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#61 |
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Mapping Manager
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OK....so ive chosen map 2 and decided to establish the map area...
using approximate landmarks I establish an actual bf2 scale sized piece of map that I will use for my map... chopping it square at approximately 2km sq. which is what we see here.. ![]() then I determine all the key areas and points of interest and mark them on the map or generally review the whole area in my head... which is what you can see here... yellow = rivers pink = railroads light blue = roads bright blue = interesting peers... ![]() my goal will be to incorporate all these features into the space of the map....asssuming that maps are not actually theses little self contained worlds but in fact part of larger functional spaces... after applying the terrain image in bf2... I raise and lower the terrain to establish the basic terrain layout... (TBC) |
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Last edited by IronTaxi; 10-03-2008 at 11:20 PM..
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#63 |
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Retired PR Developer
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do you envisage the railway being important in the map? If so, it would be nice if it could be included in a way that was more than an excuse for a command point, e.g. the British holding the railway prevents certain militia assets spawning as they can't bring heavy assets from their base offmap or something.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#64 | |
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Mapping Manager
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Quote:
what I will attempt to create is a map where one faction will feel completely surrounded by the other faction at all times.. and their primary thoughts will be of holding their base rather than seeking out the "enemy" in the forest... ideally, id like to be able to split the primary base into a bunch of fairly large cps that envelope most of the base.. the attacking team would take over and clear parts of the base..similar to 7 gates but on a much grander scale... but...all theory at the moment.. may or may not be workable... Im thinking to give the militia fixed spawns at each of the land based angles of approach.. and letting them decide which side to attack from... the entrenched faction would have to get all their base structures down and get ready...not knowing which side the attack will come from...they would naturally have to initially split their forces.. until the commader made contact and was able to direct his/her forces to the defnece in the proper sector... basically a commanders map... | |
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#65 |
![]() Join Date: Mar 2007
Posts: 588
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Candidate 4. Put in a cobra or a harrier as well.
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"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"
A funny typo by Sgt. Smeg |
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#66 |
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numbah 3
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AI CAWN SPEWL REAWL GEWD
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#67 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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candidate 4
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#68 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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i suggest 2 british fixed spawns at the end of the 2 piers marked out on the map, and temporary spawns further within for complex at the begining. this way it would seem as though the british are bringing in troops via the sea, and if somehow the pier flag is taken by the militia, it becomes a single militia spawn point on one of the 2 piers.
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#69 |
![]() Join Date: Aug 2006
Location: EVE Online
Posts: 6,106
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I personally like #5
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#70 |
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| Tags |
| irontaxi, map, ochamachira, siege, wip |
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