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

Maps created by PR community members.
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crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Fox Trap [WIP]

Post by crazy11 »

I can not wait to test this map out!!!
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You miss 100% of the shots you don't take.- Wayne Gretzky
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

Those light settings are just bleh...don't match the map what so ever.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Fox Trap [WIP]

Post by Rhino »

nice work, thou I wouldn't put too many tanks in a 1024x2 map, 2 a side max.
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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: [Map] Fox Trap [WIP]

Post by Anhkhoa »

On topic : Nice map
Off topic: ZOMG AGENT PARKER R NAOW R-CON
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

nice work, thou I wouldn't put too many tanks in a 1024x2 map, 2 a side max.
Yeah 2 was the intended amount. basically the absolute minimum to "have tanks" and not taking away too much from infantry.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Fox Trap [WIP]

Post by Scot »

Looks very nice :) Congrats :)
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icemannor
Posts: 52
Joined: 2008-01-31 14:13

Re: [Map] Fox Trap [WIP]

Post by icemannor »

Congrats !!!!!
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Fox Trap [WIP]

Post by =Romagnolo= »

[R-CON]Agent Parker


NICE ! Great work, congratulations Parker.
[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."
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

Questions:
1) What factions on map

2) I suggest 1 Tank and 2 APC's for each Major faction

3) How are you so epic at this?

4) Are those field Undergrowth or static

5) (More of a Statement) The LightSetttings Look fine. dont listen to HughJass
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

1) USA vs MEC (woodland)
2) My selection is 2 tanks and no apcs. To explain that I have to leborate the point:

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The viewdistance on this screenshot is 680m. The hedges do provide good cover from enemy tanks AS LONG they do not know you are there. Because if they spot you, there is nothing stopping HE rounds or bullets. Means you area dead. An APC would instantly own these areas because it has a very high rate of fire for a very effective anti-infantry weapon (HE rounds autocannon). A tank does have a powerful gun too, but it fires a lot slower. So a tank gunner has to balance the risk of loading HE shells to kill inantry with the danger of being spotted by another tank and get hit before he can load AP rounds and shoot back. This limits the Tank's anti-infantry role a bit whic balances it. And using Tanks + APCs decreases this "rock-paper-scissors" balance which I intend to have on the map.



3)
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4) the fiels are only undergrowth with a drawdistance of 200m. If the density is too high I am going to decrease it a bit. basically 200m allows the grass fields to show up just a little more over the next tree line (this was an intended design goal). The grass is very short and machine gunners should have no issues with actually seeing stuff while prone.

5) Yeah I am hapyp with the lightsettings. However Hughjass provided some really good advice on another topic (collision for bushes).
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

Nice Chart haha. Great work. Cant wait to Test this bad boy
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Well as a matter of fact I just placed most GPO objects. My target is to get this finished for you PR guys to look at it on sunday.

Assets:

2x Tanks
2x Trucks
2x Jeeps
1x Transport Heli (flying cow and blackhawk / both have doorgunners)

I expect some epic fire support from low flying blackhawks
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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First ingame screens.
sittingduck911
Posts: 71
Joined: 2008-06-11 09:21

Re: [Map] Fox Trap [WIP]

Post by sittingduck911 »

Hell yeah that look awsome mate. top job
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

the swamp turned out better than I expected. with the swampy sound effects its really cool.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Map] Fox Trap [WIP]

Post by ReadMenace »

Is it a swamp, or a flooded area? If it's a swamp, you might reconsider the vegetation arrangement.
That aside, looking good.

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

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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Helicopter view on field bunker area

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There is a tank hidden on this screenshot. Who finds it first gets 50+ cool points.

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Tank in hull-down position

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Intersection

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Abrams overlooking the fuel terminal

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Scenic posing


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Had some insane fun driving the tank over the soft hills. The hedges are more or less 2m high. A skilled tank crew can take advantage of covering most of the tank behind a hedge while firing over it. I hope this will turn out to be some classy WW2 like tank combat action. And because I placed no APCs, there is still many infantry running around.
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Fox Trap [WIP]

Post by crazy11 »

Looks good!



Just make a post in the beta tester forums when you are ready.
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You miss 100% of the shots you don't take.- Wayne Gretzky
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Map] Fox Trap [WIP]

Post by DankE_SPB »

huh? :-D
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