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

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Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

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

Post by Jafar Ironclad »

Throwing some hypotheticals out here:

Possible to link the rain effect to an in-game object? If possible, I could see using the orbit mechanics of the "paradrop spawn" object and just having one or two rainfall fields at a time, randomly locating themselves over the jungle areas (in the same fashion that the paradrop spawn teleports).

Then, just modulate the total rate of rainfall based on player testing, and set the render distance on certain particles differently (is this possible?). That way, we could have light rain and heavy rain depending on the player's distance from the main object. Could create the illusion of dynamic rainfall.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

Rain is a problem lads, if used sparingly it might be ok, but its not worth it imo.

here is the most realistic rain effect avaliable. its a particle effect that doesnt pass through objects etc.

Courtesy of the Combined arms Minimod

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

Jafar Ironclad wrote:Throwing some hypotheticals out here:

Possible to link the rain effect to an in-game object? If possible, I could see using the orbit mechanics of the "paradrop spawn" object and just having one or two rainfall fields at a time, randomly locating themselves over the jungle areas (in the same fashion that the paradrop spawn teleports).
that's a pretty interesting idea but still to get any decent amount of rain you would still need to exceed the particle limit to get a decent amount of rain in its current method.
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

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

Post by Mora »

[R-DEV]Rhino wrote:that's a pretty interesting idea but still to get any decent amount of rain you would still need to exceed the particle limit to get a decent amount of rain in its current method.
It could have multiple moving textures applied to it. That way it can be done with just a few spawner's.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

Just drop the rain effect idea for now guys, it isn't even on the table for me at the moment purely because of performance. Not very important compared to the other things I need to finish in the map either. Besides, in the skybox I'm using, there aren't even any rain/storm clouds above the map. The storm is far off in the distance.
Last edited by ChiefRyza on 2011-04-14 14:07, edited 1 time in total.


Current project: Operation Tempest
Yrkidding
Posts: 729
Joined: 2008-08-21 23:16

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

Post by Yrkidding »

I dont know if this has been suggested, dont have time right now to search the thread, but on Operation Harvest from the AF expansion for BF2, there was lightning in the background as the storm was coming in, is that in any consideration?
Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

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

Post by Rudd »

Yrkidding we just covered that in the previous 2 pages
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LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

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

Post by LieutenantNessie »

Looking forward to it! Seems like one of the best maps ;) My only worry is the transportation though, since trucks and APC's cant move in that rough hill terrain too much and going by the beaches they are exposed to enemy AT's and maybe too woody for some l33t huey insertions, but yet I am only a newbie and never even opened the map editor :D
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

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

Post by dtacs »

LieutenantNessie wrote:Looking forward to it! Seems like one of the best maps ;) My only worry is the transportation though, since trucks and APC's cant move in that rough hill terrain too much and going by the beaches they are exposed to enemy AT's and maybe too woody for some l33t huey insertions, but yet I am only a newbie and never even opened the map editor :D
The entire map has been changed to an archipelago (chain of islands), so I think its safe to assume that there won't be any trucks for either side.

Of course we have yet to see a minimap, but development has gone internal now that ChiefRyza is an [R-CON].
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

Tempest is still going ahead, but will go full swing after I complete Congo Insurgency. Havn't had as much time to work on it as I would like because of RL but it still goes ahead if anyone is wondering :-)


Current project: Operation Tempest
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

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

Post by mockingbird0901 »

Nice to know. Last time I saw it it looked epic.
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
-Albert Einstein
Volens et potens

Tema567 just might be my new hero
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LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

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

Post by LieutenantNessie »

[R-CON]ChiefRyza wrote:Tempest is still going ahead, but will go full swing after I complete Congo Insurgency. Havn't had as much time to work on it as I would like because of RL but it still goes ahead if anyone is wondering :-)
Probably sounds like im bitching for nothing but you might want to change the current project thing to Congo for that while :D . Anyway, I like the map and Congo seems pretty awesome too. You got some really original ideas for new maps!
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

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

Post by Alek-say »

In my opinion, this map is also the best variant for PR:V.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

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

Post by lucky.BOY »

I dont think so, because in Vietnam there wasn't any beach assault battle, and this map is all about beach assaults you know ;-)

-lucky
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

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

Post by 40mmrain »

by harriers, do you mean f35s, op?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

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

Post by dtacs »

Nope, he means Harriers which are still in widespread use with the Marines.
<|90Viper90|>
Posts: 32
Joined: 2011-04-03 18:13

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

Post by <|90Viper90|> »

Ahh that looks nice... Can picture me and my squad in there ;)
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

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

Post by LieutenantNessie »

No updates :( Looked to be the most promising map so far
realitymod.com drives me to drink.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

Ryza is just busy atm dont worry yet
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

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

Post by Shovel »

[R-DEV]Amok@ndy wrote:Ryza is just busy atm dont worry yet
Don't worry Yet?
Shovel009
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