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

Maps created by PR community members.
Post Reply
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

[R-CON]Amok@ndy wrote:20 fps is still playable
on my test map i have 40k trees and 37k field statics and the worst fps count i mentioned was around 16 (starts lagging but still playable)
[R-DEV]AfterDune wrote:Na, 20 is just too low. If anything, 25 should be lowest, as that's about what the human eye can see anyway. Though 30 would probably be even better as "lowest playable fps".


yes, 20 is playable, but it's not nice to play at all :p .
25 is still pretty crappy, 30 is really the lowest you should aim for and I would aim for 35 or 40 for smooth performance as if you get a load of guys firing off tank cannons and chucking smoke etc your soon going to find your GFX card is rendering a lot more than just the map around you and your FPS is going to drop with that.
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by AfterDune »

Nail, head, something hitting something ;)
Image
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

[R-DEV]Rhino wrote:25 is still pretty crappy, 30 is really the lowest you should aim for and I would aim for 35 or 40 for smooth performance as if you get a load of guys firing off tank cannons and chucking smoke etc your soon going to find your GFX card is rendering a lot more than just the map around you and your FPS is going to drop with that.
I would aim for even higher than that...especially if its just on a local server without any action going on. Just because you can put hundreds of thousands of trees on a map doesn't mean you should. Performance should always be a priority, what use is a good map if people are too focused on how **** it runs? PS. Not a dig at you Vapo, look forward to seeing what else you do with the map :-) .


Current project: Operation Tempest
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

Indeed Ryza but I'm just talking about the % of players with the very worst PCs. Everyone else should be pretty much fine.

The real aim to aim for is try and match your map's FPS with the average FPS you get on the other PR maps.
Image
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Well personally I didn't really have anything to match mine against, I just went with Silent Eagle because that was about the closest I could test on...roughly 25k or more trees so I tried to keep mine around about that, including the fact there lots of rocks what not around the map. Maybe you could go with dense pockets of jungle Vapo? I would look at arranging them in a way that a player can't see past them (ie, there are pockets that overlap one another preventing seeing too far ahead). Or just have areas on hills with lower density, lower areas of the map with much higher density and really thin it out the higher the terrain gets?
Last edited by ChiefRyza on 2010-08-17 13:57, edited 1 time in total.


Current project: Operation Tempest
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by General Dragosh »

Well i have played the map through =D finally

Now ill point out small stuff and my ideas of course xD
Image

Points of interest:
BLUE
1. This is a small radio tower - would be interesting with a bit more building containers
2. The bridge, this deffinetly needs to be destructible - if destructible very interesting firefight place/ambushes

RED
1. PLA main base of course with all the goodies (uncapable)
2. This might be a small foward outpost with bunkers and boats (this should be uncapable)
3. PLA Main Foward outpost, with all the ground vehicles (should be capable)

Now heres the small story as to why i suggest it to be like this:
The PLA has advanced to this island before the BLUFOR noticed, when they did the PLA has allready established a MAIN base at the small island south with 2 small foward outposts ( that was all made by the time the BLUFOR arrived at the north of the island )

Now the bridge should be destructible, because its a fast way to travel across if compared to the long way west and far west, now the small radio tower location could be a nice capable location, it could be closed off by container buildings to hinder being bombarded from afar.

This concept would be as a base quite interesting for me =D
This map has a long way ahead of itself but with a little bit of advice and a propper job ill be wonderfull ^_^
[img][/img]Newly ordered sig !


BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by BloodBane611 »

Having more than 1 uncap for a single team is a bit much. An uncap should simulate a base that is far outside the combat zone, and thus not really part of the game except for the assets it provides. Putting an uncappable on the island is a bad idea IMO
[R-CON]creepin - "because on the internet 0=1"
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Psyrus »

ChiefRyza wrote: Or just have areas on hills with lower density, lower areas of the map with much higher density and really thin it out the higher the terrain gets?
I'd be quite disappointed by the hills losing their foliage density, although I suppose something has to go. As it stands (with the default map VD etc) the FPS are definitely acceptable to me, higher than Fallujah West at least. I really enjoy the amazing scene of the tree covered hills :smile:

I've made two flythroughs, one with the default settings and then another with increased view distance, further OG rendering and UG off. The flythroughs don't match up exactly but I got them pretty close.

You can see some pretty noticeable chug on the lower (HQ) video near the center of the map, FPS got down to about 18 with fraps running (still about 27-32 without fraps going)


Last edited by Psyrus on 2010-08-17 16:41, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

Just seen by the first video your using overgrowth rocks in your map. You need to remove them, they are very, very buggy and just really bad.

Also noticed the bridge model your using isn't a good choice, it has no lightmap samples and is non-dest. You should look into using some other bridge although I wouldn't use the vBF2 "woodsteel_bridge" as it's dest model is twisted upwards and as such you can't put CSBs on them.
Image
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Can the undergrowth rocks be statically placed? There are the typical granite rocks from VBF2, would they be able to be added to an undergrowth layer or do they stick out of the ground etc. At the moment I'm struggling to place roughly thousands of these rocks all over the map, and it becomes extremely tedious having to mix many different types, rotating them, making sure they're all stuck properly into the ground. If Vapo was to swap to these sorts of rocks, I imagine he would have the same problem.

They are much better looking than the PR rocks anyway, better textures and what not, plus there are many different sorts of them.


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

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Amok@ndy »

place the Overgrowth rocks then use the method explained in Rhinos Field Overgrowth tutorial: converting overgrowth to statics

and then select one of those rocks press the 'select all of the same type' button and then use the 'replace' button select the vBf2 rocks and you should be all fine ;)
Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Ill have to manually place those rocks then, they dont seem to draw at distances but look ok up close. Like Ryza said its alot harder having to place them all and make them look random compared to the ease of the overgrowth tool.
Its a shame that bridge cant be used, its perfect for the island IMO. :(

I regards to the Main bases and flags:
Image

Thats what I WANT the map to be like. Im not really sure about the order of capture and placement of some of the flags, but thats where I want the main bases to be and first flags to be.

EDIT: forgot to mention, when the first flags are capped some vehicles will spawn to simulate a real beach landing, which IRL takes time. The vehicles may include jeeps, humves, logistic trucks, and MAYBE (big maybe) tanks.

The story is that the USMC and ADF forces are taking back the group in the Truk lagoon which has been captured by the PLA. This is just one of the many battles happening in the area (the whole lagoon is very big).


The battleplan for this island is the USMC (or ADF) must secure the large island before trying to invade the small Fortified military island to the south.
The PLA is counter attacking, they are trying to drive the enemy out of the area by taking the large island first, forcing the USMC to retreat.

Image"Eight glorious sides and eight stunning angles!"Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Amok@ndy »

VapoMan wrote:Ill have to manually place those rocks then, they dont seem to draw at distances but look ok up close. Like Ryza said its alot harder having to place them all and make them look random compared to the ease of the overgrowth tool.
have you even read my post ? you can use the Overgrowth tool for painting them and then just convert them to statics and then you can replace them with vBf2 rocks
cause the OvergrowthRocks have bad collisions
Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Ahh I get it now.
Had to read post twice to understand sorry.

This is the tutorial?
https://www.realitymod.com/forum/f189-m ... ement.html

So I just do the same thing, but instead of fieldgrass ect I just use the rocks I was using before?

Image"Eight glorious sides and eight stunning angles!"Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by AfterDune »

How come I always read the thread-name as "Operation Failstorm" :D . Not commenting on your map, it looks great, this name just comes to mind, haha :p .
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Amok@ndy »

VapoMan wrote:Ahh I get it now.
Had to read post twice to understand sorry.

This is the tutorial?
https://www.realitymod.com/forum/f189-m ... ement.html

So I just do the same thing, but instead of fieldgrass ect I just use the rocks I was using before?
exactly
Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Danke. :)

Image"Eight glorious sides and eight stunning angles!"Image
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

[R-MOD]BloodBane611 wrote:Having more than 1 uncap for a single team is a bit much. An uncap should simulate a base that is far outside the combat zone, and thus not really part of the game except for the assets it provides. Putting an uncappable on the island is a bad idea IMO
A single amphibious assault ship isn't going to take the second island in the same fight TBH, they'd take the main island and reinforce it for a possible counterattack before attacking the smaller main base.

Plus it gives the Chinese the option to continue the attack even after the main island is taken.

Symmetry is key in this map for a good fight, Chinese are lacking big, asset friendly maps so this is a good decision having both sides attacking from uncap locations.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

ChiefRyza wrote:Can the undergrowth rocks be statically placed? There are the typical granite rocks from VBF2, would they be able to be added to an undergrowth layer or do they stick out of the ground etc. At the moment I'm struggling to place roughly thousands of these rocks all over the map, and it becomes extremely tedious having to mix many different types, rotating them, making sure they're all stuck properly into the ground. If Vapo was to swap to these sorts of rocks, I imagine he would have the same problem.

They are much better looking than the PR rocks anyway, better textures and what not, plus there are many different sorts of them.
[quote=""'[R-CON"]Amok@ndy;1418224']place the Overgrowth rocks then use the method explained in Rhinos Field Overgrowth tutorial: converting overgrowth to statics

and then select one of those rocks press the 'select all of the same type' button and then use the 'replace' button select the vBf2 rocks and you should be all fine ;) [/quote]

Ye you can do it the way Amokandy suggests but DO NOT use the Overgrowth Rocks, not even in static forum. They are simple really, really bad. First of all they have really bad col meshes for some reason that means players can walk inside them in some cases. Secondly there LODs are really bad. Thirdly since they are overgrowth they do not take any lightmaps and as such you end up with a load of glowing rocks, that when are ingame look like giant snails against the terrain more than rocks when everything else is LMed around them they stick out so bad.

There are plenty of decent rocks in PR and the newest PR rocks have much better textures than thous Overgrowth LODs.

Look in objects/staticobjects/pr/rocks/ and you will find a load of decent rocks:
Image
Image

You can place them via the Overgrowth tool and take the x,y,z coordinates of w/e you placed and swap them out with rocks like Amokandy suggested but if you do that I would go round and check each rock in turn quickly and even edit each rock slightly with sinking them or razing them a little etc.


[quote="VapoMan""]Ill have to manually place those rocks then, they dont seem to draw at distances but look ok up close. Like Ryza said its alot harder having to place them all and make them look random compared to the ease of the overgrowth tool.
Its a shame that bridge cant be used, its perfect for the island IMO. :(

I regards to the Main bases and flags:
http://i681.photobucket.com/albums/vv17 ... agplan.jpg

Thats what I WANT the map to be like. Im not really sure about the order of capture and placement of some of the flags, but thats where I want the main bases to be and first flags to be.

EDIT: forgot to mention, when the first flags are capped some vehicles will spawn to simulate a real beach landing, which IRL takes time. The vehicles may include jeeps, humves, logistic trucks, and MAYBE (big maybe) tanks.

The story is that the USMC and ADF forces are taking back the group in the Truk lagoon which has been captured by the PLA. This is just one of the many battles happening in the area (the whole lagoon is very big).


The battleplan for this island is the USMC (or ADF) must secure the large island before trying to invade the small Fortified military island to the south.
The PLA is counter attacking, they are trying to drive the enemy out of the area by taking the large island first, forcing the USMC to retreat.[/quote]

Like I said before if your going to do that your going to need to move your entire island SW to give more room in the NW but I still dont believe this is the best set up for your map and what I suggested before would be but you can do what you like it is your map. One thing you might want to take note of is if your going to have your initial landing beach in the NW at the nearest bit of shore to your carrier and going to have vehicles spawning there once its capped, you might want to note my points in my one of earlier posts of possibly putting the PLA base there, with any land units moving out from that location are going to be pretty damn predictable as to where they are going to be and heading which could damage the game play of them map quite a bit.

You also have missed a lot of good potential flag locations on that map, like cutting out that entire Easterly bit of the main island and that funny dock bit to the east of the PLA outpost. Not every major location should be a flag mind you but you should set up your flags so that all locations come into play as much as possible unless you really dont want much combat happening around an area of the map and having a flag far to the west of the very easterly point of the map means that spot wouldn't be used much other than for flying over but then again it could be used as a good fire base spot, but then that depends if its too far away or not and the USMC main is pretty close so it dosen't give that much of a large advantage there.

dtacs wrote:A single amphibious assault ship isn't going to take the second island in the same fight TBH, they'd take the main island and reinforce it for a possible counterattack before attacking the smaller main base.
Not really true tbh, in fact if anything history has taught us that it is more likley for an amphibious assault to first take place on the smaller island rather than the larger one, although in this case if there was only a small garrison on the small island that needed to be dealt with right away like for example there was some artillery or AA on there that needed to be neutralized there would be no reason why one LHD on its own wouldn't send a small force off to that island first, if not at the same time as the main landing on the large island. With a lot of bombardment before hand with naval bombardment, tomahawks and air strikes on the island it would be very little problem for a small force to come in and fully secure the island.
Image
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

You're quite right...the Chinese main as a cappable flag would be quite interesting actually. But naval bombardments aren't available bar after 30 minutes, unless to simulate a littoral combat ship there can be a small, incremental area attack available.
Post Reply

Return to “Community Maps”