[Map] Operation Tempest (4km) [WIP]
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Map] Operation Tempest (4km) [WIP]
Im with Wakain here. I like the sunny tropical island approach better, reminds me of crysis. Although the thunderstorm settings looks really good too. I just prefer to play on a sunny map rather then a darkish storm setting.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km) [WIP]
In game, it looks much better with the new sky than the old. I simply can't achieve the look I want with the midday setting. I might give it another try later on but this is the happiest I've been with the map in a while.
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Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: [Map] Operation Tempest (4km) [WIP]
Really not a fan of the darker maps, I find its artificially difficult to see properly on them (a la Barracuda).
But hey, its your map.
But hey, its your map.




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Mouthpiece
- Posts: 1064
- Joined: 2010-05-24 10:18
Re: [Map] Operation Tempest (4km) [WIP]
For me: Moar light - moar fun. But darkness could bring in some new feelings to the game, like being constantly scared of the shadows lurking in the darkness, an ambush could be EVERYWHERE, you start thinking about death, how much your life's worth to you, how much you like to stay alive and do some more PR game playing. Yes, things would definetly change (if it's dark enough).
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Wakain
- Posts: 1159
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Re: [Map] Operation Tempest (4km) [WIP]
this would require over the top shadows, flickering cold lights and blood on the floors, more something for, for instance, an abandoned asylum or metro-tunnels or bunkers or whatever than for a tropical island, wouldn't you agree?Mouthpiece wrote:For me: Moar light - moar fun. But darkness could bring in some new feelings to the game, like being constantly scared of the shadows lurking in the darkness, an ambush could be EVERYWHERE, you start thinking about death, how much your life's worth to you, how much you like to stay alive and do some more PR game playing. Yes, things would definetly change (if it's dark enough).
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Arc_Shielder
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
I think the sky looks nice and a change of pace from all those sunny clear sky maps we have. Plus, it's Op. Tempest for some reason...
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Operation Tempest (4km) [WIP]
I'd say that a nice sunny weather would actually be a change as most maps with allot of vegetation seem to be quite dark (Militia maps, Barracuda etc.)

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Jafar Ironclad
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
This map is high on my most anticipated list. Any chance we can get some aerial shots on your next media cycle?
Like, say, from the cockpit of a harrier? (Is joking)
Like, say, from the cockpit of a harrier? (Is joking)
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sharpie
- Posts: 1434
- Joined: 2009-11-08 03:41
Re: [Map] Operation Tempest (4km) [WIP]
'[R-DEV wrote:Rudd;1576368']that would be a cool addition, thats a nice tut, I'll put it in the compiled list
edit, just had a look at it in op Hailstorm?, VERY nice!
Did ya' mean that?
Looks fantastic Ryza
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Rudd
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
nah I loaded operation harvest from the booster pack to see itsharpie wrote:Did ya' mean that?
Looks fantastic Ryza
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: [Map] Operation Tempest (4km) [WIP]
Nice blend of blue sky and storm cloud, like the real sky looks sometimes except static. If only Mosquill's dynamic sky was implemented...
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Map] Operation Tempest (4km) [WIP]
That leaves me thinking actually. Wouldn't it be possible to use the dynamic sky to have different weather settings. It doesn't have to go night or something i can just change the sky and maybe even the overall lighting for example if a storm is over your head.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Map] Operation Tempest (4km) [WIP]
Its a shame that the rain isn't employed in PR at all, some light drizzle would really increase the immersion factor and look excellent as well.
Looking good though, want to see some areas that aren't jungle as well though, meaning villages, airstrips and whatnot.
Looking good though, want to see some areas that aren't jungle as well though, meaning villages, airstrips and whatnot.
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Sgt_JoeKickAss007
- Posts: 8
- Joined: 2011-03-31 07:43
Re: [Map] Operation Tempest (4km) [WIP]
Its gonna be awsome when you walk throught the jungle....and BAM...you are on a pristine beach!
Awsome map!
Awsome map!
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: [Map] Operation Tempest (4km) [WIP]
Hmm, I really liked the sunny setting, but those clouds do look good. I'm with dtacs on this one, some rain would be quite nice if you decide to keep this weather.
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VapoMan
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
Rain on a 4km map would really kill it performance wise.
Barentz Invasion, one of the Holiday Snow maps was horribly laggy for some people due to the falling snow, and that was only 2km.
Barentz Invasion, one of the Holiday Snow maps was horribly laggy for some people due to the falling snow, and that was only 2km.
"Eight glorious sides and eight stunning angles!"
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Stealthgato
- Posts: 2676
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Re: [Map] Operation Tempest (4km) [WIP]
Is it possible to just have the rain only on some parts of the map?
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AfterDune
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Rhino
- Retired PR Developer
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Re: [Map] Operation Tempest (4km) [WIP]
but isn't a good idea unless you like the idea of maxing out players particle limits which not only affects performance and the quality of other effects going off but also means things like long distance gunshot/explosion sound effects stop working etc.
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Wakain
- Posts: 1159
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Re: [Map] Operation Tempest (4km) [WIP]
today we'll have a cloudy day, the radar doesn't show any rain, except for one house in the suburbs...Stealthgato wrote:Is it possible to just have the rain only on some parts of the map?




