Included are the map overviews and the loading background images.
Also included are detailed overviews, which are automatically generated by an application I wrote to heavily reduce the time it takes to create the map overviews. These are not shown anywhere ingame, they are simply a development tool that I have decided to show. They contain mostly the same information as the map overviews, with the added bonus of seeing some more detail.
For example, you can use the control point id on the helper image for getting route data in AASv4. Note that control point id's are represent the following:
- The first digit is the flag group, which represents the cap order. If flags have the same first digit, then they are all used, or they are randomly selected by the second digit.
- The second digit represents how many flags are randomly chosen from the group as defined by the first digit. So 0 means all the control points in the group are used, 1 means only 1 control point is used, 2 means 2 control points, etc.
- The third digit represents the route, which is randomly selected. Only one route is used at a time.
I hope everyone enjoys the 137 separate layers that are in PR: BF2 v0.96, and hopefully server admins will rotate between them to keep people interested. Almost every layer has received some level of change, from simple ticket modifications, to complete overhauls of control points and vehicles.
Expect more news of the upcoming PR: BF2 v0.96 release in the next week
















