[Map] Operation Tempest (4km) [WIP]
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Amok@ndy
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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
Fantastic work GhostDance! Working two jobs at the moment but still getting there on my Congo Insurgency map and Tempest is coming along well. Had to redo a lot of stuff but it has been worth it. I'll update this thread in about two weeks when I get it all in working order, and I'll try and get you an updated version of the map to look at jungle settings etc.
Is the tall grass an overgrowth object as well btw? Would be nice to play around with it and mix it in with the other ones. I think I've got a nice mix but that new stuff looks too good to miss out on
Is the tall grass an overgrowth object as well btw? Would be nice to play around with it and mix it in with the other ones. I think I've got a nice mix but that new stuff looks too good to miss out on
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GhostDance101
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Re: [Map] Operation Tempest (4km) [WIP]
Thank dude 
Sorry if this sets back your map at all... but once I'ts all done it should make your map even more awsome.
Ye the long grass as you call it is overgrowth so is good for cover. Btw It wont take me very long to finish.
I have made a few tweeks to some of the overgrowth and moved the textures,
I also have deleted a few of them and added better ones, Once once I'm all finished I will post a new download with all the updates. You will need to remove the old ones from your pr_edit..
You should delete your \pr_edit\objects\vegitation\PR folder and rextract it form the pr zip files
Then re extract my jungle stuff into place. Also you will need to remove any of overgrowths I removed from your overgrowth types in your map.
Sorry if this sets back your map at all... but once I'ts all done it should make your map even more awsome.
Ye the long grass as you call it is overgrowth so is good for cover. Btw It wont take me very long to finish.
I have made a few tweeks to some of the overgrowth and moved the textures,
I also have deleted a few of them and added better ones, Once once I'm all finished I will post a new download with all the updates. You will need to remove the old ones from your pr_edit..
You should delete your \pr_edit\objects\vegitation\PR folder and rextract it form the pr zip files
Then re extract my jungle stuff into place. Also you will need to remove any of overgrowths I removed from your overgrowth types in your map.
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Stealthgato
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Re: [Map] Operation Tempest (4km) [WIP]
Sir, this map is looking seriously epic. Harriers and Hinds wooooo 
Also, someone suggested darkening the light on the map and sunset like on Barracuda, don't. The lighting/time of day/whatever feels perfect the way it is.
Also, someone suggested darkening the light on the map and sunset like on Barracuda, don't. The lighting/time of day/whatever feels perfect the way it is.
Last edited by Stealthgato on 2011-02-15 01:25, edited 3 times in total.
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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
Just to let you guys know this map is still very much being developed. Completely recreated terrain into an island-chain assault map. This is the only feasible way for me to achieve the vegetation I was attempting in Tempest. I went for a tropical-type vegetation instead of a full jungle, as this is un-achievable on a 4km map while remaining realistic. Thus, this is no longer a Jungle map as such, but still uses most of the jungle vegetation by GhostDance with the exception of the large canopy trees which do not suit the map at all.
The screenshots below are only of one island, it represents about 5% of the area on the map. Although it is primarily covered in water, there are about 8 islands connected by sand bars and shallow coral reef. It is based off a set of islands of the Mid-West Coast of Africa, although it has been scaled down largely to make it playable within PR. Assets will be mostly Amphibious assault vehicles (AAV's etc), Helicopters and CAS Aircraft (Harriers) and Boats. The ARF will have heavy defenses set around all of the islands as moving assets will be difficult.
Keep in mind this is all still relatively WIP:





Just a side note, I won't be completing this map until I have completely finished my Congo map, as I want to focus on one at a time.
The screenshots below are only of one island, it represents about 5% of the area on the map. Although it is primarily covered in water, there are about 8 islands connected by sand bars and shallow coral reef. It is based off a set of islands of the Mid-West Coast of Africa, although it has been scaled down largely to make it playable within PR. Assets will be mostly Amphibious assault vehicles (AAV's etc), Helicopters and CAS Aircraft (Harriers) and Boats. The ARF will have heavy defenses set around all of the islands as moving assets will be difficult.
Keep in mind this is all still relatively WIP:





Just a side note, I won't be completing this map until I have completely finished my Congo map, as I want to focus on one at a time.
Last edited by ChiefRyza on 2011-02-13 04:29, edited 1 time in total.
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Silly_Savage
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Re: [Map] Operation Tempest (4km) [WIP]
Sexy!
I'd be interested in seeing what the new mini-map looks like now.
I'd be interested in seeing what the new mini-map looks like now.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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pfhatoa
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Re: [Map] Operation Tempest (4km) [WIP]
Looks ace! A minimap would be nice too!
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dtacs
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Re: [Map] Operation Tempest (4km) [WIP]
Looks like something out of Man vs Wild, still awesome though.
Will you still be utilizing the same reward system that the USMC get when they cap a flag? The one where one flag gives a Cobra, the other a Harrier, and the other an Abrams or whatever it was.
Will you still be utilizing the same reward system that the USMC get when they cap a flag? The one where one flag gives a Cobra, the other a Harrier, and the other an Abrams or whatever it was.
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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
Yes, probably between the Cobra and the Harrier, no Tanks on this map anymore though as you wouldn't really use them to take small islands. I'm also looking at making a system where there are two flags per island/set of islands, one for the Marines to take which will become a staging point and the other as the objective to move towards. I think this is the problem with Operation Barracuda now where the Marines often get pushed off the island again and again unless they really perform well. So hopefully you will assault the island, take the staging point 'flag' which will then provide a spawn point on that island. From there you will fight across the island to take the objective there. With a 4km map this is an absolute necessity to keep the gameplay flowing so I'll have to try and make it work for the map to be a success. Firebases are hardly considered as a staging point, they are so fragile and easy to destroy that the Marines wouldn't even have a chance if I didn't implement such a system.
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BroCop
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Amok@ndy
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Re: [Map] Operation Tempest (4km) [WIP]
looking really good'[R-CON wrote:ChiefRyza;1547869']
can we get a minimap ?

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Adriaan
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Re: [Map] Operation Tempest (4km) [WIP]
Looking veerry pretty! good luck with both your maps, I'd love to see them (preferrably both) finished. 
Last edited by Adriaan on 2011-02-13 11:45, edited 1 time in total.

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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
I'll post a minimap when I finish the beaches and shallow areas, the rest of the map looks **** without them 
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Rudd
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Re: [Map] Operation Tempest (4km) [WIP]
excellent work on the beach mate whats the OGobjectcount and the sizes of the UGatlas and OGatlas? I get the feeling that the OGatlas will require manual repacking by one of the guys who is much smarter than me to get it nice and efficient.
But seriously, that beach is perfect, you're another of those ******** who has natural talents at making maps look brilliant, you have my envy and admiration.
But seriously, that beach is perfect, you're another of those ******** who has natural talents at making maps look brilliant, you have my envy and admiration.
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AfterDune
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ChiefRyza
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Re: [Map] Operation Tempest (4km) [WIP]
Overgrowth object count sits at around 28,000, with every bit of possible terrain covered. Of course this was part of the plan, I created an island map because I knew it was the only way to achieve a natural look with heavy vegetation. Optimization will bring that number down to about 25,000 by the end of it. At the moment FPS is very stable, I don't expect there to be too many issues. Although I've had to LOD it pretty hard, I'm happy with how it all looks. Thanks for the kind words guys, I will try and get both my maps finished within the next couple months.
I'm certain it will, I will check those OGAtlas numbers tomorrow when I get home. The biggest things I want to nail down is the gameplay, the entire server will hopefully be fighting on one island at a time - I also want to run some tests in 128 player mode if it is possible one day, but I'm not entirely sure if it will ever be implemented so I'll worry about that later.[R-DEV]Rudd wrote:excellent work on the beach mate whats the OGobjectcount and the sizes of the UGatlas and OGatlas? I get the feeling that the OGatlas will require manual repacking by one of the guys who is much smarter than me to get it nice and efficient.
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AFsoccer
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Re: [Map] Operation Tempest (4km) [WIP]
Looks fun... but yeah, can't wait to see a minimap to see how the gameplay will unfold.
Also, try playing with the detail texture on your beach.
http://i289.photobucket.com/albums/ll23 ... een022.png
It lacks detail or the scale is too large.
Also, try playing with the detail texture on your beach.
http://i289.photobucket.com/albums/ll23 ... een022.png
It lacks detail or the scale is too large.
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Snazz
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Re: [Map] Operation Tempest (4km) [WIP]
Most-realistic-looking island map I've seen on BF2. 

Indeed, at the end of the Costa Rican episode there's a beach like this:dtacs wrote:Looks like something out of Man vs Wild.

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dtacs
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Re: [Map] Operation Tempest (4km) [WIP]
Thats the exact episode I was thinking of lol, hopefully we can hack open coconuts and build shelters.Snazz wrote:Most-realistic-looking island map I've seen on BF2.
Indeed, at the end of the Costa Rican episode there's a beach like this:




