[Map] Operation Tempest (4km) [WIP]

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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

good idea zeno
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ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: [Map] Operation Tempest (4km)

Post by ComradeChaos »

Zeno wrote:i have figured a way to do it :-P

1 - make a flag on the carrier and have a flagzone that is about 500m in diameter
2 - make the flag only cappable for us and captime to whatever the spawntime you want for asset
3 - make the flag not visible on minimap
4 - make the flag unstrategic
5 - add spawner to flag
6 - set the spawntime to 999999
7 - do not delay spawn
8 - ?????
9 - PROFIT!
:p
Would this require someone to be in the zone constantly?

I can see few issues with that when there is a fast moving team. 5 minutes is enough to empty the carrier.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Tempest (4km)

Post by Rhino »

Zeno wrote:i have figured a way to do it :-P

1 - make a flag on the carrier and have a flagzone that is about 500m in diameter
2 - make the flag only cappable for us and captime to whatever the spawntime you want for asset
3 - make the flag not visible on minimap
4 - make the flag unstrategic
5 - add spawner to flag
6 - set the spawntime to 999999
7 - do not delay spawn
8 - ?????
9 - PROFIT!
:p
That's an interesting idea but seems kinda a big work around? :p
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Operation Tempest (4km)

Post by Zeno »

ComradeChaos wrote:Would this require someone to be in the zone constantly?

I can see few issues with that when there is a fast moving team. 5 minutes is enough to empty the carrier.
To prevent this you increase the capzone to cover the whole map. As long as there is players on the map you will be capping.

This concept also enable you to "reward" a team for holding a area for x amount of time with a single spawning asset :-D

I have a lot more ideas for this but it will have to wait untill tonight because im at work atm and im typing this on my cellphone ;-)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Operation Tempest (4km)

Post by Zeno »

[R-DEV]Rhino wrote:That's an interesting idea but seems kinda a big work around? :p
It would only take max 5 min ;)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

Zeno wrote:To prevent this you increase the capzone to cover the whole map. As long as there is players on the map you will be capping.
no cause if there are more enemy players in cap range than of your team you wont cap even if you apply OnlyCapAblebyOneTeam
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Rhino
Retired PR Developer
Posts: 47909
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Re: [Map] Operation Tempest (4km)

Post by Rhino »

and also the more players you have capping the flag the less time it takes to cap the flag and if you dont have enough players on the flag like on a empty server you would never cap it.

And I meant big work around as in code wise, not time wise...
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Operation Tempest (4km)

Post by Zeno »

[R-CON]Amok@ndy wrote:no cause if there are more enemy players in cap range than of your team you wont cap even if you apply OnlyCapAblebyOneTeam
hmmmm...

ok...

let me rethink a bit :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: [Map] Operation Tempest (4km)

Post by Web_cole »

This is map is looking soooo epic, cannot wait for this :D
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Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: [Map] Operation Tempest (4km)

Post by Not_able_to_kill »

Amphibious attack with APCs? sounds cool
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to your post count
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

So how is this map coming along? I'm still watching this thread intently for any new updates.

Have you figured out how your new game mode is going to play out on this map?

Any more screenshots you would like to graciously bestow upon us?

:mrgreen:
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

I'm close to a super big update and playable download of the map in the next coming weeks. Having full time study at the same time has really cut into the amount of time I get to work on the map though :-(

Wrapping up the final terra-forming and then moving onto a complete retexture of the map, then onto the detail phase. I assure you....it progresses :-P


Current project: Operation Tempest
FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: [Map] Operation Tempest (4km)

Post by FelipeFR »

This is the kind of map that should become official :D
Sgt.Heine
Posts: 73
Joined: 2009-07-26 18:59

Re: [Map] Operation Tempest (4km)

Post by Sgt.Heine »

WOW!,nice job.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

I've made a pretty big executive decision to redo- the erosion on well...the entire map :-P

Having the map looking as professional as possible means a huge deal to me, and I wasn't happy with the way the canyons worked with the mountain ranges, thus I re-imported the heightmap into GeoControl 2, redid the erosion with a more fitting look, and now I'm going around fine tuning everything.

What this means is basically it will look way different than the current minimap in the thread, and although its a lot of work, it is something I felt I needed to do. A weeks worth of redoing the terrain to look a hundred times better is worth it instead of leaving it too late to make this sort of change. In other words...won't be an update for a week or so, but it will look much better.


Current project: Operation Tempest
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

Re: [Map] Operation Tempest (4km)

Post by pfhatoa »

Good luck, I'm sure it will be worth it!
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Map] Operation Tempest (4km)

Post by motherdear »

Sounds good champ. I certainly hope it won't be too big of a time consumer redoing it
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

The marsh area running through the map has been removed and replaced with a much better looking river system, filled with dense jungle. Looks a hundred times better than what I had, and makes the map flow much better. A sea of green jungle now runs throughout the entire map :-P

Minimap later this week after I have completed most of my terraforming after the massive re-erosion of the map with Geocontrol.

This is what you will be fighting through in the lower lying areas of the map:

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Current project: Operation Tempest
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Map] Operation Tempest (4km)

Post by Tonnie »

nice work ryza...


yes.. i am still stalking your map

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

That looks hot.

No more marsh though?

:(
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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