fixed.
Re: hlw_battlemounds (v0.3 Released)
MiniMacker wrote:Okay, I did a long-run test.
After a few minutes, the game started chopping in FPS incredibly much, I investigated and noticed that the AI players had build hundreds of troops, but they just stood in one big group. They didn't want to move (Not at the bridges, but inside their base)
I had to toss grenades all over, must've been like 15 Grenades to take out one team.
But, as said before, NPCs getting stuck are being fixed.
Actually, spawning npc's is very heavy.
Edit: Actually it's only the rebel spawning that is heavy. It selects a random head on spawn of each rebel, which is a bit heavy right now.
Re: hlw_battlemounds (v0.3 Released)
Here's a quick fix ( see attachment ).
Unrar and place the file in "sourcemods/hl2wars/scripts" and overwrite the existing one.
It will make the rebels spawn with a fixed model, instead of a random one. The engineer won't be able to build buildings, but the strategic ai doesn't builds anyway.
Unrar and place the file in "sourcemods/hl2wars/scripts" and overwrite the existing one.
It will make the rebels spawn with a fixed model, instead of a random one. The engineer won't be able to build buildings, but the strategic ai doesn't builds anyway.
- Attachments
-
- rts_units_rebels.rar
- (1.02 KiB) Downloaded 150 times
Re: hlw_battlemounds (v0.3 Released)
1.) How do you play Multiplayer?
2.) I downloaded this map and i can't play it, because it isnt on the selection.
2.) I downloaded this map and i can't play it, because it isnt on the selection.
EX-TER-MI-NATE!
- Anti Viper
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Re: hlw_battlemounds (v0.3 Released)
This map has been made for singleplayer testing so its not really set up for multiplayer yet. Make sure you copy the hl2wars folder from the ZIP file you downloaded and paste it into the 'steam/steamapps/sourcemods' folder. The map should then be in the 'Select Mission' list.
If you join the IRC channel sometime and your lucky, someone might host a multiplayer game for you
If you join the IRC channel sometime and your lucky, someone might host a multiplayer game for you

Re: hlw_battlemounds (v0.3 Released)
I really enjoyed this map; it both looks nice, plays fine and lets you pan a little outside the playing field which prevents your units from moving outside the screen. I got the problem of enemies massing up troops in one base and not doing anything with them as well (last time they had like 50 stalkers - yes - that stood massed around the point in the starting area) but only with the enemy combines. However, I'd suggest putting "add victory conditions" to that To Do list, as the map more or less plays in sandbox mode right now
.
And also, is the older map configured for multiplayer available somewhere? I've no idea how to reconfigure the map myself, but I think I could manage to host via console and IP joining if I got the map. Thanks in advance.
EDIT: No, I don't seem to be able to do that either. Oh well, I can wait.
@MiniMacker: Could it be that we share the same northern completely polar bear free country, or am I just imagining?

And also, is the older map configured for multiplayer available somewhere? I've no idea how to reconfigure the map myself, but I think I could manage to host via console and IP joining if I got the map. Thanks in advance.
EDIT: No, I don't seem to be able to do that either. Oh well, I can wait.
@MiniMacker: Could it be that we share the same northern completely polar bear free country, or am I just imagining?
Re: hlw_battlemounds (v0.3 Released)
maxplayers 4
sv_lan 0
map hlw_battlemounds
When ingame to disable some of the sucky strategic ai made by me:
enable_strategicai teamid 0, where teamid = 4, 5 or 6
teamid 3 t/m 6 correspond to player 0 t/m 3.
You can make people connect to your server with "connect youriphere" (use something like www.whatismyip.com to retrieve your ip).
sv_lan 0
map hlw_battlemounds
When ingame to disable some of the sucky strategic ai made by me:
enable_strategicai teamid 0, where teamid = 4, 5 or 6
teamid 3 t/m 6 correspond to player 0 t/m 3.
You can make people connect to your server with "connect youriphere" (use something like www.whatismyip.com to retrieve your ip).
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