[SP Map Pack] Spyker's SP Map Pack 1
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
[SP Map Pack] Spyker's SP Map Pack 1
For those interested, test, find bugs, report back.
UDPATED 20140125
http://www.mediafire.com/download/8t8ynn9tln1i89i/Spyker_SP_MapPack_1_20140125.zip
Airport IDF vs MEC (Custom vbf2 map by SPFreak)
Asad Khal GB vs MEC
Korengal US vs Tal
Siege at Ochamchira GB vs Mil (Navmeshed by Spyker2041)
Installation:
Extract to your Battlefield 2 folder (Program Files\EA GAMES\Battlefield 2)
Dev/Mod please add steam equivalent here
NOTE: Maps are set up how I like to play and may not reflect official PR releases for SP. For example in my pack humans can only spawn at main bases/mapper placed rallypoints which don't respawn and crates are not at each flag so it is down to the human players to provide logistics.
UDPATED 20140125
http://www.mediafire.com/download/8t8ynn9tln1i89i/Spyker_SP_MapPack_1_20140125.zip
Airport IDF vs MEC (Custom vbf2 map by SPFreak)
Asad Khal GB vs MEC
Korengal US vs Tal
Siege at Ochamchira GB vs Mil (Navmeshed by Spyker2041)
Installation:
Extract to your Battlefield 2 folder (Program Files\EA GAMES\Battlefield 2)
Dev/Mod please add steam equivalent here
NOTE: Maps are set up how I like to play and may not reflect official PR releases for SP. For example in my pack humans can only spawn at main bases/mapper placed rallypoints which don't respawn and crates are not at each flag so it is down to the human players to provide logistics.
Last edited by Spyker2041 on 2014-01-25 15:53, edited 1 time in total.
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: [SP Map Pack] Spyker's SP Map Pack 1
will give it a try, thx 4 this
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: [SP Map Pack] Spyker's SP Map Pack 1
I played a little of each map.. and I liked what you did... Ill let you know if I find any bugs... btw do you have more of these maps?
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
I have some more in the works, hence the "1" at the end of the thread/file title___sangue-ruim___ wrote:I played a little of each map.. and I liked what you did... Ill let you know if I find any bugs... btw do you have more of these maps?
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: [SP Map Pack] Spyker's SP Map Pack 1
good to no, looking forward to mp #2Spyker2041 wrote:I have some more in the works, hence the "1" at the end of the thread/file title![]()
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [SP Map Pack] Spyker's SP Map Pack 1
Cool man, nice with some new sp maps
so far I have only tried Korengal valley Std and the only feedback I got so far is:
*Bot's are not using vehicles.
*Bots can enter humvee but they won't drive it, this is actually pretty nice since you can now stop and put up small defensive positions without a bot being a **** and driving off in it.
Only problem I guess Is that the cool ambush opportunities as taliban are not there since the bots won't use them by themselves.
* The bots spawn at OP restrepo but human player cannot. On the loading screen minimap it looks like humans should also be able to spawn there.
Thanks for this
*Bot's are not using vehicles.
*Bots can enter humvee but they won't drive it, this is actually pretty nice since you can now stop and put up small defensive positions without a bot being a **** and driving off in it.
Only problem I guess Is that the cool ambush opportunities as taliban are not there since the bots won't use them by themselves.
* The bots spawn at OP restrepo but human player cannot. On the loading screen minimap it looks like humans should also be able to spawn there.
Thanks for this
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
HMS/Ballard (or whoever meshed the map) couldn't get a decent working vehicle mesh due to the complexity of the terrain and the roads being far too tight and narrow for bot use and they are much better at meshing than me. Mesh for korengal is therefore inf only. Vehicles are there for human use and as such I have purposely made it so the bots spawn far away from the vehicle spawn locations.Mrslobodan wrote:Cool man, nice with some new sp mapsso far I have only tried Korengal valley Std and the only feedback I got so far is:
*Bot's are not using vehicles.
*Bots can enter humvee but they won't drive it, this is actually pretty nice since you can now stop and put up small defensive positions without a bot being a **** and driving off in it.
Only problem I guess Is that the cool ambush opportunities as taliban are not there since the bots won't use them by themselves.
* The bots spawn at OP restrepo but human player cannot. On the loading screen minimap it looks like humans should also be able to spawn there.
Thanks for this![]()
With regards to spawning at restrepo, I'll add a mapper placed rally there for the next update. Thanks for taking a look
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [SP Map Pack] Spyker's SP Map Pack 1
Any chance you are looking at doing a .5 style of al basrah? 
Also, I would increase the overall VD for kornegal, I did something around 750, but I'm sure 500-575 would be perfect.

Also, I would increase the overall VD for kornegal, I did something around 750, but I'm sure 500-575 would be perfect.

Last edited by Rabbit on 2013-10-02 17:26, edited 1 time in total.
AfSoccer "I just don't see the natural talent."

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: [SP Map Pack] Spyker's SP Map Pack 1
I agree, and if possible maybe change position on that MG so you can fire down a bit in the valley? But I guess it's hard to do because of the size of the hescoes.Rabbit wrote:Any chance you are looking at doing a .5 style of al basrah?
Also, I would increase the overall VD for kornegal, I did something around 750, but I'm sure 500-575 would be perfect.
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
.5 style, as in USMC vs Ins?
I'll play with VD but got to keep performance in mind especially for those who will be hosting their own local SP game with the ai load on their PC too.
I'll play with VD but got to keep performance in mind especially for those who will be hosting their own local SP game with the ai load on their PC too.
Would have to move the static hescos for that I think which would mean re-lightmapping/editing terrain so probably not :/Mrslobodan wrote:I agree, and if possible maybe change position on that MG so you can fire down a bit in the valley? But I guess it's hard to do because of the size of the hescoes.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [SP Map Pack] Spyker's SP Map Pack 1
Yeah, cobra and all. Problem the best version of that level imo.Spyker2041 wrote:.5 style, as in USMC vs Ins?
I'll play with VD but got to keep performance in mind especially for those who will be hosting their own local SP game with the ai load on their PC too.
Would have to move the static hescos for that I think which would mean re-lightmapping/editing terrain so probably not :/
As for the VD, at 750, lowest fps I got was 28, with explosions, and gun fire overlooking the valley, so not to bad.
AfSoccer "I just don't see the natural talent."

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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
What sucks is the 0.5 version of basrah actually had a navmesh and I had the map circa 0.85 but somehow lost it and it is not uploaded anywhere anymore due to humyo and megaupload both no longer running.Rabbit wrote:Yeah, cobra and all. Problem the best version of that level imo.
As for the VD, at 750, lowest fps I got was 28, with explosions, and gun fire overlooking the valley, so not to bad.
Ran it with MEC vs Ins, can see a couple of vids here:
Start from 1:49
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: [SP Map Pack] Spyker's SP Map Pack 1
MP2 when? 
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
Updated OP with new version.
Changes:
Changes:
- Added RP to hilltop fob on Korengal as requested.
- Changed flag get/lose times to make capping flags less impossible when playing with few humans on higher difficulties.
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Suasponte
- Posts: 36
- Joined: 2013-11-04 00:18
Re: [SP Map Pack] Spyker's SP Map Pack 1
Can you recommend a replacement for the rope bridge...bots can't cross it without falling(then drown).Also,bots that spawn @Restrepo mostly just "hang around".Some actually make to the first WP,others just chill.Besides that,love the map,it FEELS like Afghanistan.As always,Spyker you rock!Spyker2041 wrote:HMS/Ballard (or whoever meshed the map) couldn't get a decent working vehicle mesh due to the complexity of the terrain and the roads being far too tight and narrow for bot use and they are much better at meshing than me. Mesh for korengal is therefore inf only. Vehicles are there for human use and as such I have purposely made it so the bots spawn far away from the vehicle spawn locations.
With regards to spawning at restrepo, I'll add a mapper placed rally there for the next update. Thanks for taking a look![]()
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [SP Map Pack] Spyker's SP Map Pack 1
Bots do sometimes fall off the rope bridge but replacing them would require a lot of work editing the map (re-lightmap and renavmesh) so we kind of have to put up with it.Suasponte wrote:Can you recommend a replacement for the rope bridge...bots can't cross it without falling(then drown).Also,bots that spawn @Restrepo mostly just "hang around".Some actually make to the first WP,others just chill.Besides that,love the map,it FEELS like Afghanistan.As always,Spyker you rock!
With regards to bots at restrepo, I find that they follow the road down to the valley floor. If they decide to sit there then you can take a mh6 up there, pick them up and drop them off at a flag
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Suasponte
- Posts: 36
- Joined: 2013-11-04 00:18
Re: [SP Map Pack] Spyker's SP Map Pack 1
I can deal with it.Just wasn't sure if it was known.Also,since most of the bots spawn there,I added the Chinook @ Camp Murphy and just fly up there to pick'em up.Anyway,my regards for the great work. 
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Mr.Pfannenschmidt
- Posts: 25
- Joined: 2013-02-04 16:47
Re: [SP Map Pack] Spyker's SP Map Pack 1
Hey Spyker,
this mappack is very cool!
Which maps will be in further packs?
It would be cool to see op. road rage, midnight sun, gulf of oman, ...
greeetings
this mappack is very cool!
Which maps will be in further packs?
It would be cool to see op. road rage, midnight sun, gulf of oman, ...
greeetings
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [SP Map Pack] Spyker's SP Map Pack 1
a bunch of these have actually already been done for 0.95 but the compatibility of the .exe was lost on going to 1.0. I suspect they should still work as maps, if someone could extract them out of the .exe and try it would be interesting. I'm not entirely sure where it is hosted anymore, I have it somewhere on my hard drive tho.Mr.Pfannenschmidt wrote:Hey Spyker,
this mappack is very cool!
Which maps will be in further packs?
It would be cool to see op. road rage, midnight sun, gulf of oman, ...
greeetings
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Mr.Pfannenschmidt
- Posts: 25
- Joined: 2013-02-04 16:47
Re: [SP Map Pack] Spyker's SP Map Pack 1
they are hosted on gamefront and some other sites, look here:[R-DEV]Rudd wrote:a bunch of these have actually already been done for 0.95 but the compatibility of the .exe was lost on going to 1.0. I suspect they should still work as maps, if someone could extract them out of the .exe and try it would be interesting. I'm not entirely sure where it is hosted anymore, I have it somewhere on my hard drive tho.
Project Reality 0.95 Singleplayer Mappack Download
I am using the 1.1, I already tried to extract the from the .exe, but that wasnt successful, installing isnt an option too because the exe wants the 0.975...

