Very Urban Map Fully Destructible.

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danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Very Urban Map Fully Destructible.

Post by danthemanbuddy »

What would be great for a later release of Project Reality, would be to create a city map (Middle Easter) very close quarters with long alleys, and some gaps that is fully destructible. Not have large buildings like Street has, but more of a cinder block type of neighborhood.

With a main road running through it
Image
a side street or two
Image
And the rest of alleys set up like a city, very close and cramped
Image

I know a couple of guys have been modeling middle eastern houses, and with the new destructible walls (like helmand's buildings are made of) a pretty good sized city could be made like that.

Tall and narrow, You could have AAS vs 2 to Have Great Britain or Marines flush Insurgents out of this urban environment say out of Tal Afar or Fallujah.
I Can help show you a design i can make on Paint (professional eh), on how a good layout would be.

Devs I know this is a big task, but it would be very realistic and fun. I know that L AT and explosives can take down those buildings. But can you guys mod penetration values and damage if say a SAW lit up 200 rounds into the building, killing everyone inside and destroying a section of wall?

Thanks for Reading the Long Paragraphs :)
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

Its completely possible, someone just has to make the models.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

I think this falls in to the catagolry of "yeah, it would be great, but I think it would lag everyones system to shit. each distructable building is like 4-8 parts I beleive. The in tact - pieces, and the destroyed pieces, so that increases the static count a bunch right there. then when you have someone put a c4 and you have 10 buildings destroyed at once, it would certainly be interesting
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

What we could use though are some bombed out statics. One of the things I hate about alot of games is that the cities look like they were just contructed recently. Having shelled out buildings really adds to the atmosphere, giving you the impression that you're truly fighting in a warzone.

After all would Stalingrad feel like Stalingrad if all the buildings were completely unharmed?
Semi
Posts: 103
Joined: 2007-03-31 15:07

Post by Semi »

Buy me a new computer and I'll support you ;-)
Basrah is simply a nightmare for me at the moment.
JL
Posts: 189
Joined: 2007-02-26 15:49

Post by JL »

Terranova wrote:What we could use though are some bombed out statics. One of the things I hate about alot of games is that the cities look like they were just contructed recently. Having shelled out buildings really adds to the atmosphere, giving you the impression that you're truly fighting in a warzone.

After all would Stalingrad feel like Stalingrad if all the buildings were completely unharmed?
hey I guess I should have looked here before posting this: http://realitymod.com/forum/showpost.ph ... stcount=30

this site does not allow hot linking, paste the URL into your browser to view the images

Code: Select all

www.krysstal.com/images/democracy_fallujah06.jpg
www.krysstal.com/images/democracy_fallujah07.jpg
www.krysstal.com/images/democracy_fallujah08.jpg
www.krysstal.com/images/democracy_fallujah09.jpg
www.krysstal.com/images/democracy_fallujah10.jpg
more destruction! and I don't mean player destruction, map maker made destruction, in the future when everyone has super computers it would be cool to see fully destructible stuff, but presently having statics of ruins / rubble would be nice, just the small things need to be destructible, like power poles, street lights, things that would not stop a vehicle traveling at speed!
Last edited by JL on 2007-04-08 09:36, edited 1 time in total.
Cherni
Posts: 1308
Joined: 2006-08-19 23:23

Post by Cherni »

Can you say lags like shit on shit
Randleman5102
Posts: 945
Joined: 2006-08-05 00:04

Post by Randleman5102 »

lags like shit on shit

Said it. Anyways if it is possible to put I would definatly have this as priority, it would probally be the #1 most played map.
You Are Now Breathing Manually...
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

I don't see why this should cause so much lag. The map doesn't have to be the size of Al Basrah. Just make it a quarter the size.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Cheeseman
Retired PR Developer
Posts: 1291
Joined: 2006-11-12 06:23

Post by Cheeseman »

I got a simple solution to the lag. You can make the map smaller just like how JP*wasteland.soldier suggested. Or another solution would be to bring down your in game graphics settings when playing that particular map. For example; prior to installing Vista, I could run every PR map (even Al Basrah) with all graphics on high, but now although I can still run the game with all high settings, for Al Basrah I bring down my textures to medium, while keeping everything else on high. When I'm finished playing Al Basrah and I want to play another map I simply go to video options and I change textures back to high. So my suggestion is; if you feel like a fully destructible map like the one suggested (if ever implemented) might cause you to lag, then bring down your graphics settings for that particular map.

You have to balance what you have, because we can’t all have everything we want to the fullest.
Dr. Litch
Posts: 36
Joined: 2007-02-16 01:53

Post by Dr. Litch »

Cheeseman wrote:I got a simple solution to the lag. You can make the map smaller just like how JP*wasteland.soldier suggested. Or another solution would be to bring down your in game graphics settings when playing that particular map. For example; prior to installing Vista, I could run every PR map (even Al Basrah) with all graphics on high, but now although I can still run the game with all high settings, for Al Basrah I bring down my textures to medium, while keeping everything else on high. When I'm finished playing Al Basrah and I want to play another map I simply go to video options and I change textures back to high. So my suggestion is; if you feel like a fully destructible map like the one suggested (if ever implemented) might cause you to lag, then bring down your graphics settings for that particular map.

You have to balance what you have, because we can’t all have everything we want to the fullest.
Ugh. How is having to disconnect when a map comes up, readjust settings, restart the game if necessary, then load the map while optimizing the shaders 'simple'. Also it'd be hard to lower for those already in the basement.
Cheeseman
Retired PR Developer
Posts: 1291
Joined: 2006-11-12 06:23

Post by Cheeseman »

Dr. Litch wrote:Ugh. How is having to disconnect when a map comes up, readjust settings, restart the game if necessary, then load the map while optimizing the shaders 'simple'. Also it'd be hard to lower for those already in the basement.
I know my method is hard to follow, but I'm a person who has to have his good graphics, so I take crazy measurements to have it :-) .
Shining Arcanine
Posts: 429
Joined: 2006-05-29 21:09

Post by Shining Arcanine »

Cherni_95 wrote:Can you say lags like shit on shit
This could be a map exclusively for the high-end systems.
Simio1337
Posts: 333
Joined: 2007-02-11 23:32

Post by Simio1337 »

I can model in maya, but then somehow has to texture it.
Image
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

JL wrote:hey I guess I should have looked here before posting this: http://realitymod.com/forum/showpost.ph ... stcount=30

http://www.krysstal.com/images/democracy_fallujah06.jpg
http://www.krysstal.com/images/democracy_fallujah07.jpg
http://www.krysstal.com/images/democracy_fallujah08.jpg
http://www.krysstal.com/images/democracy_fallujah09.jpg
http://www.krysstal.com/images/democracy_fallujah10.jpg

more destruction! and I don't mean player destruction, map maker made destruction, in the future when everyone has super computers it would be cool to see fully destructible stuff, but presently having statics of ruins / rubble would be nice, just the small things need to be destructible, like power poles, street lights, things that would not stop a vehicle traveling at speed!
All of the links are broken for me. I need permissions it says.
danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

I meant for a small city lengthwise say the size of karkand (city itself) to hotel....

Not even close in size. Just bigger than street.
Im modelling some middle eastern houses right now, that i will present to a dev :)
Cherni
Posts: 1308
Joined: 2006-08-19 23:23

Post by Cherni »

Shining Arcanine wrote:This could be a map exclusively for the high-end systems.
Maybe once we all update to $950 gfx card
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

Simio1337 wrote:I can model in maya, but then somehow has to texture it.
I'm sure we could find someone.
JL
Posts: 189
Joined: 2007-02-26 15:49

Post by JL »

Clypp wrote:All of the links are broken for me. I need permissions it says.
yeah you can't directly click on them :/ so once you have the window open with the url and the 403 forbidden error message just click the url in your address bar and hit enter and load it as if you had gone to the page yourself and not followed the link from the forum.. I'd link the page they came off of but there are some dead people in streets.. not that I think you guys should be shielded.. its just those images are not what I wanted to focus on :)
matt.b
Retired PR Developer
Posts: 992
Joined: 2006-04-07 23:24

Post by matt.b »

The big problem with destroyable buildings isn't really lag caused by increasing polycounts on lods/collision meshes (they can be optimized), but it's the shadows. Statics use 'lightmaps' in bf2 (prerendered shadow textures) so you get all sorts of funny effects between wrecked & intact models. You really want dynamic shadows (like arma or quake wars). Then there's the issue of goofy multi-storey structures where you can blow up the ground floor walls & not cause upper floor walls to collapse...

It can be done though for single-storey structures built in a certain way to minimize lightmap artifacts.
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