[Map] Fox Trap (2km) [scrapped]

Maps created by PR community members.
Locked
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [New map/Terrain] Fox Trap [WIP]

Post by IronTaxi »

as fuzz suggests.. dont even bother with the flags till much later down the road..

just create the environment with the objective of keeping it layed such that objectives can work in various orders..

drop in a temp flag for testing but aside from that all the assets and flags should be left till later.

As for map ideas..

I would recommend a few more flag locations and utilization of the upper right section of the map.. a fuel depot or train line with attched supply warehouse might be good ideas as a secondary objective.

something like a main-2-2-2-main is alot more fun than the 1-2-1 you are proposing.

a few things I might do to diversify the map..just ideas..

1. Bump the upper left village up in size and expand it into the forested area and make a nice full town out of it..

2. possibly wrap the 2 bottom right villages into each other around the left side of the depression to create a signifigant urban area. not the focus but a major "event" in the map..

3. bump the upper right village into the right side crossroads.

the obejctive being to create space for the fortifications on the ridge, which Im assuming is the "enemy" start?


things I like about the concept thus far.

The depressions, if well done. Could be great fun.. make them fairly deep and treacherous for the tanks and they would be great escape routes for infantry.

I would suggest edging the depressions with ditches or irrigation channels (which the villagers would naturally create to manage water) great escape routes for infantry again. also causes some bridges to be needed which can bottlneck mechanized units.

really have a look around where you live and see how ditches function they make such a large difference in any map. make the players feel they are in a functional terrain.

anyway.. I can go on for hours...lol..

peace
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [New map/Terrain] Fox Trap [WIP]

Post by HeXeY »

I think you should make some small "paths" into/out of the elevated/lowered areas, because as I see it, you would probably do that in real life.
This also provide, as IronTaxi pointed out, an escape route for infantry, and a way for the OPFOR armoured vehicles to get away, and possibly rearm in one of the elevated/lowered areas.

(But, as IronTaxi also pointed out, I'm probably one of those 50%, if not more, people you shouldn't listen to :p )
Image
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

Image

Testing combination of trees which will pose as hedges. (why are the bushes sometimes displaying totally garbled? is this a LOD issue? I fixed it by changing viewdistance scale to 3. Does that have a severe performance drag?
There is no proper lighting and texturing yet on this pic.

I would recommend a few more flag locations and utilization of the upper right section of the map.. a fuel depot or train line with attched supply warehouse might be good ideas as a secondary objective.
Yes definately. I have to remind myself that this is not one of my 1km test maps. The upper right will get the other faction main base. Using traintracks is a really good idea. Did not think of that. However I have to limit use of trains to remote regions because large parts of the maps are hilly.

something like a main-2-2-2-main is alot more fun than the 1-2-1 you are proposing.
Makes sense. I just want to avoid having main base battles. Because I intend the main bases to be off limits. So when one team is down to their last flag tickets will bleed.


For the depressions I plan them to be either small swamps, however I am not sure how the game hands different water bodies (if that is possbible) or sandy dry eroded fields. Depends on how well I can paint it.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [New map/Terrain] Fox Trap [WIP]

Post by IronTaxi »

I was going to suggest swampy bogs actually. lots of divets..

Image



some ideas.

i suggest utilizing elevation as much as possible with the bogs/depressions..

something like the image above would provide a hell of a deterrent to tanks and the like when accompanied by a swampy hell below..that large drop is really key to making the depression effective..

The tree lines look fine..

we do have a hedgerow static mind you.. might be better if you combine it with some of the more busy bushes to break it up..

definitely would be alot easier on the polies than all those bushes..

honestly there are so many factors affecting lag and frame rate in game its hard to tell what will really drag down a maps framerates..

the primary lag monster is lightmaps though for sure.after that draw distance in conjuntion with under/overgrowth and their relative scaling..
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

The way the map looks on the plan it would require 10000 bushes for the hedges alone on the map. Then there is the large forests. I would assume that the map will need 20000-25000 overgrowth objects. Can the engine take this? The drawdistance is planned to be 750m. The hedge static are not very useful because i have very hilly terrain.

About the bogs. Your picture gave me the following idea for a "bog" vegetation setup. High grass (~half player size) + many small rocks for tanks to get stuck + some larger bushes. Does the engine allow solid rocks for overgrowth?
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [New map/Terrain] Fox Trap [WIP]

Post by Dr Rank »

Well I have 132070 objects in sangin so far, the vast majority of which is overgrowth, with about 3 times that still left to add. So hopefully the engine will manage! Looks good so far.
Image
Image
Image
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [New map/Terrain] Fox Trap [WIP]

Post by IronTaxi »

Here is my philosophy AgentParker

make the map.. as you want.. you can always thing things out later..

dont gimp the map before you have made it...go for broke..
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [New map/Terrain] Fox Trap [WIP]

Post by 9cookie_monster »

I had the same worry when I started to work on my map. I currently have like 14,000 Overgrowth Objects and everything seems to be working OK. The think that Dr. Rank told me to watch out was if your overgrowth collision file got bigger than 10MB .. Mine is at 3MB right now. So I am guessing you could almost go to around 40,000 overgrowth before you would run into a problem. But like he said to me you could always just start placing the tree manually at that time.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

I noticed that prolongued exposure to Reality Mod mapping degenerates people's ability to spell . myself included. Also found some epic typos in the statics list and even some in the editor log reports
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: [New map/Terrain] Fox Trap [WIP]

Post by MaxBooZe »

Looks nice, reminds me of some POE/OPK maps...
Image
ImageImageImage
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [New map/Terrain] Fox Trap [WIP]

Post by fuzzhead »

750 meters should be the bare minimum for your VD..

Ill get an update to the mapping guidelines and guide to AASv3
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

Image
Image
The afghan walls pose really nice as frenche countryside wall thingies.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [New map/Terrain] Fox Trap [WIP]

Post by IronTaxi »

im liking the hedgerows alot..

will be interesting to see how it looks once you get into it a bit more.. :)
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [New map/Terrain] Fox Trap [WIP]

Post by Priby »

Im getting WWII feelings :P
Image
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [New map/Terrain] Fox Trap [WIP]

Post by Tannhauser »

Nice hedgerows, looks like an european Sangin :p
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [New map/Terrain] Fox Trap [WIP]

Post by AnRK »

Yeah it is looking much more European now, I wouldn't change the textures and stuff cos it looks nice, but maybe consider changing the sides your gonna use for it. I'm not sure about the specific geography, but I reckon you could get away with this being somewhere in south-east Europe like Serbia, Bosnia or something since it looks quite lush, and then you can have a feasible conflict for example perhaps have it a rebels (unfortunately we don't a have a generic rebels faction anymore though) vs. U.S./UK/etc peacekeeping force or something.

Something I don't think I saw anyone mention is not to get wrapped up at all with assets either, don't wanna start thinking about them till much later from what I've seen advised on here.

Looking great so far though man, keep it up.
Agent Parker wrote:This mod has british forces in China in a few maps. And that is politically unlikely and militarily absolutely not possible. China would trample right over british forces long before they could get on chinese mainland.
If there was such an invasion then it would happen with the help (well more likely helping...) of the U.S. and also more then likely other NATO nations armies.

Back int' day we managed to colonise them good n proper though! :p
Last edited by AnRK on 2009-03-11 01:49, edited 1 time in total.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [New map/Terrain] Fox Trap [WIP]

Post by Tannhauser »

AnRK wrote: Back int' day we managed to colonise them good n proper though! :p
*sigh* .... :roll:
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

Yeah it is looking much more European now, I wouldn't change the textures and stuff cos it looks nice, but maybe consider changing the sides your gonna use for it. I'm not sure about the specific geography, but I reckon you could get away with this being somewhere in south-east Europe like Serbia, Bosnia or something since it looks quite lush, and then you can have a feasible conflict for example perhaps have it a rebels (unfortunately we don't a have a generic rebels faction anymore though) vs. U.S./UK/etc peacekeeping force or something.
The photos I use for the field patterns are actually from England. I stitched together a 4096 Image from many hi res photos to have a clear photo in the editor. (I had to stich together about 27 photos).

The faction selection will be Russia vs US Army. I do not want Russia vs Chchen because they are just too similar. Also I want to have 2 factions with optics on the rifles. because of the hills and fields the view will be very open, which would really mess up gameplay for any low tech faction. I do not care much about actual backstory. In a game like this writing more than 1 sentence of backstory for a map is wasted time.

Back int' day we managed to colonise them good n proper though!
That was before China had strategic missiles. And the UK is not a super power anymore. And believe it or not, chinese emperor Zheng He (1371 -1433) created a large fleet and started expeditions around the world. However his successor scrapped the fleet because it was too expensive. One can speculate that if they had kept exploring they might be the ones to colonize America first. Imagine what the world would be like today instead?
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [New map/Terrain] Fox Trap [WIP]

Post by Agent Parker »

Image
Image



Can we get lightmaps for these static objects soon? I would REALLY like to use them
Image
Image
Locked

Return to “Community Maps”