i fixed the map for Zeno some pages agoH.sta wrote:believe me it is
the map isn't all dark, the lighting is almost perfect so that it is night, but no nightvision needed, and almost no areas where the darkness of the map effects your vision too much
[Map] Cold Response (4km) [WIP]
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Cold Response (4km) [WIP]

-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
well you havent played the 4km version.. its differentAmok@ndy wrote:i fixed the map for Zeno some pages agoi was the person who played the map a long time ago
![]()
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
[XFIRE]1ab642[/XFIRE]
me and H.sta
me and H.sta
-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
we have added norwegian forces to the map now 
-
maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: [Map] Cold Response (4km) [WIP]
is there snow?if it is,do you have different sounds to walk on snow?
id like to see some test also from groundlevel,maybe in some forest there.
i hope that you can get this work.....night and snow
id like to see some test also from groundlevel,maybe in some forest there.
i hope that you can get this work.....night and snow
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
i will make a video or post pics later today 
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
ok i have some questions:
- is there any code or fix that will stop vehicles taking so much damage from driving over small bumps?
- how do i add repairstations for helis and planes?
need ansver quick!
- is there any code or fix that will stop vehicles taking so much damage from driving over small bumps?
- how do i add repairstations for helis and planes?
need ansver quick!
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Cold Response (4km) [WIP]
the choppers get repairs from the Helipads but you can add the repair code to each object
in your case its maybe the easiest way to take the runway and place it under the terrain of your painted airstrip
in your case its maybe the easiest way to take the runway and place it under the terrain of your painted airstrip

-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Cold Response (4km) [WIP]
going to post new pics of the oil storage facillity and the reworked NATO-radar area 
-
Adriaan
- Retired PR Developer
- Posts: 5150
- Joined: 2008-10-22 21:47
-
Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: [Map] Cold Response (4km) [WIP]
Really nice use indeed.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
-
A_Grounded_Pilot
- Posts: 271
- Joined: 2007-12-15 21:24
Re: [Map] Cold Response (4km) [WIP]
Zeno,
Looking good. I'll third Adriaan's comment on the TV station, very creative.
The oil storage facility looks good too, although I'd change a few things:
1. The piping. I've done a bit of research, and I've never seen a tank farm that looks quite like the one you've created. Most of the ones I've seen in person and in photos use much smaller pipes and they are run parallel to each other along the ground or elevated a few meters. Also, they usually enter the tanks either underground or just above ground near the bottoms of the tanks. See the reference images here, and also the one below. Not only will this make the facility more realistic, it will give it a much more detailed and industrial feel. More importantly, it will help break up the facility and add concealment and lanes of movement to make infantry combat much more interesting.

2. I recommend adding a series of dykes around the tanks, including the large ones. Again, see the reference images in the link. These dykes are put in place to contain the oil in the event of a catastrophic structural failure of a tank. These will also allow concealment for infantry advances.
3. Add a perimeter fence around the entire facility (without any holes!) and some gates and gatehouses to keep out the wildlife and the Russians.
Edit - After watching the new video, I don't think the lighting is going to be as big an issue as I thought.
Keep up the good work!
Looking good. I'll third Adriaan's comment on the TV station, very creative.
The oil storage facility looks good too, although I'd change a few things:
1. The piping. I've done a bit of research, and I've never seen a tank farm that looks quite like the one you've created. Most of the ones I've seen in person and in photos use much smaller pipes and they are run parallel to each other along the ground or elevated a few meters. Also, they usually enter the tanks either underground or just above ground near the bottoms of the tanks. See the reference images here, and also the one below. Not only will this make the facility more realistic, it will give it a much more detailed and industrial feel. More importantly, it will help break up the facility and add concealment and lanes of movement to make infantry combat much more interesting.
2. I recommend adding a series of dykes around the tanks, including the large ones. Again, see the reference images in the link. These dykes are put in place to contain the oil in the event of a catastrophic structural failure of a tank. These will also allow concealment for infantry advances.
3. Add a perimeter fence around the entire facility (without any holes!) and some gates and gatehouses to keep out the wildlife and the Russians.
Edit - After watching the new video, I don't think the lighting is going to be as big an issue as I thought.
Keep up the good work!
Last edited by A_Grounded_Pilot on 2009-12-09 14:09, edited 7 times in total.
-
[NOR]StigAndre7
- Posts: 23
- Joined: 2009-11-19 17:14
Re: [Map] Cold Response (4km) [WIP]
So, will this be a night map or dusk? night goggles included?? 
-
Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Cold Response (4km) [WIP]
Well done mr Zeno
You are a mapper god man!
Xact Wicca is The Joker. That is all.
-
maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
-
madparatrooper
- Posts: 18
- Joined: 2009-11-03 13:47
Re: [Map] Cold Response (4km) [WIP]
Now that, looks awesome!






