Base Assault by Anarchic-X Coming Soon to World at War.

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  • CptainCrunch
    I am the 1%
    • Oct 2007
    • 12976

    #1

    Base Assault by Anarchic-X Coming Soon to World at War.

    Jockyitch from Bashandslash.com did a write up on the work Anarchic-X is doing for W@W. A closed beta will be going on and if things go well a new release will be out:

    <a href="http://images.totalgamingnetwork.com/images/anarchx.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_anarchx.jpg" alt="" border="0" /></a>
    Just a few days ago Beaknuke (Dave R.) wrote to me and said this about what he'd like to see modded in CoD:

    The mod I would like to see is a mod for WAW to bring back Base Assult mod as in United Offfensive, if anything that game mode was very unique, to blast away at the opposing teams base structures and then go-inside and plant a bomb was a lot of fun, you had to try and work as a team to do it and when you think about this mode it similar to the bomb planting gamestyle BFBC2 has but without blowing up the bases?!
    He's not the only person I've heard this sentiment from. Many in our community rue the day they stopped playing Base Assault.

    Well Beaknuke (and others)...your wish is Anarchic-x's command. Never heard of Anarchic-x? They're an amazingly talented group that has been putting out some pretty professional looking maps.

    Check out their "Map Pack 1" for WAW: Link <!--more-->

    An article on the modding work being done at Anarchic-x is long overdue. They have been doing spectacular things with CoD:WW and this week they have let me know that they are very close to an open Beta. This should thrill all of you (especially Beaknuke).

    Cornrow Wallace and Rollin Hard from Anarchic-x emailed me just recently to tell me that their Base Assault mod for CoD:WW is ready for a test run. Here's the email:

    Hey Jock.

    My friend (Rollin Hard) and I have been working on a Base Assault mod for Call of Duty: World at War for about a year now and are planning our final test before opening our server for the first beta.

    Here is a short trailer we put together a little while ago, it shows 2 of the 3 maps we'll be running on the server.

    - Cornrow Wallace & Rollin Hard
    <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/FJ-mdQAr62Q&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/FJ-mdQAr62Q&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

    Apparently, this weekend there will be a closed Beta test of the mod and if all works well (crossed-fingers) the open Beta will soon follow.

    This mod could not come any sooner for the WaW community as the number of servers running the game has fallen - precipitated by the arrival of MW2. I am sure that Base Assault will be a great reason for many of us to fire up CoD:WW again!

    Here are more details on the mod:

    Its time to announce something really large for our Base Assault Fans. Since last Christmas, I have been working on a completely new BAS gametype. It isn't just a 1:1 copy of the United Offensive scripts - I developed it from the scratch with new scripts & features which are similar to UO Base Assault.

    Let me first show you a list with all the features/fixes we included until today:

    Bunker Models
    • I converted high quality bunker xmodels from UO over to cod5 with normal & specular map textures.
    • I divided the versions of the UO bunkers into one summer & one winter version for our maps.
    • The summer version will be modified Italy bunkers and the winter version will be Foy bunker models.
    • We will have all 4 sub-versions of the model like in UO to use the different damage states for the bunkers.

    Radiant Prefabs
    • The single bunker models are built into a complicated customized prefab to get all features we need like collision, damage or the bombzone.
    • I fixed several light problems on the bunker xmodels with some tool textures

    Bunker Models Collmaps
    • The 3 collmaps the models use are completely rebuilt for a much better collision on the models
    • I added some better collmaps to some specific points of the model which doesnt exists in UO
    • Additionally, I added new ladder & mantle functions to the new collmaps
    • I fixed a small weapon collision problem on the rubble xmodel by reconverting the model and new clip options
    • I fixed a rubble collmap problem where the player was stuck in the rubble collmap

    Bombzone
    • The bombzone can be used like UO..every team player can plant/defuse the bomb in the usual way like sabotage or search & destroy

    Damage
    • The damage logic is a bit complicated to explain but you will have all well known features from UO
    • The bunkers allow of course only team-based damage
    • Also only certain weapons are allowed to damage the bunker

    Hud Icons
    • You will have the same round icons like UO but we added custom icons which we want to replace with high quality icons later
    • This round design will give us more options to include all additional icon features above the base icon
    • The bombtimer is changed into a real clock timer which appears exactly above the base icon if a bomb is planted
    • I also added back a new scripted way to flash the plant & defuse icons while the player is holding the "use" button
    • I fixed a bug where the sub-icons only was showing for the client..now all players can see whats going on with the bombs on the 3 bunkers

    Final Player Damage
    • I fixed a bug if the bomb has been planted and the bunker exploded it doesnt kill the players inside or above the bunkers
    • Now the player damage is perfectly adjusted on all damage states of the bunkers

    Team Flags
    • I added back the feature to have flags for the teams on the bunker roof which will disappear after the bunker is breached

    Bomb Ticking & Explosion Sounds
    • All explosion & bomb sounds and effects are custom
    • Fixed a small bug where the bomb ticking sound was not global(occlusion system)

    UO Spawn Logic Feature
    • The scripts are coded to use our custom bas spawns & global intermission...they work in the same way like other cod5 gametypes with "_start" and the usual spawns
    • The UO BAS spawn logic was a really complicated feature to include..I couldnt use the UO way
    • Basically I want to have it so that some specific base spawn points can be removed after the base is destroyed
    • With the help from Treyarch, I could debug the coded custom "array" I created
    • Now we have removable spawns after one of the bases is destroyed
    • The gametype script of this specific base will wait until this base is destroyed..remove the spawns and update the spawnlogic
    • I pre-placed this kind of spawns in my prefabs

    Announcer Feature
    • This was a really complicated task because the announcers are team-based and you cant just play them with "playsound" in the script because I defined 2d global sounds in the soundaliases
    • I found a good way to include them team-based on the scripts and we have now the original sounds from UO
    • Also i "precached" the sounds so that you will have Russian sounds for Russian and USA sounds for American..depends on which teams you set in your levels gsc file
    • Every sound of the announcers have 2 versions..the soundaliases will switch randomly between these 2 versions
    • The sounds for the Japanese are the German sounds now..we want to mod that later if we want to build American versus Japanese BAS maps
    • A small change on the German sounds..I used my version (German UO version) because they sound much better
    • To get the "under attack" sound for the teams was really complicated..I placed them now in the same way like the base health logic

    Minefields
    • As you know we cant use just the stock minefields script...they would not kill players which are in a vehicle
    • I added a custom script to the mod which kill players & drivers now

    BAS Maps

    We can proudly say that this Base Assault Gametype Mod is nearly finished and we already working on the first Anarchic-X BAS maps. Some of these Maps will be well known classics like:

    ARDENNES
    FOY
    VITEBSK
    PONYRI
    KURSK
    BASTOGNE
    WESEL

    individual map previews will be coming soon :)

    This mod looks like it is coming along very well. There are also a lot of information to go through. The Anarchic-X website also has map packs to check out along with this information. It looks like it will be a great addition to the W@W gameplay.

    Source
    Twitter: @CptainCrunch
    Battlelog/Origin: CptainCrunch
  • Immortal_Joker
    Member
    • May 2009
    • 385

    #2
    Re: Base Assault by Anarchic-X Coming Soon to World at War.

    I was WONDERING what happened to this mod!!! They stayed below the radar for a good while before bringing this news to light.

    Comment

    • ^Garf*uk*
      Member
      • Aug 2006
      • 511

      #3
      Re: Base Assault by Anarchic-X Coming Soon to World at War.

      looking/sounding mint :)

      Comment

      • zBliMp

        #4
        Re: Base Assault by Anarchic-X Coming Soon to World at War.

        We just put up our beta Base Assault server if youd like to to check it out at 63.209.35.24. Its still beta but were putting up new maps.

        Comment

        • imported_Dio
          Member
          • Oct 2007
          • 10

          #5
          Re: Base Assault by Anarchic-X Coming Soon to World at War.

          It is a great mod and it is fun to play. The maps are way bigger than vanilla COD WaW maps and you get to drive tanks over vast areas with infantry covering you.

          Comment

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