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Call of Duty 2 Downloads > Mods > MP Gametypes:
Conquest TDM Gametype (CoD2, v2)
Filename: cnqv2.zip


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664.75 KB
CoD2, v2
Tally
765
08-27-2007
Mods > MP Gametypes


Average User Rating: 8.5
Number of Votes: 6
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Conquest TDM Gametype (CoD2, v2) - File Description  


Description:
Here's a cool and fun new version for the Conquest TDM gametype. Tally ported this from CoDUO, and now it's ready to be played on CoD2! There are a lot of new features and maps, new cvars and such.

If you're looking for something to add some sizzle to your server, download this gametype now!

- djheps



Conquest TDM Gametype (CoD2, v2) - File Download Options  

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Conquest TDM Gametype (CoD2, v2) - Readme  
Readme File:
###############################
Conquest TDM Gametype COD2 v2.
###############################

////////////////////////////////////////////////////////
// Original UO Gametype: Innocent Bystander //
// version 1: Ported over by Tally and Uncle Bone //
// version 2: Tally (with help from drofder2004) //
////////////////////////////////////////////////////////

Exactly 1 year ago to the month, I ported over Conquest UO to COD2. At that time, and until this day, only 2 maps have ever been built to support this great gametype. UncleBones maps were/are awesome, but I was very disappointed that only 2 maps were ever made, as this limited the gametype greatly. Consequently, I have spent the last 6 months or so, getting Conquest to work on any map which suits the Conquest gameplay. I therefore introduce to you version 2.

Maps supported in this version:

mp_twin - UncleBone

mp_mat2 – UncleBone

mp_peaks – Hercules

mp_foy2v2 – Dickymint

mp_vitebsk - [MTAS]Sami

mp_brunville – Dragon

mp_brecourt – Stock map

No features of the original gametype have been lost. More maps to follow. No map has been edited at all. This is completely server side.

Spawn logic acts exactly the same way it does in the map-specific version (i.e. version 1). As an objective is capped, you are either spawned nearer or further away from the last spawn point.

New Features:

#Roundbased – all cvars are cvardef, so you can change the number of rounds for each map. You can have a single round, or as many rounds as you like

#Spawntickets - set the number of times a player can respawn. If you don’t want them to respawn at all, set the var to “0”.

#Objective Capture time – set this to whatever time you want. A progress bar is displayed for the player capping the objective

#Role Swap – If defenders win the round, they become attackers next round.

#Team Swap – if you don’t want to use the role swap feature, you can use the team swap – if you were allies in one round, you are swapped to axis next.
Works in 2 ways – either swap teams every round; or, swap at half way point (i.e. if you have for example, 4 rounds, you swap teams at round 2)

#Objective Capture Voiceovers – when a standard objective or a bonus one is capped, different voiceovers call out the victory. Defenders get a voiceover as well, telling them they have lost an objective.

#FX played on Objectives – Attackers turn off radio sounds for standard objectives; defenders turn them on. Bonus objectives explode.

#Gametype delay – delay the start of a match until more players arrive. Set the amount of time via cvar.

#Round Display – Displays the round number

#Captured Objectives Hud – displays the number of objectives capped by each team

#Total Time Clock – you not only get the round clock, but you can have the total time left displayed as well.

#Players Alive/Dead Hud – as its so important to know how many players are left alive in this new version (because of the Spawn Tickets), I have included a Player Status hud.

#Nationality Compass Objective Indicator – now, instead of having a universal compass indicator to show where the objective is, its different for each nationality.

#Victory Flags – there are now Victory flags for each nationality displayed both at round end, and map end. There is a separate one for a draw.

New Scoring Features:

#Points for Eliminating Teams – if your team wins by eliminating the enemy team, the team gets 5 points.

#Round Win Points – if a team wins a round, they all get a set amount of points for it. Set this by cvar.

#Assist Points – if you team mate is capping an objective, and the enemy try to kill him, if you kill that enemy player, you get 2 points.

#Defend Points – if you decide to stay and defend an objective, when the enemy are within a certain distance of the objective and you kill them, you get 2 points.

############################################################################################################################

Use: The usual - place the IWD file in an fs_game folder.
download the maps supported by this gametype, and place them in your COD2 'main'
Place a copy of your custom map IWDs and the gametype IWD file on your redirect space for download

Please see the included .cfg file for gametype cvars.

NB: A Client MUST HAVE a copy of the IWD. It has files without which the client cannot play this gametype successfully

############################################################################################################################

Credits: Code from AWE and Extreme can be found in this gametype. Permission to use them from Wizzard220
UncleBone - he made use of cnqCallbackSpawnObjectiveComplete stuff, which he included in mp_mat2, and put it in the main gametype script
drofder2004 - for all the level entity advice, snippets of code, and trying to create a spwan array


Conquest TDM Gametype (CoD2, v2) - User Comments  
The following comments are owned by the user that posted them. Call of Duty Files is not responsible for their content.

Total comments: 7 | Last comment: 08-29-2007 at 20:01

 #1 - Correction to lead blurb on this submission - 08-28-2007 at 02:26
Tally2 (Staff)
From:
Joined: December 17th, 2005
Posts: 71
This isnt a "new" gametype for COD2 - this is version 2.

Version 1 only ran on maps which were specifically created with Conquest in mind. UncleBone made 2 fantastic maps for that version, but it was too few for this awesome gametype.

Hence this version - where I "enable" Conquest stuff on the listed maps.

Many more maps to come. Some that Im working on:

mp_bigred - Stokesly

mp_borisovka - Siffer

mp_neuen - Twig Masters

salerno_beach - Hybrid

 #2 - 08-28-2007 at 06:16
Paulo88
From:
Joined: October 25th, 2005
Posts: 59
As ever... great work Tally wink

 #3 - 08-28-2007 at 13:08
sgtmoody
From:
Joined: January 6th, 2005
Posts: 135
Sounds great. Is it much like conquest in Battlefield 2? I can't rembember how it was in UO.

 #4 - 08-28-2007 at 15:40
djheps
From: (Phoenix, Arizona)
Joined: June 20th, 2007
Posts: 230
Sorry Tally, I just changed it to "a new version".

 #5 - 08-29-2007 at 08:56
scillman
From:
Joined: February 17th, 2006
Posts: 78
Yep you're right this is a good gametype but low map support!
But I'm working on a map for CoD4 if the gametype doesn't exist you can port it again and I will ad it to my mapwink

 #6 - 08-29-2007 at 08:58
scillman
From:
Joined: February 17th, 2006
Posts: 78
P.S. if you made a public TUT how to ad it I think more people will at it to there map.

 #7 - 08-29-2007 at 20:01
drofder2004
From:
Joined: May 15th, 2005
Posts: 95
In reply to #6

There is already a process of adding Conquest to a map, if the mapper has access to the .map files, but if the map is existing then it takes a lot more effort to add it without the need of a recompile and re-release of the map.

The new release allows the implementation of CNQ into maps without the need to recompile. The process is a little more complex than adding directly to the .map file, so I recommend anyone who wishes to see a favourite map converted to CNQ, to contact Tally with the suggestion.
Best place to catch him is probably IWNation.com



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