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Prefab
A template for you to create your very own Custom Conquest game mode!
Can be edited for Conquest, Domination and Conquest Assault
Updated 11/06/26: Version 11.0
Play now:
- Conquest Template: j51w
- Winter Offensive: zsekg
- Night Ops: 1xvu6
Comes with 18 fully playable maps however additional maps will be added over time. Winter Variants also included.
- Golmud Railway
- Blackwell Fields (special thanks to stellaxnova)
- Eastwood (special thanks to ty_ger007)
- New Sobek City (special thanks to ty_ger007)
- Mirak Valley (special thanks to ty_ger007)
- Hagental Base
- Complex 3 (Special thanks to Mancour)
- Contaminated
- Manhattan Bridge (Created by Martstok)
- Siege of Cairo
- Iberian Offensive
- Tech Center
- Gold Course
- Area 22B
- Redline Storage
- Empire State
- Liberation Peak
- Firestorm
You can add this template to your custom maps. Just follow the tutorial at the bottom of the page to add Conquest to any map.
Supports custom objectives, spawns and includes a fully functioning scoreboard and game logic.
Winter variants are also included in the package.
Spatial editor map file and package: https://mega.nz/file/SkxU2ZJL#1Wg-VBSAtH54nq2tMczHWJwx9Tf3f6buTiWmHQlMsFA
Tutorial: https://youtu.be/DjimxXccEHY?si=RojEV5_I7Ml7Vnp4
Detailed Code Overview: https://youtu.be/DwC6l0i5fuQ
ObjID Assignment:
- 200 - 226 Capture points (A must start from 200)
- 1100-1199 Area Trigger for Team 1 Spawn Protection
- 1200-1299 Area Trigger for Team 2 Spawn Protection
- 1300-1399 Area Trigger for Out of Bounds for Everyone
- 1500 - Area Trigger pushes players back like an invisible wall
- 901 - AI Spawner for Team 1
- 902 - AI Spawner for Team 2
- 998 - Team Switcher 1
- 999 - Team Switcher 2
- 700-749 - Repel Trigger
- 750-799 - Repel Target
- 2000-2999 - VFX
- 950 - End Game Fixed Camera
As map detection is not working. I have set ranges based on the flag for CapturePoint vehicle spawner ObjIDs:
- A 200 = 600-609
- B 201 = 610-619
- C 202 = 620-629
- D 203 = 630-639 ect
Update Changes:
V11.0
- New "NightMode" toggle to make all maps have night
- New "RandomDayNight" toggle added to randomly choose time of day
- New "EnableHeaderUI" toggle to turn off UI at the top for hardcore servers
- Added toggle to give players Gas Masks
- Player capture UI update rate changed from 0.1 to .015 to reduce performance impact when high number of players are on points
- Added safety to prevent Conquest Assault ending early if players do not deploy
- Fixed Conquest Assault ending incorrectly
- New "invisible wall" Area Trigger 1500 will push players back (INFANTRY ONLY)
- New near end music logic to match the original which intensifies over time
- Fixed bug where AI could trigger score to -1 at the end of the game
- New end game Fixed Camera ObjID 950
- Updated Spatials to include end game camera
- Updated player scoring to reflect more accurately on the scoreboard
- Added objective neutralisation sound
- You can now safely mix custom and default bots together
- Custom AI instructions only apply to custom bots
- Mixing default and custom bots no longer gives default bots double health
- Custom Bots will now only pathfind to objectives within 500m to reduce pathfinding failures
- Custom Bots failing to reach a target will now defend an area and then attempt to scout again
- Custom bots will have longer time to move when spawning in vehicles so they have enough time to take off in helis
- Custom bots will scout if they reach an objective that has moved (train objective for example)
- Bots will equip torches when night is enabled (except recon)
- Map Update: Redline Storage forest has been expanded and has a new objective
- Map Update: Area 22B now has a forest added providing more cover in the centre of the map
New Maps Added:
- Golmud Railway
- Blackwell Fields (special thanks to stellaxnova)
- Eastwood (special thanks to ty_ger007)
- New Sobek City (special thanks to ty_ger007)
- Mirak Valley (special thanks to ty_ger007)
- Mirak Valley Winter Version
Note About Golmud Railway:
For the train objective to move, go into the Gameplay Modifiers and set the "Golmud Train Variant" to "Moving Train"
V10.0
- Updated Spatial maps for new HQ and Surrounding Combat Area logic
- New Prefab Spatial included that contains the essentials you can copy into any map and edit
- Added toggle to give NVG to players
- Added toggle for Conquest Assault
- Added starting tickets per team for Conquest Assault
- UI no longer flashes when players join. The Team UI bug has been fixed in 1.2.3.0
- Now uses the official Combat Area
- Now uses the official Surrounding Combat Area
- Now uses the official Exclusive HQ areas
- (Kept the custom OOB logic for backwards compatibility)
- Air vehicles can access the official surrounding combat area
- Removed Air Combat Logic as this is no longer required with the Surrounding Combat Area now working
- In rare occasions where the exit capture point does not trigger to clear the player UI, it now clears when undeploying
- AI updated to support Conquest Assault Logic
- AI will leave vehicles if they forget how to drive
- Dirt Bikes have been added to some maps
New Maps Added: - Hagental Base - Complex 3 (Special thanks to Mancour)
Please see the README in the package for all previous update history
Notes about Custom AI:
As of game version 1.1.3 Default AI (Backfill and static) will now play the objectives on Premium maps. However these will only work in server hosted and not local hosted. If you wish to use local hosted I recommend setting AI to None in the TEAMS section and use the EnableAI setting in the MOD.
The bots behave like backfill. The maximum supported is 100. They will populate unused server slots up to 100. If you set the teams to 32v32 and you set this to 100, then 36 bots will join. If you set the teams to 1v1 then 98 bots will join. Recommended maximum 60 for server performance.
Adding AI and Team Switcher
To add custom AI to your level, add AI spawners in your map to use with Obj ID 901 for Team1 and 902 for Team2.
To add the Team Switcher to your level, add an InteractPoint with Obj ID 998 or 999.
See examples of these features in the updated Godot file.
Adding Spawn protection
As of update 1.2.3.0 HQs will by default have spawn protection in game. They need to be outside of the combat area as the combat area takes higher priority over spawn protection.
Legacy script spawn protection is still supported however Air Combat logic has been removed as you can now use the in games Surrounding Combat Area logic which now works.
Legacy Spawn Protection:
Spawn protection is managed by Area Triggers.
Team 1 area triggers support range 1100 to 1199 and 1200 to 1299 for Team2.
Examples are included within the spatial editor files.
Area triggers set to 1300 to 1399 will trigger out of bounds for any team that enters. This can be used for marking specific areas of the map used for exploits.
Click EDIT below to open the experience and save a copy
If you make a copy of the experience and you cannot see the blocks or you cannot see the map file attached in "Map Rotation" then please see the files and README in the package link.