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

Maps created by PR community members.
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

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

Post by VapoMan »

Whoa, it looks totally different from your original design but still as awesome. :-D
Really like the chain of islands idea, much more interesting than a single island or landmass.

http://i289.photobucket.com/albums/ll23 ... n005-1.jpg
That little village reminds me of the scene in Apocalypse Now when they storm the beach with the music.


pfhatoa wrote:It's a hard manoeuvre but wouldn't it be good all the islands some steps south, 500-1000m to increase the distance between the carrier and the islands. But, yea, it's a hard work :roll:
Its a 4km map so although it doesn't look like much on the minimap, it is quite a distance away ingame.


Whats the current OG count ryza?

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

16,000, though I can cut it down quite a bit more. The island vegetation is really dense for gameplay so ill see how it goes during playtesting.


Current project: Operation Tempest
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

Mmmh Far Cry feeling to this map :) .

So what I understand is that ARF won't have any FOBs? They will use their spawn on the islands like you said or rally points? Because how do you want them to pass logi trucks around the island with all the water? Or is the water "crossable"?

Quite different from standard PR gameplay where you build the FOB where you want. Can't wait to try out the "siege mode" :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

Looking good, but I have a few concerns.

For starters, your carrier looks pretty close to the shore line there, you should really try to put as much space between the shore and the carrier as possible, although if you want to keep your carrier there that means moving the terrain etc, which is possible but very tricky... Moving your entire terrain south by about 1km, possibly 2kms would solve loads of issues I see with your map thou. That is my biggest concern right now, other than that looks really good but I can't see it playing very well as it is...

EDIT: what I would have: http://img338.imageshack.us/img338/1903/70063186.jpg

And this is the kinda of difference it makes to initial attacks, with red being amphibious landings via AAVP7A1 or boat, Blue being chopper approaches and yellow being landing path of a harrier.: http://img338.imageshack.us/img338/5921/67655970.jpg

The biggest difference between the attacking is not just the direction, but the time it takes to get to the beach which is a fundamental element in the defence of the islands.
Last edited by Rhino on 2011-10-27 13:48, edited 1 time in total.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

So how can I match the colormap to the terrain when I move the heightmap south in photoshop?


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

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

Post by Rhino »

Well like I said its pretty tricky, but ye its mostly done in PS.

But ye, calculate how much your moving your heightmap by, with pixels over the size of the terrain, then stiching up all your colour and detail together you can either do by hand or using this program: Graphic Reality : BF2 Mod Toolkit

Then move them by the same amount, working how many pixels for the amount of meters based on the total size of the image and the size of the terrain etc, then once moved all of them, you will want to fill in the missing area but since its sand and it shouldn't actually be complied ingame, you can just get away with clone stamping some sand or w/e, then using BF2 Tsplit.exe you can then split your colour and detail back into the map.

Then comes moving all your statics, which you can either do by hand in the editor by selecting all the statics, with the last static in the selection having a 0deg rotation, then moving all the statics down south to match where they were before, or you can do it with 3DsMax to move them all by a precise amount, by importing all the statics into max using the LM scripts, selecting all statics, then moving them all with an offset x,y,z by the amount you moved the terrain (thought dest objects may not get counted, but should providing you don't delete there helpers), then save a new staticobjects.con based on the objects in max using the LM script and done :)
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

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

Post by ChiefRyza »

Ok, I will give it a try. I still think you wouldnt have a problem with it when you see it in game, there is at least 900m between the carrier and the closest shore line.


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

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

Post by Rhino »

The more the better tbh, if I could I would have put Muttrah's carrier way more out to sea :p
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splatters
Posts: 529
Joined: 2010-01-19 08:02

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

Post by splatters »

Remember, you also have to move detail and lightning maps etc. if you start moving terrain and color maps.

Maybe it would be easier to move the carrier far enough out of the map area and modify the combat zone, leaving the terrain and everything else as they are now. Don't know for sure if that is plausable but I believe it is.

Or you could move the carrier to the southern side of the map, though that would change the gameplay quite drastically.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

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

Post by Rhino »

I did mention detail maps and terrain lightmaps your better off regenerating :p

Object LMs if you have any you should also delete but you shouldn't have any at this stage anyways.


Putting the carrier in the surrounding terrain isn't an option, unless you like screwed up minimaps and many other problems :p

Putting the carrier on the south side of the map I can't see playing as well than the north side but ye, that is the simplest solution.
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

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

Post by Stealthgato »

I'm glad you returned to the old lighting, it has an awesome Far Cry feel to it. Really looking forward to this map. Will the AU still have Hinds?
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

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

Post by LieutenantNessie »

Love. It.
realitymod.com drives me to drink.
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

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

Post by PoisonBill »

LieutenantNessie wrote:Love. It.
Indeed, looks very promising! :-o
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

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

Post by simeon5541 »

You are not joking at all . . .
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

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

Post by Arnoldio »

SO niiiice! The first version was cool aswell, but this is even better. *_*
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

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

Post by 40mmrain »

damn it looks good.

Needs CAS.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

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

Post by saXoni »

That looks awesome!
40mmrain wrote:damn it looks good.

Needs CAS.
"Marines - AAV's, Jets (Harriers), Attack Helicopters, Tanks (maybe), APC's and Light vehicles"

Looks like your wish is fulfilled.
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

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

Post by simeon5541 »

Hey if map would have Harriers on one side,why there would not be MiG-21s (J-7s) on other ?
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

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

Post by LieutenantNessie »

simeon5541 wrote:Hey if map would have Harriers on one side,why there would not be MiG-21s (J-7s) on other ?
Imo would be some trouble to put the airstrip onto those islands
realitymod.com drives me to drink.
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

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

Post by mockingbird0901 »

Keep up the good work :)
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