[Map] Fox Trap (2km) [scrapped]
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=Romagnolo=
- Posts: 4765
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Re: [Map] Fox Trap [WIP]
Great work. After this you should try bigger maps.
[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)
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[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."
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Agent Parker
- Posts: 237
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Re: [Map] Fox Trap [WIP]
The map is already 2km
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IronTaxi
- Retired PR Developer
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Re: [Map] Fox Trap [WIP]
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!
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!
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9cookie_monster
- Posts: 86
- Joined: 2008-03-01 06:33
Re: [Map] Fox Trap [WIP]
There are some Hescos without wire on top you could use, I believe.Agent Parker wrote:
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.
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J.F.Leusch69
- Retired PR Developer
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- Joined: 2008-04-23 16:37
Re: [Map] Fox Trap [WIP]
woah! this map looks really nice.
you might get some problems with the huge undergrowth viewdistance???
you might get some problems with the huge undergrowth viewdistance???
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Fox Trap [WIP]
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.
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.
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RedAlertSF
- Posts: 877
- Joined: 2008-10-07 14:21
Re: [Map] Fox Trap [WIP]
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.
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

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.
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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: [Map] Fox Trap [WIP]
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
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
[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."
[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."
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tmnoobage
- Posts: 155
- Joined: 2008-09-15 19:54
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single.shot (nor)
- Posts: 692
- Joined: 2008-04-12 07:06
Re: [Map] Fox Trap [WIP]
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
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [Map] Fox Trap [WIP]
Looks great!
Reminds me of one of the maps from Armored Fury.
-REad
Reminds me of one of the maps from Armored Fury.
-REad
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
The Airbase is only for helicopters.
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

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.
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rBoost
- Posts: 10
- Joined: 2008-01-18 07:47
Re: [Map] Fox Trap [WIP]
I'm so looking forward for this map. It's going to give us some epic fights!
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=WFL= Sgt Bilko
- Posts: 96
- Joined: 2007-05-05 15:44
Re: [Map] Fox Trap [WIP]
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?

~~ He flung himself upon his camel and rode madly off in all directions ~~
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Map] Fox Trap [WIP]
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/ 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!
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]



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.
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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.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?
1. Thanks. For the fields I will only paint them a slight bit so it is not just a photo texture.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!
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.
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]

How many bunkers are in this photo?
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Map] Fox Trap [WIP]
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



