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

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

Re: [Map] Fox Trap [WIP]

Post by IronTaxi »

Agent Parker wrote:Oh I was asking somehing different. Guess my question was badly formulated. Does it cause problems if I have for example traintracks sticking out of the map, into secondary terrains?




Wewt! Great! I was planning to use, instead of my swamps, a long canal that cuts through the map. Thanks for the advice.

Here have some upgrade points.



Now you can upgrade to STEEL Taxi.
lol..

and yes you can run things into the secondary terrain..

at least I have done it with no advers results..
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image

WIP of swamp
If I only had different colored versions of this bush....
The swamp will consist of small islands which are overgrown with bushes and rocks. The water will have some deep spots, which will make this terrain impassable for vehicles. Infantry can still swim through, and hide in the dense bushes on the islands.

I created envmaps, which gave the water the reflective texture. however how can I have the water transparent? Like on 7 Gates. I checked the con file of the map and I do not see what enables the transparency.
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: [Map] Fox Trap [WIP]

Post by Zimmer »

Ahh really like the hedgerows there so many good looking community maps made now :D
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Fox Trap [WIP]

Post by Tannhauser »

For the oil tanks, I recommend that you use the smaller pipes and make a realistic&functionnal network of pipes that goes to a processing/pump house connecting with larger pipelines OR that you simply don't connect them and make the tanks independent refuelers.
The pipes connecting each tanks are kind of weird, I don't see how they would be used unless there is a valve under each of them that would connect to cistern trucks in order to fill them.

Function first. :p

As for the swamps, some lots of grass on the ''shores'' of those sporadic ''islands'' would help the marsh look lush and murky.

just my 2 cents
«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: [Map] Fox Trap [WIP]

Post by Agent Parker »

For the oil tanks, I recommend that you use the smaller pipes and make a realistic&functionnal network of pipes that goes to a processing/pump house connecting with larger pipelines OR that you simply don't connect them and make the tanks independent refuelers.
The pipes connecting each tanks are kind of weird, I don't see how they would be used unless there is a valve under each of them that would connect to cistern trucks in order to fill them.
Yeah, the connecting pipes will be removed very likeely.
As for the swamps, some lots of grass on the ''shores'' of those sporadic ''islands'' would help the marsh look lush and murky.
There will be grass(tm), however It wont be large "swamp" grass becazse undergrowth will only display up to 200m. And I do not want people to hide in cover that only they can see. ( :? ?? :)

Image
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Welcome to Hakeems Used Auto Parts.
This will actually be a flag location on the map. I broke the rule of geographic consistency by using middle eastern buildings. ut these are highly neutral ones and only the signs are in arabic.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Fox Trap [WIP]

Post by IronTaxi »

Agent Parker wrote:

Welcome to Hakeems Used Auto Parts.
This will actually be a flag location on the map. I broke the rule of geographic consistency by using middle eastern buildings. ut these are highly neutral ones and only the signs are in arabic.
i forgive you already...slightly resentful...but all the spite is gone..
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I had to. I was young and needed the gas station.
btw Still have to think of three remaining locations to create. Then I have all locations determined. I guess I will have this map done in 2 weeks.
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Fox Trap [WIP]

Post by Dr Rank »

Agent Parker wrote:There will be grass(tm), however It wont be large "swamp" grass becazse undergrowth will only display up to 200m.
80m or so max, people running in low detail will only see it draw a few meters anyway, so it gives them an unfair advantage. Your best bet is to use the undergrowth purely for decoration, and see about getting the overgrowth field technique used on you map at the end of development time, it would be great to have all those fields etc with overgrowth fields in place, way more realistic, providing actual cover etc.

Swamp looks good so far, keep it up! :)
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

80m or so max, people running in low detail will only see it draw a few meters anyway, so it gives them an unfair advantage. Your best bet is to use the undergrowth purely for decoration, and see about getting the overgrowth field technique used on you map at the end of development time, it would be great to have all those fields etc with overgrowth fields in place, way more realistic, providing actual cover etc.

Swamp looks good so far, keep it up!
Yeah, my plan is to keep undergrowth only for deco. The grass I selected is very short. So a prone machine gunner will still be able to see things. I would rather not use the overgrowth techinique, because having view obstructing fields may decrease gameplay from the way I planned the map. The plan was to have bocage or Normandy type landscape. Basically that would be lowgrassy fields, bordered by view blocking hedges every 100-200m. If there are fields that can hide players it would decrease overall actual viewdistance which is not the plan for this map. The view should be extensive, broken up by lines of dense hedges.
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Fox Trap [WIP]

Post by Dr Rank »

No probs. wrt the fields reducing view distance they shouldn't do provided your terrain is deviated effectively, which yours should be. Not all the og has to be as high as it currently is, I'm gonna request some half height grass for some of my fields. As long as the u/g is not going to be used as cover its all good anyways :)
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

If I may ask again:
I created envmaps, which gave the water the reflective texture. however how can I have the water transparent? Like on 7 Gates. I checked the con file of the map and I do not see what enables the transparency.
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Have you checked in game. Cause I have noticed that the water in game is more transparent then in the editor?
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Fox Trap [WIP]

Post by IronTaxi »

Agent Parker wrote:If I may ask again:
the water is just shallow afaik

:lol:
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Map] Fox Trap [WIP]

Post by single.shot (nor) »

im already getting fond of you, agent parker...
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image[/IMG]
These are woodland MEC textures created by RDEV Chuc. Going to ask now if they can be used. If yes then this map will be USvsMEC or RFvs MEC
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Fox Trap [WIP]

Post by Tannhauser »

Agent Parker wrote:Image[/IMG]
These are woodland MEC textures created by RDEV Chuc. Going to ask now if they can be used. If yes then this map will be USvsMEC or RFvs MEC
I was planning on relying on those skins too, but I think they aren't in the pr files yet? Are they?
Areas like south-eastern Yemen/Oman (Hauf/Sarfait forests) are lush-green and close to being tropical. I'm sure they'd (MEC) use this camo if they ever had a fight around there.

However Parker, it's your decisions really, but that farmland you're currently making is much more european than anything from the middle-east, even in forested areas of ME, it doesn't look like your current map. Would be very odd to see MEC in this map, would feel like bf2 : Armored Fury.
«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: [Map] Fox Trap [WIP]

Post by Agent Parker »

Well there is American soldiers on the other side of the world too. And they built huge ships to carry stuff over.

Nutz is not it?


A more rational response:
One could assume that the MEC reaches out to attack some eastern europe country and the NATO is protecting it. The landscape in this map can be found in:
England, France, Germany, Russia, Poland, Czechland (what is the english word for that?), former yugoslavia.
There are UK forces attacking china in this game.
US Army in the middle east only does not feel "odd" because we are used to it in the news.
Also I want to have these cool G3 rifles in my map. MEC is my favorite when it comes to infantry weapons.

I was planning on relying on those skins too, but I think they aren't in the pr files yet? Are they?
Chuc gave me a downlaod link to teh files. I think I have the map ready for GPO placement in a week.
Last edited by Agent Parker on 2009-03-19 13:57, edited 2 times in total.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I just asked fuzzhead if Paratroopers are still supported in PR.
they can be used, but it would have to be a prety good scenario to warrant it... like the whole map revolving around the idea.

But yes they are still in there..

I am thinking of the idea of making my map a Paratrooper map. The idea would be that the Attacking side gets multiple Air-spawns which allows them to land ANYWHERE on the map. The defenders would start from one predefined base.

Image

The map can support 10 different flag locations the way it is designed. Now if Random AAS would select 6 out of these for

2-2-2-Main Base

Then it would be a very convincing setup. The map also is going to have that "normandy" look. This combined with the feeling of para dropping in the middle of nowhere, then having to find your squad once you land. To me that sounds like fun.

So basically in short:


Random AAS
* Attacking Team gets 4 different Aírspawns (covers whole map)
* Random AAS with 2 flags cappable at one time

Fixed Flag AAS
* Attacking Team gets 4 different Aírspawns (covers whole map)
* RFixed Flag Order.


There is one problem with Paradropping. Vehicles can not be dropped from the sky. Now I am not really sure how to solve this. Perhaps one of the first flags would be some sort of road at the end of the map that enables behicles and a supply station. Also how does the commander work on a Para Map?
Could a DEV please take a look and check if this is *technically* possible?
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image

Screenshot of "rocky" road. This will be one of the chokepoints for vehicles in the map. The Hescos are used as safety nets like the ones you find on mountain pass roads. The position of this is west of the fortification.
There will be several chokepoints and "uncomfortabel" terrain for vehicles. Controlling these places will have a strategic impact on the game.

Swamp
Hazardous for Infantry to pass. Machine gunners well setup at the edge of the near forest can easily take out any infantry trying to swim across.
Totally impassable to non-amphibious vehicles.

Heavy Hedges
These look similar to normal hedges but they have a rocky base and thicker treelines, which will channel vehicles through dangerous chokepoints. Basically a few well placed mines can seriously shut off parts of the map.


Anti-Tank Ditches
Steep Ditches that will trap any large Vehicles trying to cross. They will be near Roads, creating chokepoints.
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