[Map] Wake Island remake
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Griffon2-6
- Posts: 2487
- Joined: 2006-05-26 04:21
I think the two carriers per team thing is meant for two different layers. In the 16P layer, the carriers will probably be closer?
And Terror, make sure the airfield is realistically long, because in real life, the runway of the airfield extends to where the "Beach" control point is in the vanilla map.
And Terror, make sure the airfield is realistically long, because in real life, the runway of the airfield extends to where the "Beach" control point is in the vanilla map.
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DJJ-Terror
- Posts: 671
- Joined: 2006-06-14 21:51
uff... where do i start[R-DEV]Rhino wrote:
1,
your sunken trees look really odd... did you place your trees as static? thats really bad for performance.. place them as overgrowth when not doing them is special places...
2,
4 carriers? 2 of which can be captured? very unrealistic and bad for gameplay... What you may want to do is make 2 flags NW and SE of the island with a huge cap radius for air superiority flags if you want some more fighting for flags away from the island.
3,
Whats your current flag cap order? cant see any A and D markers... is it just conquest??
4,
Sandbags on a carrier? Is that realistic? never ever seen it in any pics before... (thats modern day) I see it serving not much purpose aswell, I would remove them.
5,
extended carriers are looking pretty odd, carriers dont have on / off ramps at the front / past the middle cos otherwise planes would need to taxi across the runway to the takeoff postion, when they are lifted up in the back, they are basicly ready to go. Would hold up the traffic flow if they did... I would just use the normal stock setup...
6,
also do USMC start off with the airfiled, i see you are on the carrier and its capped?
keep up the gd work.
1.
Owergrowth dosent work on x8 size (but atlees undergrowth does
Palms are set as statics and some are sunken to provide visual density so that we have jungle feel and not shitload ot trees though whish you can see all the way to the other side of island.
2.
three things i have on mind.
One is simple:
- first (smaller) carrier for 32 layer and chopper/armour game and bigger is for 64 layer and air campaigne (in this case smaller carrier will be in smoke and flames...).
or... (as it is now set and needs testing to see how it works)
to set smaller carrier "capable" (not capable , just neutralised) from air - only in case that his deck is compleatly clear if enemy soldiers (wich simulate destroying that carrier)
or...
if i manage to set airplane spawnable, than bigger carrier wont have spawn on it at all (it wont have flag also) but in plane so that there cant be loose soldiers running aroung the deck but only ones that will pickup plane and fly off...
(i prefer third solution)
3, is not yet set...
4, i kinda liked this...
5, this can be altered easy but i intented those lifts to hold AA's
6, this was me just caping flag to take some pics of island... they are all grey...
i hope you get the picture...
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Blakeman
- Posts: 450
- Joined: 2007-11-21 20:49
No offense to the Army guys bug the USMC doesn't have an apache if you were going with that, just the supercobra. I always wondered why they used the blackhawk instead of a CH-53 or CH-46 as I find them a heck of a lot more interesting.
If there was ever a way to make an LCAC (landing craft air cushioned) 'hovercraft' it would be a good thing for that type of setting. AAVs would be great as well though the possibility of a ramp inside the carrier to drive the LAV into would work just as well.
Just some thoughts from a newb, excellent work so far.
If there was ever a way to make an LCAC (landing craft air cushioned) 'hovercraft' it would be a good thing for that type of setting. AAVs would be great as well though the possibility of a ramp inside the carrier to drive the LAV into would work just as well.
Just some thoughts from a newb, excellent work so far.
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Blakeman
- Posts: 450
- Joined: 2007-11-21 20:49
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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
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DJJ-Terror
- Posts: 671
- Joined: 2006-06-14 21:51
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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
Alright good to hear. Thanks for the answer.[R-CON]DJJ-Terror wrote:Technically map is finished.. just to render lightmaps.
Im waiting for feedback from team about available planes for PLA side but still no one answered... so map is on hold 4 now.
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
No! No holdy! Masqi want fly![R-CON]DJJ-Terror wrote:Im waiting for feedback from team about available planes for PLA side but still no one answered... so map is on hold 4 now.
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
a Chinook is being made by icekiller, give it time thoughBlakeman wrote:I would be happy with it as a static piece on a beach with a land vehicle or two inside and maybe a spawn point or something.
I still want a V-22 or a CH-53 as the helo on the carrier though.


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....


