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Old 05-20-2012, 08:57 AM   #41
fredo456

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Default Re: [Map] Outpost (2km) [WIP]

This is certainly the most coherent map I ever played on PR, It is just amazing! But you should try to optimize the city, it is quite laggy sometimes and the restricted areas too, you should put them more at the south because you are often warned randomly

"Foudre dans l'azur"
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Old 05-20-2012, 02:14 PM   #42
CroCop
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Default Re: [Map] Outpost (2km) [WIP]

Anyone who wants to join us for the test tonight can do so

Download link:
http://od-sierra.org/hietaa/outpost.zip

It is being played on the OD-S server (pw is in the server title)


Oh and in case you have SoundMod...disable it.


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Old 05-20-2012, 02:40 PM   #43
sharpie
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Default Re: [Map] Outpost (2km) [WIP]

Ok, Just two quick things-

1) Some rather serious FPS lag around the city in inside of it

2) Some unrendered/textured green 'wall' near the helicopter base at the edge of the map.
http://screenshot.xfire.com/s/123548332-4.jpg
http://screenshot.xfire.com/s/123548346-4.jpg
http://screenshot.xfire.com/s/123548339-4.jpg


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"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost
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[R-DEV] K_Rivers-"...everything is broken in your country,"
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Old 05-20-2012, 02:49 PM   #44
CroCop
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Default Re: [Map] Outpost (2km) [WIP]

Sorry forgot to mention it in the thread.

The green wall is a known bug to which I have yet come up with a fix for. I am hoping to figure out how to resolve that issue soon.

Thx for reporting though.


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Old 05-20-2012, 04:04 PM   #45
Web_cole
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Default Re: [Map] Outpost (2km) [WIP]

The DoD will need some tweaking, as it is there was a narrow uni-directional corridor from which the Blufor could attack the Docks cache:



Even if the DoD was tweaked, with the Ins main being so close I imagine it would be very difficult for Blufor to get in there. Might need some rethinking.

I feel like in general the Ins have a lock down on the city (Gaza style), and it may be an idea to tone back the number of assets the Ins get; technicals and AA kits etc make the Blufor a lot less maneuverable etc.


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For Aiur
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Old 05-20-2012, 04:41 PM   #46
Shovel

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Default Re: [Map] Outpost (2km) [WIP]

The green wall is just the surrounding terrain (I think). In the editor, you just need to enable it and then you can edit it like other terrain.

Shovel009
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Old 05-20-2012, 04:44 PM   #47
Bad1n

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Default Re: [Map] Outpost (2km) [WIP]

It is nice to see you guys working on the map

Just wanted to say that the way I created and planed this map insurgents were suposted to have main base at the south-east mountines, there was no way for them to lock down the city.

If anyone wants it I could show on the minimap how flags and bases and everything was planed.
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Old 05-20-2012, 05:01 PM   #48
CroCop
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Default Re: [Map] Outpost (2km) [WIP]

Yeh could you PM them to me.

We were actually discussing the location of the INS main prior to the testing (I was thinking of sticking it down SE where the river diverges) and we went with this refinery idea.

I got a new plan already but I would still like to check out what you had in mind.


Quote:
The green wall is just the surrounding terrain (I think). In the editor, you just need to enable it and then you can edit it like other terrain.
Thanks to Spyker I believe I have a solution for it. Will report on how it goes


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Old 05-21-2012, 11:09 AM   #49
[R-COM]LITOralis.nMd
Lead Support Technician
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Default Re: [Map] Outpost (2km) [WIP]

Everyone liked the map, the FPS drop in center of city seems to be the only major stumbling point from what I saw.

Quote:
Originally Posted by [R-DEV]Adriaan View Post
As you might know though the central area of the city (possibly the trees etc around the mosque) seems to have a huge impact on performance. Standing in the insurgent main looking North (in the direction of that mosque area) my framerate dropped to some 10 FPS, sometimes lower. There were a lot of people that had the same issue. Think it might be worth checking those trees and what kind of LODs and materials they use?

Also something I noticed was in the very North part of the city, there are the Eastern European wall statics with chipped plaster and brick underneath. They look very nice there and that area looks absolutely beautiful as a whole with grass and other low vegetation on the sides of the road and in ditches, but doesn't this cause a lot of extra textures to be loaded or something due to it not being middle eastern? I don't exactly know how this stuff works in BF2, but I thought it might be worth checking too.
Quote:
Originally Posted by [R-DEV]BloodyDeed View Post
I tried it out as well but wasn't able to attend at the event.
I love the green area to the north. The left side of the river is a bit strange, its too small to be a real part of the map but there is still stuff on it. Are there any caches?

The city also has some weird statics tbh, will go into detail tomorrow.

But I enjoy the general flair of the map and it really fits well for insurgency.


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Old 05-23-2012, 05:55 AM   #50
[R-COM]ddeo
Polish Faction Lead
Default Re: [Map] Outpost (2km) [WIP]

Keep it up, nice to see some progress with the map.
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