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

Maps created by PR community members.
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9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Agent Parker wrote:I have some GPO questions.


1. How to place a usable ZPU cannon that spawns at start and is usable by anyone. When I place it as a "vehicle" it disappears when I load the map in the editor.

2. Is there a way to place randomized "goodie" kits in a AAS game? For example I would like to place some scattered Insurgent type kits (RPG, PKM, Shotguns) as hidden bonus objects in secret places. Does that work and is it allowed by PR standards?

3. What Helipad static is used for allowing helis to reload on landing?

1. You should just set it as an object spawner from one of your main bases.

2 . ? <-- Do not know

3. I think it is built into the static to reload the helos.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

1. But if the ZPU is supposed to be on a neutral flag? Or in a totally remote spot?
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Agent Parker wrote:1. But if the ZPU is supposed to be on a neutral flag? Or in a totally remote spot?
If you link any object spawner to the main it will spawn at the beginning of the map. Like the forklifts on muttrah, I believe are linked to the carrier. I have a few civilian cars on my map and they are linked to my carrier. So they spawn at the beginning of the map and just do not team lock it.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

But will there be a ticket loss for the CP owner if the gun is destroyed? I mean someone could c4 all the forklifts and cause ticket loss?
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

I guess I was wrong.. the forklifts are attached to the docks. But I am not sure if there is ticket loss attached to those or the AA guns?, or if you could edit that. Or just have that it does not spawn till it is capped by some one. I see where you are coming from now :)
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: [Map] Fox Trap [WIP]

Post by Jigsaw »

Im just stunned. Having only just noticed this thread and read through most of it looking at all the screens im simply astonished at the amount of work you've done in such a small amount of time.

It looks like an absolutely beautiful map. The wide open spaces not only give me WW2 flashbacks but also make it look like a much larger map and the layout of the flags and general map features looks absolutely spot on.

Good work on using the Korengal lighting it works brilliantly and really gives the map that air of grand scale, even from screenshots.

Not only that, it looks like an interesting place to fight over (and after all thats all we are here for). It looks like it could be an interesting infantry skirmish and I can see lots of long range firefights between hedgrows, as well as flanking manouvres and last ditch bayonet charges across the fields :D
A tank or 2 would certainly not go amiss either. I think PR is lacking in good tank maps and this could help to remedy that situation. Although 2km is small for tanks I think that the layout is such that it would force caution on the part of those manning the tanks and therefore force cooperation with infantry to achieve their goals (and vice versa), improving teamwork. I can certainly already visualize myself sitting in a tank hull down in a hedgerow scoping the fields ahead whilst my supporting infantry squad chat to me on mumble about possible targets.

Really exciting stuff cant wait to see it finished.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

The plan is to have tanks in the map and at the same time it should be fun for infantry players too. Pure tank maps do not work I think. Because this game is an infantry game. There are tanks and helicopters and planes, however the engine is limited to how realistic it can be. And I personally think that around 70% of PR players are casual, non VOIP using public players (like me) who tend to like infantry combat more (with some heavy equipment).
There are some features of this terrain that makes tank combat really fun. Large parts of the map are open fields. and the viewdistancce is 680m. Tanks have great optical zoom and can easily kill infantry in the fields. There is not real cover except hedges. However there are certain chokepoints on the map that force vehicles through narrow roads, which makes it really dangerous for them. A good inf team with miones and AT can block out tanks

I should be hauling ***. If all works as planned I have this thing done until sunday.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Fox Trap [WIP]

Post by Snazz »

I'll donate my 50 cool points to any R-DEV that makes gives you R-CON status for your fast-paced-yet-quality work.

I think it would be cool to have the Germans (or another West European faction) on it eventually, Russia's already got a few maps and more coming AFAIK. Personally not fused whether it's US Army/Marines or the British as placeholders.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Yay I got a fan!

btw the faction will very likely stay US Army. I do not know how the germans will play. And I want to observe PR a bit more to see what factions are preferred by people
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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.
I have checked the lightmap folder. Although the files are all read-enabled, the folder shows as "some" read-only. If I remove the read-only and re-check the folder it is again read-only. What is causing that?

I am using Vista btw
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I am RCON!

Did not see that one coming. I did not even apply for the team
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [Map] Fox Trap [WIP]

Post by rangedReCon »

Congrats!
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Fox Trap [WIP]

Post by J.F.Leusch69 »

glückwunsch!

well done!
rBoost
Posts: 10
Joined: 2008-01-18 07:47

Re: [Map] Fox Trap [WIP]

Post by rBoost »

Congrats from here also!
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Congrats.. Agent!
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Fox Trap [WIP]

Post by Snazz »

These cool points must have some influence...

Congrats, good luck finishing your work. ;)
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Fox Trap [WIP]

Post by Priby »

Youre the man! :grin:
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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Fox Trap [WIP]

Post by Priby »

Zefix doublepost!
Anyway, cant wait to play the map.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

Congrats Parker.

With the Whole Goodie Kit, it is an Objspawner. Just edit the spawnsetting for it to spawn once.

These are called "EasterEggs." It has to say Pickup in front of it. I forgot the exact string.


COOKIE YOUR NEXT!
Last edited by Wilkinson on 2009-03-25 00:32, edited 1 time in total.
Reason: adding the Easteregg Tut
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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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The way I understand it I am still allowed to post stuff in the public scetion for this map.
Still I have some uncleared problems:

1. The issue of some terrain parts not getting lightmapped.
2. Find an easy way to create secondary terrain
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