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

Maps created by PR community members.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Yeah, fuzzhead already convinced me that Random AAs is the FUTURE (tm). The map will be Random AAS like this:

A-B-C-D-E

A & E = Main Bases

BCD = Flag groups, each group has 2-3 possible flags of which one will be active at once.

So the game will play outlike:

1-1-1-1-1
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Map] Fox Trap [WIP]

Post by [uBp]Irish »

Agent this is some great work.

Most people on these forums when they get into map making come out with big presentations/talk and end up getting no where. You on the other hand have thought out and presented your idea and kept with it. Great work, and this map so far looks phenomenal.

I'm really enjoying the fact that you've gone for the kinda of French Landscape ala World War 2. If this ends up being Paratroop style (which I don't see why it couldn't be) than this has potential for being up there with PR's other great maps. The sky settings, and light make this really interesting to look at. Keep up with your original vision, and block out what some of these people are saying.

Really nice to see a good quality map coming from the community.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Thanks!

There is some problems with paratroopers. I would like to start one faction (in this case Woodland MEC) to spawn "off-map". Without any flags. Once they cap one flag, they would get the supply tents etc. the problem with this is that there is no logical way to have a command post at the start of the map. I could have a command post in some remote spot but that would be a bit silly. Large scale off map airborne invasion and yet there is a commander hiding in the forest. Does not make that much sense.
So the basic issue is the commander and and the command post and the way it works in 0.85. but the map will hopefully be fun without paratroopers if all fails.

Or I could add some mixed version. The MEC start with a normal base, but get some para spawns. These would be scattered all over the map, which would provide some rather interesting gameplay. Like players landing scattered all over the map, tryying to reach the next forest area (cover) and assemble for assaulting the flags.

What do you all think? Paras would not have access to supply crates UNLESS someone gets them via a truck from the base. This would balance their ability to appear anywhere on the map. This is actually an analogy to real-world paratroopers, who normally get light equipment only.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

Agent Parker wrote:Thanks!

There is some problems with paratroopers. I would like to start one faction (in this case Woodland MEC) to spawn "off-map". Without any flags. Once they cap one flag, they would get the supply tents etc. the problem with this is that there is no logical way to have a command post at the start of the map. I could have a command post in some remote spot but that would be a bit silly. Large scale off map airborne invasion and yet there is a commander hiding in the forest. Does not make that much sense.
So the basic issue is the commander and and the command post and the way it works in 0.85. but the map will hopefully be fun without paratroopers if all fails.
thats exactly how my map works .
command post simply spawns on the first flag in order.
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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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Screenshot of "the Mine".
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Fox Trap [WIP]

Post by Snazz »

Agent Parker wrote:How many bunkers are in this photo?
6?

BTW maps looking great, just wondering if there is woodland camo skins for all the MEC assets you plan to add.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Correct!
Snazz gets 50+ cool points
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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Screenshots of the Fuel Terminal.
It is supposed to look like a major Terminal for Trucks to load fuel that was transported by pipelines. I want to add some more smaller pipes around the loading station (which is a dam static, lol)

Basically I learned this from some Official maps. Grab a totally unrelated static and sink it halfway into the floor = cool new location design.
Thanks to Barracuda and Fools for this trick. There will be a lot of extra ladders because I enjoy climbing around on stuff alot in this game.
BTW maps looking great, just wondering if there is woodland camo skins for all the MEC assets you plan to add.
DEV Chuc sent me some MEC Woodland textures and although I did not yet test them it appears these are only Uniforms. However I once placed some MEC Vehicles and set the editor to "Woodland" and they turned green (I did not install the MEC woodland textures). So I guess there are some default woodland MEC vehicle skins?

btw how do I install custom textures for existing models in my map?
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Fox Trap [WIP]

Post by IronTaxi »

Agent Parker wrote: Basically I learned this from some Official maps. Grab a totally unrelated static and sink it halfway into the floor = cool new location design.
yeah thats what its all about man.. advanced creative mapping.. :)
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

btw how do I install custom textures for existing models in my map?
if they exist , then you simply have to make sure they are in the sme folder as the normal textures of the object of your choice. it should have the same name as the normal texture but with the suffix _woodland .

then , if you have set your custom texture suffix in the init.con to woodland it should show up fine.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Hey cool, Thanks. Another question: Is there a limit for static objects? And how can I see the count?
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

there is none.
there is a limit for destroyable objects. it should not be over 350.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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Screenshots of the Granary.
A massive complex similar to the size of the container yard of Muttrah city. Snipers + Riflemen Spciialists should have quite some possibilities to hide and ambush. A scout with a Binoc/ Sniper Rifle can practically spot any incoming enemy (700m) from all directions.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Is it normal that there is no collision for overgrowth in the editor?
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Fox Trap [WIP]

Post by J.F.Leusch69 »

Agent Parker wrote:Is it normal that there is no collision for overgrowth in the editor?
yes.
Agent Parker wrote:Hey cool, Thanks. Another question: Is there a limit for static objects? And how can I see the count?
no, but i read a artical about a "Draw-Calls" and this is about the objects that are drawed in your screens and the time the game+gfx card needs to create all those textures etc... so basicly if you have a huge view distance (like always in PR) and a lot of statics (that draw a long ranges) then it could end up with laggggggg, but todays PC should be able to handle this case ;)

finally found the link, but it is in german...

http://bf2-news.net/readnews/8821

so go ahead and worry about those things later if it really lags sometime somehow :D
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

many statics itself will not cause that much lag as their LMs will.
object LM ar FPS killers.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Fox Trap [WIP]

Post by fuzzhead »

looks great parker!

I like the heavily bushed areas, will make for some good support fire locations while an assault team moves across the open ground.

Keep in mind that each CP should have minimum at least 100-300m capture radius.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Can I go down to 50m radius for *some* CPs? It would still be a circle of 100m. I want to avoid that situation that on some places, players can simply camp outside of a compound wall because the place itself does not span 200m in diamter.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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Updated minimap.
Still having the issue of some terrain parts not getting lightmapped. I followed rhinos advice and deleted all lightmap files in all folders before compiling lightmaps.


Who can spot the new locations on the map?
If you look very close you can might find 2 different rows of dragon teeth.
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