| Pandemic Releases CoD4 Aim Map |
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| Posted By: Ted Ottey on: 04/07/08 at 10:50PM |

Pandemic is proud to announce the release of their official aim map created specifically for Call of Duty 4. Pandemic’s original aim map was made in Call of Duty 2 and was arguably one of the most popular aim maps. Pandemic’s second aim map was made by Jason "hyp" Bluhm and designed by Pandemic team captain Joe “nabore” Amorosa.
“The idea of creating an aim map was almost reoccurring in the sense that we have this void of time where sometimes we simply aren't in the mood to deathmatch. Instead we would go play other games to satisfy that need we had to frag. We wanted to create a gametype setting that would fill that void so that we can continue playing CoD4. This idea originated from Call of Duty 2, and we felt the success of that map aided in our decision to continue the project to Call of Duty 4,” says Amorosa.
This second aim map, mp_pandemic_aim2, is designed very much like most aim maps you are familiar with, having two almost identical sides of the map with plenty of debris and rubble to hide, crouch and prone behind. In addition, it features two paths on both the left and right side of the map as there is an invisible wall preventing someone from just walking across the middle of the map.
“Hyp was the original creator of mp_pandemic_aim, which was a Call of Duty 2 map that catered to the 1v1 market. He did such a great job on that so we decided to hire him a second time to create this one, commented Amorosa about having Bluhm make this second aim map.
 Overhead view of mp_pandemic_aim2
One of the major features of the map is the versatility of different objects placed within the map. For instance, on each side there is a giant statue with sandbags on the side, identically resembling the statue inside the A bombsite courtyard on mp_strike.
Amorosa explains, “My vision of creating a CoD4 aim map is something I felt was very different from what is out there already. I had this setting in mind where people are not only practicing their aim, but practicing battles that they will encounter normally inside a match or scrimmage. We placed many objects inside of the map that simulate the fights you will see at the pro level. Things that I felt that are important are inside of this aim map.”
“We have bombsites, stacks of barrels, trees, cars, arches, and not one, but two strike statues. The map is fast, and the fights you will be getting into require you to learn the art of prediction. Prediction is probably one of the most important tools to have in competitive gaming. Learning how people think and what decisions they make are things you will learn by playing mp_pandemic_aim2,” continues Amorosa.
A personal concern to many who begin to play the map will definitely be the two cars on either side of the map. Although it is important to practice crouching, leaning and shooting through and behind cars, both cars are able to be exploded via grenade or by shooting.
Amorosa commented on the matter, however, “I will be following up the release with a PAM mode that disables grenades and perks. I think placing cars in the map is extremely important, especially if the only way you can explode them would be by shooting them. It adds an element to the aim map that is existent in the game we play normally, and I wanted to preserve that.
“Map making from Call of Duty 2 to Call of Duty 4 is virtually the same thing. One of the big differences though is the change in lighting which you obviously won't see much of in Pandemic Aim 2. There were a few challenges learning the new Fast File system that Infinity Ward migrated to, however there are quite a few tutorials out now that made the transition easier, comments Bluhm on the specifics of making the map.
“Hyp was amazing to work with. Anything I suggested was done exactly the way I saw it and if we implemented something that we didn't think was right, we went to the drawing board to fix it. A good example of this is the strike statues that we placed in the map. We felt having four sandbags on each would be too overpowering, so instead we took out the back two and just added more steps. We had good synergy throughout and I do want to say that I became pretty picky about things even down to small texturing, and he weathered that storm nicely,” complimented Amorosa about working with Bluhm.
Download mp_pandemic_aim2 here. |
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| About the Author |
Authors Latest Articles |
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Name: Ted Ottey
Alias: sang
Age: 19
Location: Media |
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| Comments |
| #1 |
Posted
on: 04/07/08 at: 11:57PM |
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My pleasure. Good luck honing those DM skills. :) |
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2 Posts |
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| #2 |
Posted
on: 04/08/08 at: 12:26AM |
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It looks great. Skinz already tore me up in it. |
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238 Posts |
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| #3 |
Posted
on: 04/08/08 at: 12:40AM |
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cheers! |
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273 Posts |
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| #4 |
Posted
on: 04/08/08 at: 08:59AM |
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Chatten |
Hey ive put the files onto ftp, But then when i change to map i get msg /map mp_pandemic_aim2.ff is different from the server? You got any idea what the problem is |
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Not Registered |
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| #5 |
Posted
on: 04/08/08 at: 09:42AM |
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do you have all three files (one .iwd file and the two .ff) in a folder named "mp_pandemic_aim2" in your usermaps folder? |
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39 Posts |
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| #6 |
Posted
on: 04/08/08 at: 10:45AM |
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downloading now |
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25 Posts |
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| #7 |
Posted
on: 04/08/08 at: 11:00AM |
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thank you very much |
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9 Posts |
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| #8 |
Posted
on: 04/08/08 at: 11:17AM |
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I don't know why but for some reason I was getting kicked as well either trying to join the server or on a map change. Turning downloads on and reconnecting fixed the issue. |
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2 Posts |
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| #9 |
Posted
on: 04/09/08 at: 01:28AM |
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Sang and Hyp, I've tried both your ideas still getting an error :/ I was hoping to have the First EU public with it :) |
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2 Posts |
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| #10 |
Posted
on: 04/09/08 at: 11:48AM |
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Did you make sure you completely SHUT DOWN your server before uploading the files? And also are you attempting to load the map on the correct gametypes (tdm or ffa)? |
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39 Posts |
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| #11 |
Posted
on: 04/09/08 at: 03:38PM |
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that's cool !!! |
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1 Posts |
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| #12 |
Posted
on: 04/11/08 at: 01:29PM |
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I cannot host a LAN game with this map.. Lemley and I tried for a long time to get it to work, but could not..
Any ideas? |
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626 Posts |
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| #13 |
Posted
on: 04/11/08 at: 02:48PM |
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gotta run a dedicated and use the rcon commands in the dedicated server window to control the map and gametype selection. Much easier to explain than to do, but ya =D |
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273 Posts |
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| #14 |
Posted
on: 04/16/08 at: 12:55PM |
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sweet! Now I just need to get Cod4 :o |
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21 Posts |
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