random tunnels

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Tef
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Post by Tef »

If can somehow work then would this mean another use for shovels?
Rhino
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Post by Rhino »

Tef wrote:If can somehow work then would this mean another use for shovels?
shovels can only repair, not destroy :p
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snotmaster0
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Post by snotmaster0 »

I really like this idea, but someone needs to actually make the thing! Also, would the blocks be only at the entrances to the tunnels or also inside the tunnels (which would be WAY harder, but much more tactically interesting)?
Tef
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Post by Tef »

[R-DEV]Rhino wrote:shovels can only repair, not destroy :p
I know but is there a way to make the tunnel be like c4'd closed/destroyed or start destroyed, then the shovels could repair and fix the tunnels.
OkitaMakoto
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Post by OkitaMakoto »

Is this discussion based around actually being able to go underground? Or was there a workaround suggested? Cuz... cant you not go below the set bf2editor "ground"?

Meh... I think its WAY too much work and pshh... tunnels...

But, go for it
Tef
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Post by Tef »

So your saying too much work for a little novelty?
BloodBane611
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Post by BloodBane611 »

Your idea makes a lot of sense jonny, the only thing is making a good tunnel static. That is by no means particularly easy, especially if we're talking a large tunnel complex, like 1 or 2 KM in length.
[R-CON]creepin - "because on the internet 0=1"
OkitaMakoto
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Post by OkitaMakoto »

Tef wrote:So your saying too much work for a little novelty?
Yeah, basically. But, if someone else is gonna spend their time on it, its not my problem ;)
Spec
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Post by Spec »

So what kind of tunnel do you use?

Since Terrain-Tunnels are impossible, the only way to make tulles is using statics, like on OGT.

so - you'll need a static tunnel, which does look ulgy (when you see it from above at least) in Operation Ghost Train already. (Nothing against the OGT-Tunnel, its a nice job done there. But a big complex would look strange)
Rhino
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Post by Rhino »

Spec_Operator wrote:So what kind of tunnel do you use?

Since Terrain-Tunnels are impossible, the only way to make tulles is using statics, like on OGT.

so - you'll need a static tunnel, which does look ulgy (when you see it from above at least) in Operation Ghost Train already. (Nothing against the OGT-Tunnel, its a nice job done there. But a big complex would look strange)
ye, a good tunnel cover is the hardest part :p

the tunnel cover in OGT was one of matt.bs first statics, along with the tunnel etc :p
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Rhino
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Post by Rhino »

Jonny wrote:If you have the tunnels under a city then the roads could be static objects, so the cover would be all the buildings, roads and sidewalks in the city. Which allows a HUGE network underneath.
roads are not statics, in fact in vbf2 they only use terrain for roads and then use side walks for all the rest.

Thou yes, it is possible and we may be already working on something abit like this :p ;)
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Spec
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Post by Spec »

[R-DEV]Rhino wrote:roads are not statics, in fact in vbf2 they only use terrain for roads and then use side walks for all the rest.

Thou yes, it is possible and we may be already working on something abit like this :p ;)
Muttrah 2 with ounderground trains? :P
Rhino
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Post by Rhino »

Spec_Operator wrote:Muttrah 2 with ounderground trains? :P
hehe, I'm already insane to make a city map that wasn't built in blocks, let alone make tunnels under it, thou i did consider it in the early stages :p
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BloodBane611
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Post by BloodBane611 »

If you make a tunnel of any size, you're going to need someone with a lot of time to build statics. That's the only way tunnels can be made for BF2. Now, I think tunnels would be very cool, and quite realistic on maps like sangin, but they're so much work that it wouldn't be worth it to me.
[R-CON]creepin - "because on the internet 0=1"
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