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

Maps created by PR community members.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Fox Trap [WIP]

Post by =Romagnolo= »

Great work. After this you should try bigger maps.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

The map is already 2km
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Fox Trap [WIP]

Post by IronTaxi »

didnt I tell you at the beginning the ground texture would be good for the colour map!

geeeez no respect...lol..

look great great great...

Could add some more detail to the terrain as Fuzzhead and I have mentioned..

Overall.. epic work...

(i would have doen the swamps a bit different but thats just me :) )

keep it up!
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Agent Parker wrote: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.
There are some Hescos without wire on top you could use, I believe.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Fox Trap [WIP]

Post by J.F.Leusch69 »

woah! this map looks really nice.

you might get some problems with the huge undergrowth viewdistance???
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

Looks interesting, I like what you did with the color maps.

However, you REALLY have to fix the LOD issues with the overgrowth. Totaly kills the image of the map.

Those american bush statics have collisions to them if i am not mistaken... I wouldn't use them before trying to get rid of those collisions.

As for the light settings...I'd like to see the map be a little warmer, as this is america the map is based on. Right now to me the settings are almost identical to the korengal ones.
Image
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Map] Fox Trap [WIP]

Post by RedAlertSF »

Oh my god, man you've done awesome job! Excellent countryside, just like something we have in Finland! ;) But I think you should think about factions again (well, it isn't that important before you finish the map). MEC isn't very good for this imo.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image

After fuzzhead explained how Random AAS works, I have started to create some more flags. The map will have 3-4 flag groups without main bases, and each group will have 2-3 flags and one flag per group will be active.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Fox Trap [WIP]

Post by =Romagnolo= »

TOTAL AWESOMENESS !

Dude, seriuslly, your map is fanastic well done. I really hope to play it in the next verions. The airbase is the only wierd thing. What kind of airbase will it be, only helicopters ?

Post more in game pictures, I want see this baby from inside :P
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [Map] Fox Trap [WIP]

Post by tmnoobage »

holy shit that looks good!
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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Map] Fox Trap [WIP]

Post by single.shot (nor) »

great job dude.. the layout is good, and u like the thought of infantry being most important.
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
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Map] Fox Trap [WIP]

Post by ReadMenace »

Looks great!

Reminds me of one of the maps from Armored Fury.

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

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

The Airbase is only for helicopters.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image

Screenshot of AA gun pit.
This flag is the lowest right on the map. It is a ZPU Gun, surrounded by walls and razorwire. The gun itself is inside a small depression which is lower than the terrain around of it. whether it is going to be a usable weapon or just a decoration is not yet clear because I still have to setup the GPO.
rBoost
Posts: 10
Joined: 2008-01-18 07:47

Re: [Map] Fox Trap [WIP]

Post by rBoost »

I'm so looking forward for this map. It's going to give us some epic fights!
=WFL= Sgt Bilko
Posts: 96
Joined: 2007-05-05 15:44

Re: [Map] Fox Trap [WIP]

Post by =WFL= Sgt Bilko »

Isn't there some "normal" road side obstacles up NE by the main road bend on Fools Road that would be more suitable for that road junction?
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~~ He flung himself upon his camel and rode madly off in all directions ~~
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Fox Trap [WIP]

Post by Psyko »

three things

1/ I love the color of the fields, i know you may not consider them done, but they look very lush!
2/You will need to look into making the hedgerows "impassible" (except for infantry and even at that, they should have a difficult time of it.
3/ Iron taxi wants to have your babies. :D

good work dude!
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image
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Image

By using some improvised statics, I solved the ancient problem of making cool suspended bunkers. These will be actually 1m below terrain. Any player inside can shoot from a very safe position will staninding.

I want to place many smaller bunkers like this across the map in places that overlook large fields. So 1 or 2 riflemen can be really dangerous for squads ttrying to cross fields.



******************

Isn't there some "normal" road side obstacles up NE by the main road bend on Fools Road that would be more suitable for that road junction?
Do not know exactly what static you mean. The hescos looks fine as "rock stopping" obstacles. They also have a pyramid shape which is great for covering heightmaps.


three things

1/ I love the color of the fields, i know you may not consider them done, but they look very lush!
2/You will need to look into making the hedgerows "impassible" (except for infantry and even at that, they should have a difficult time of it.
3/ Iron taxi wants to have your babies.

good work dude!
1. Thanks. For the fields I will only paint them a slight bit so it is not just a photo texture.
2. The normal field hedges will be passable. However I still look into making some stategic hedges less passable. either by using dragon teeth or rocks. The forests are already very thick and while they are still passable by vehicles, it is very uncomfortable. And most players avoid forests when they are in vehicles anyway.

3. Thanks! But I am more into girls.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Image


How many bunkers are in this photo?
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Map] Fox Trap [WIP]

Post by DankE_SPB »

Image
please, don't make all flags "parallel capture", imo it will lead to everybody spread all over map, maybe scheme main-1-2-1-main(look at Ejod skirmish, or Kashan) would be better?

anyway great work, keep it up :thumbsup:
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