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

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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

It is not supposed to be a checkpoint as in Basra. It is more of a road with fortified "walls" to protect from falling rocks.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

With fortified Hesco walls? :p

I like the look of the map so far (the fields are my favs). Could you use something different for the road, though? And if it isn't a checkpoint, why is there a Hesco outpost in the middle of the intersection? If possible, I'd sayuse something different to fortify the roads against the terrain. The Hesco also has the unfortunate problem of instantly killing all vehicles if they touch the wire, iirc.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I am using a bit of artistic license here for them. And they are basically just earth filled cubes. And there is no better static in this mod currently to use for "blocking off" steep rockwalls.
What do you mean by using different? The road texture?
The hesco tower was put to have a good overwatch position over the crossroad. I may aswell just put some rocks or things instead to decorate the crossroads.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

Hmmmm, I was talking about something different than the Hesco, but it's not that bad. If possible use hesco without the Wire, though. That's a bit out of place in this case at least.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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This is the Airbase, a new location which will likely be the starting base of the north end faction.
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Added some forest to the train depot
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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I am having a problem with the minimap.
The Area outside the yellow circle does show terrain lightmaps but all overgrowth and some statics do not draw.
The red area did not even create overgrowth shadows.

I have set the minculldis to 8000 and no lods 1. However in the editor large rectangular patches of wood does switch on/off when I fly around the map. (Is that a drawtistance problem?) Or the editor blocking out some overgrowth because of some engine limit? The overgrowth is at ~ 50000 objects.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

Its not your fault , its as usual the editors fault.
it renders all objects including overgrowth from the middle to the outside and somehow simply "stops" at a certain distance. you should not quite care about this yet as your map is WIP anyway so the minimap does not have to be final for now.
however .. here is rhinos tut for how to solve this problem and make a perfect minimap :) :
https://www.realitymod.com/forum/f189-m ... nimap.html


map looks great !
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I used the 4part minimap script from the tutorial and all statics and trees draw. Hifive to that Rhino guy and the turorial!

However what may cause some terrain parts to not get any terrain lightmapping? I would like to find a solution before I have to recompile it again (takes 1 hour low just terrain)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Fox Trap [WIP]

Post by Rhino »

Agent Parker wrote:I used the 4part minimap script from the tutorial and all statics and trees draw. Hifive to that Rhino guy and the turorial!

However what may cause some terrain parts to not get any terrain lightmapping? I would like to find a solution before I have to recompile it again (takes 1 hour low just terrain)
no worries.

for your terrain lightmaps, your previous terrain lightmaps might be set to read only, go into your lightmaps folder and make sure they are not read only.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Going to check that. Thanks.

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Current Full size Minimap 2048. Because I have created a huge 4096 colormap from stitched Hi res photos, I can actually paint and get a choesive looking paint on it almost completely in photoshop. So the color map you see right now is not final.
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Fox Trap [WIP]

Post by Priby »

whoa, sweet.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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This is the planned setup for AAS3.
Other game modes I plan to add:
AAS Random, Skirmish.

AAS Random may get some more flag locations.


Updated plan for factions:

OPFOR
Woodland MEC

NATO
Anything with a green camo
favorites currently are:
US Army, Russia, Germany (?)


Assets

2x Tanks
4x Jeeps
3x Trucks
2x Transport Helis
No Apcs

WAT?! No APCs?
The idea is that APCs are a bit too good at fighting infantry. Heavy Tanks are a little less effective at killing them. By removing APCs there will be more "rock paper scissors" gameplay. Not seen on the map is that I am going to add dragon teeth and other obstacles that will more or less cut the map horizontally in half for vehicles. Tanks will have to cross through some nasty chokpoints, so controlling these points with some mines and AT will give players an advantage. Infantry can freely move around the map. however the open fieds provide less cover against tanks, which will hopefully add more startegy to the map
Last edited by Agent Parker on 2009-03-21 12:18, edited 1 time in total.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Fox Trap [WIP]

Post by Tannhauser »

Gorgeous ...
«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 »

Update
Grabbed Korengal Lightsettings and tweaked them a bit (drawdistance, fog). Korengal lightsettings are just FANTASTIC.
The best thing is that I almost did not paint any of the Colortexture yet. the Hi-rez photo base gives the grassfields a really nice texture. I will haveto be careful not topaint over it too much. I guess spending 3 hours stitching together 25+ screengrabs from google earth was not as idiotic as I thought.



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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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You mean this? That was my layout plan overlayed into the colormap. When I have placed all major static objects I am going to reimport a clean colormap and paint over.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Fox Trap [WIP]

Post by fuzzhead »

Map looks great!! Good design layout and variety, mixing the woodlands in with the fields and hedgerows. Remember making some ditches and bumps in the terrain will go a long way to having good inf firefights. Check kozelsk for examples on this.

I wouldnt bother with normal AAS, just limits the fighting to just those areas. Random AAS is what most future AAS PR maps will be going towards, the reason why all PR maps arent random is because the maps weren't made with that possibility in the past, now that its avaliable maps can be focused alot less around CPs, since anywhere on the map can be a potential CP now but doesnt have to be...

Cant say I agree with your vehicle layout, tanks on a 2km map I think is a bad idea... and really I think the map is prety small to need transport helicopters. Of course I've not been on the map yet to be sure, but I would advise you to finish everything else before working on a gpo, doing all the small details and lightmaps etc.

Keep at it man you have made great progress in short order! Like I said I wouldnt worry too much on a gpo just yet...
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

The map can work with Random AAS, however I have no clue yet how to set it up.
As for the tanks, I think they fit, because Fools Road has tanks too. And Ramiel has Helicopters, which are really needed on a map of 2km.

But yeah, GPO comes last, however having some idea how Random AAS works would help in designing some locations. (HINT HINT)


Keep at it man you have made great progress in short order! Like I said I wouldnt worry too much on a gpo just yet...
Thanks! Basically my speed is due to

a) planning a lot in my mind before starting it
b) being aware of the limits of the engine
I basically created a few small maps to try out various aspects of the editor in which I commited nearly every newbery that is possible.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

Really really nice work there.
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pclipse_teh_owner
Posts: 440
Joined: 2008-01-20 15:07

Re: [Map] Fox Trap [WIP]

Post by pclipse_teh_owner »

THIS MAP IS AMAZING!!! Looks like German country side. Kinda when I was flying over Dusseldorf
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