[Map] Operation Archer [released]

Maps created by PR community members.
Sealights
Posts: 215
Joined: 2006-05-13 18:46

Post by Sealights »

Desertfox wrote:Your video does not work for me, and yes I removed the space.

MMM... it should work now!!!

http://www.youtube.com/watch?v=go56fxcclwY
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

no I mean paramedics video :-P
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Maistros
Posts: 743
Joined: 2006-11-30 11:18

Post by Maistros »

No, you need to keep the space but enter it into the address bar.
Wasn't me.
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Desertfox wrote:no I mean paramedics video :-P
Sorry Desertfox I have fixed the link to DL directly.... Remember the movie is a couple months old now...
cheers

PMED (a.k.a. PARAMEDIC)
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

WEll i guess its time for an update! We really tried to keep this map real, yet different than what is already out there. I think that we have done this and hopefully the community will enjoy it as much as we do a the DVB.

Everything is pretty well done and we will more than likely put the map in the regular DVB rotation in the next week or so.... So far the feedback has been great! For a 1024X2 map with significant elevations it has great challenges for the pilots! Long and clear view distances for the snipers and armor and the map forces the gamer to think 3 dimensionally instead of one plane.

Some of the community suggestions that have contributed to the overall developement:
  • less control points (decreased to 10, down to eight in the next release)
  • spend more time on the terrain (done, but couold use more talented work in this area, but it still looks good)
  • Increase vehicles and group them better
  • decrease spawnpoints & remove forward spawns
  • make into a night map (there is now a day and night version of archer)
  • expand veiw distance (600m is no the View distance)
Here are are some of the recent shots taken.... Hopefully we will finish and share the map later this week... We will work on it again witht eh release of PR.6&.7 rumour has it great changes are ahead in static's and air vehicles.... (perhaps we will have some help from the PR guys in adding the newer stuff?)

example view distance Image

the city: Image

MEC HQ: Image

flying example: Image

scenery: Image

scenery: Image

plantation: Image

USMC HQ: Image

Checkpoint: Image
Last edited by PARAMEDIC.CA on 2007-04-25 22:30, edited 1 time in total.
WNxLT7
Posts: 351
Joined: 2007-03-27 13:59

Post by WNxLT7 »

Wow I think I just got hard.... Yep :)
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

wow, nice.
But,there is 2x the amount of vehicles of Basra in half the space....I dont think building would be that close to runways, also A10s tend to roll back when you 'test' the cannon, so a Heli parked next to it is ill-adviced. how is the tank suposed to get out when 3 planes are there? perhaps put the humvee convoy and tanks near the gates and put the cobra there.
And CP names are in 'ALL CAPS WHICH IS ANNOYING' (sorry)
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Good advice...

The runways (both sides) are double the length... to take off and landing is not as close to the buildings as it looks.

hmmm.. CAPS eh?... I think its small thing that can be changed easily enough -I had never thought of it...no need to be sorry :)


"But,there is 2x the amount of vehicles of Basra in half the space...." I dont understand. you mean the at the airport/main base????
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

"But,there is 2x the amount of vehicles of Basra in half the space...." I dont understand. you mean the at the airport/main base????
yea, in the last SS, you have 15 vehicles within 40m of each other = total chaos when the round starts.
push the buildings to the fence, so the space is more efficient, you give 4 Humvees the same space as 3 planes and a cobra...
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Unfortunatelly teek is right, you should reduce a bit the amount of vehicles and maybe adding some in another base. same thing for MEC base, vehicles are behind the runway? IMO it looks a bit vanilly and might be bad for gameplay reasons.
The map visual improved from the first screenshots... specially the mountains ehehe...

Also, you'll probably want to reduce a bit the undergrowth draw distance or it may lag a lot for bad PCs...

Overall, it's looking beautifull. Slight remindal of gazala from b1942 hehe...
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

em... I am not going to scatter assets at forward bases, that is vanilla. But, I understand your perspective and I will adjust the number of vehicles and their locations at the main base to make more practible sense (thanks for the heads up!)...

The draw distance is about 100 meters (I think) I probally will not compromise in this because I think its pathetic that being in undergrowth puts you at a disadvantage to the person 50m outside of it -paradoxical eh? :smile: ? Nonetheless, this is not a map for older computers... having view distances get bigger, map sizes much larger its a fact of life that more CPU power will be needed *from what I hear and read in the BF2 editor forums is that Rhino is creating a monsterous 1024X4 and possibly X8, egad!*

With a Nvidia 6600 at med/low will get a avg. of 30-40fps
With a Nvidia 7800 at high will get an avg. 50-60 fps

Thanks for the feedback!

'[R-CON wrote:V3N0N_br']Unfortunatelly teek is right, you should reduce a bit the amount of vehicles and maybe adding some in another base. same thing for MEC base, vehicles are behind the runway? IMO it looks a bit vanilly and might be bad for gameplay reasons.
The map visual improved from the first screenshots... specially the mountains ehehe...

Also, you'll probably want to reduce a bit the undergrowth draw distance or it may lag a lot for bad PCs...

Overall, it's looking beautifull. Slight remindal of gazala from b1942 hehe...
Superior Mind
Posts: 161
Joined: 2007-02-15 01:55

Post by Superior Mind »

I think the fog should be different. It should be more like the kind of fog you see when you are high up in the mountains, just a white haze sorta. As of now it looks more like a sand storm kind of fog, like karkand. Also the ground should be whiter/grayer. It looks too yellow for Northern Afghanistan imo. All in all it should have a more tundra feel to it. Otherwise good job.
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ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

Hmm, yeh I think you should think of what he just said.

I've seen the map sep up for a server? Any downloads for it?
CAN'T WAIT FOR IT!
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Superior Mind wrote:I think the fog should be different. It should be more like the kind of fog you see when you are high up in the mountains, just a white haze sorta. As of now it looks more like a sand storm kind of fog, like karkand. Also the ground should be whiter/grayer. It looks too yellow for Northern Afghanistan imo. All in all it should have a more tundra feel to it. Otherwise good job.

Interesting ideas... Let me think about it... thx.
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

ZaZZo wrote:Hmm, yeh I think you should think of what he just said.

I've seen the map sep up for a server? Any downloads for it?
CAN'T WAIT FOR IT!

I think Friday night the DVB server will be hosting it and if there are no big problems it will be put into the regular **Devils Brigade PRO's server rotation...

so, keep visitng the DVB at http://www.dvbsquad.com for updates...
ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

I tried joining the server when I saw it set up with Operation Archer, but I didn't have that map so I couldn't join.
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

ok... cut a few CP's and vehicles.... mini-map here:
Image


lol....... i cant count obviously :)
Last edited by PARAMEDIC.CA on 2007-04-26 22:59, edited 1 time in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Thats some complex terrain....btw, that Coalition Outpost is really high,lol....wouldnt that make it a field day for snipers, if they were up there?

Obviosly someone needs to explain, how to make names without underscores...cos it looks like Im not the only one, who doesnt understand it....ALT+160, wtf does that mean??
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Outlawz wrote:Thats some complex terrain....btw, that Coalition Outpost is really high,lol....wouldnt that make it a field day for snipers, if they were up there?

Obviosly someone needs to explain, how to make names without underscores...cos it looks like Im not the only one, who doesnt understand it....ALT+160, wtf does that mean??

its a field day for a sniper anywheres on this map.

As of .5, I believe that underscore in the names can be resolved by the PR develpers adding you map name to a .py files that will translate the long name into a short one with spaces instead.
So All I have done is made sure that the names are really short and without multiple words.

ALT= altitude?
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Open testing all day today on the **Devils Brigade Pros server...the Map is 99% complete with few small tweaks yet to come... Please visit http://forums.dvbsquad.com/showthread.p ... 5#post5105 to get the download and post suggestions and bugs...


cheers,
PMEDIC
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