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#11 |
![]() Join Date: Oct 2007
Posts: 2,530
Location: Under my desk
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lowdetailtexture 1
(or something like that) makes your texture look better. |
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#12 | |||||
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Retired PR Developer
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I replaced the middle flag with a city area, will post up some pictures when I complete it.
Also the map size is 1024x2, same as Kufrah. Quote:
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How about 4 tanks at start with two delayed on spawn? Would give people some time to prepare for the armor tsunami when the extra two spawn. Quote:
There will be tons of objects inside the CPs to hide in/take cover from shelling, including some buildings, also thinking of the tank hull down positions like on Ejod. Quote:
I know about that one Quote:
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Originally Posted by whatshisname55:
"Ah yes, that link to your hard drive is working perfectly." |
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Last edited by Outlawz7; 05-12-2008 at 12:46 AM..
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#13 |
![]() Join Date: Feb 2008
Posts: 54
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I was a bit afraid seeing the minimap, it seemed all flat, but the map looks really great on the video. Hills are higher enough, that's perfect...
To limit the 4 vs 10 tanks thing, you can make your four delayed tanks spawn at start, supported by two others that will not respawn. As it, you'll have your 6 tanks at the beginning, but in the worst case, if a team loose all its tanks, you'll have a 4 vs 6 tank battle 15 min laters ... mutch fairer. And dont forget having 6 tanks already means about 14 people as crewmen / engineers. Even not including APC's crews, you'll have half of your team in armor. That's enough IMO, in every map you'll need at least two full infantry squads. Also, try not to make your map an Al-Kufrah duplicate. As HughJass said, avoid pipelines, they'll make your map looks like Kufrah. However, I really don't know what kind of other statics are both available in BF2 and matching well in a desert environment, so do as you can. Eventually, no static at all can be great too, look at Kashan. A few oasis here and there, eventually with villages around, may be enough. Gameplaywise, i dont like the 1-2-1-2-1 organisation. Indeed, it will concentrate all the forces around the central flag, and most of all the armor forces. That means that the middle flag will be as important as infantry-unfriendly, because of the armor concentration. You can solve this problem elevating the terrain there to give infantry an advantage against tank, but altough i know almost anything about ME, i don't think city there are situated on top of hills. But elevating terrain may make a stronghold of this city, leading to a Sunset-city-like problem, with a central flag really hard to capture back. Eventually, you can choose a 1-1-3-1-1 repartition, with extreme flags of the central-group tank friendly as google suggested, but i've some doubts about it working with 64 players only on a server. Another idea, a bit atypical, would be to get rid of the central flag, going back to the 1-1-2-1-1 AAS version. But you should keep the city in the middle, making it a strategic but not vital location. As it, the team who will hold the city will gain a major advantage having a good and protected place to set a firebase and so get unlimited amo, and a stronghold splitting the ennemy forces in two weaker groups. With that layout, one of the two central flags must be infantry-based (possibility to build a bunker) while the other is tank-friendly (open space). Holding the city will let your forces to move from one flag to the other, reinforcing or assaulting without having to move back to main base, but the battle will not concentrate on the city itself, avoiding the sunset city issue. |
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#14 |
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look's good so far, and I like the idea of a small/medium sized city in the middle so grunts like me dont get completely screwed by the tanks
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SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Riflemen, SAW Gunner, Grenaider. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#15 |
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Retired PR Developer
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Don't worry I'm not putting in pipelines that lead from one random point on the map to another making no sense, one pipe per line only (3:40 in video)
I'm aware that the minimap doesn't display mountains, that'll be fixed, when I complete the map and do the lightmaps. Again the vehicles are still a subject to change. At the moment it would be x1 commander x1 pilot x12 crewmen x6 engineers x12 infantry which adds up to 32 players. |
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Originally Posted by whatshisname55:
"Ah yes, that link to your hard drive is working perfectly." |
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#16 |
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PR Mapper Team
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Should make it Kashan Sized, since on kufrah is prety easy to cross the map and rape the other team main, so if one team destroy's all the tanks of the other team all that will be left for them is to destroy the ones that will respawn at the enemy mainbase
With a Kashan sized map you could have more tanks(respawnable) for both team, 10x10 tanks on a tank Only map would be awesome and if the map is focused on tanks please dont make cp's where only infantary could go, since it is a pain in the ass to be infantary where everyone have a tank. I only like being infantary on Kashan 16. Nice work so far =) |
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#17 |
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Retired PR Developer
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I'm throwing in tons of base defenses to counter that as well as enough protection from being spawn raped.
Also you can base rape on Kashan, it just takes a while to get to the other main and I like making smaller maps so I can focus on stuff and there's also more action going on. Don't worry, you will still be able go into the city with a tank, but the chances of getting ambushed increase by 1000% Another update video coming soon. |
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Originally Posted by whatshisname55:
"Ah yes, that link to your hard drive is working perfectly." |
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#18 | |||
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Retired PR Developer
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Started out one part of the city and a little fishbowl side effect I need to fix.
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Originally Posted by whatshisname55:
"Ah yes, that link to your hard drive is working perfectly." |
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#19 |
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Nice
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#20 |
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PR:BF2 Lead Developer
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Looking good!
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| Tags |
| map, oilfields, scrapped, wip, yibal |
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