[Map] Congo Insurgency (2km) [WIP]

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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Congo Insurgency (2km) [WIP]

Post by sylent/shooter »

haha not a shot at you mate :) Still looks great none-the-less

Killing the enemy sylently
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Hauteclocque »

That looks pretty nice. :)

Have you succeeded in setting up your svn repo ?
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Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Sgt_Doctor »

Great as usual !
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Startrekern »

The map looks excellent, the only suggestion I would have is to ignore everyone's request that the fog distance be increased. With that much overgrowth, you're going to murder people with lesser computers' ability to play the map if you do, I think. Looks fairly good graphically as well with the fog at that distance -- I mean, it is a swamp.

A little dirt airstrip would be cool. Maybe give the ARF a Cessna? ;)
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Congo Insurgency (2km) [WIP]

Post by ChiefRyza »

Psyrus wrote:As excited as I am about this map.. I was equally as excited about Tempest but I fear this will go the way of that too; it becomes tiresome working on the same map for so long?
:) Love your work though Ryza, by far I am the most excited for your two maps... although I wish one would come out lol
I am really confident in finishing both of these maps by mid this year, hopefully Congo within the next 1-2 months at the rate I'm going. Just because I don't update it doesn't mean I'm not working on it! I absolutely hate showing things that don't look good or aren't properly finished. They will be completed, I can assure you that. Besides, I'm an RCON now, I have quotas to meet :-P

The complexity of a jungle map, getting the settings right etc is a very grueling process. It simply isn't the same as making a desert map etc. because there are so many performance issues to iron out that it takes a very long time to get something looking good and performing well.
Startrekern wrote:The map looks excellent, the only suggestion I would have is to ignore everyone's request that the fog distance be increased. With that much overgrowth, you're going to murder people with lesser computers' ability to play the map if you do, I think. Looks fairly good graphically as well with the fog at that distance -- I mean, it is a swamp.

A little dirt airstrip would be cool. Maybe give the ARF a Cessna? ;)
There is a large abandoned military airfield for a cache location/s. At the moment I'm trying to fill it with interesting areas, but I managing space because of the rough terrain.
dtacs wrote:Looks awesome, ambience is right but its a bit too thick. The cicadas and the light bird chiping is enough IMO, everything else can be triggered to happen a little less often.
Ambience is not triggered - it is a looped ambience track in the PR/BF2 files.


Current project: Operation Tempest
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Congo Insurgency (2km) [WIP]

Post by dtacs »

When the birds fly up on different maps they make the flapping wings sound, is it not possible to have that happen on certain trees except it plays a different sound and there is no graphic of the birds flying?

IE you can trigger a tree to have a bird chime.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Congo Insurgency (2km) [WIP]

Post by ChiefRyza »

Yes, but I don't want to make the map any more performance heavy - I would have to place hundreds and hundreds of ambient triggers when they could all be looped in a long ambience track. I may have birds etc on triggers, but all of those sounds placed around the map would increase the dynamic object count dramatically - you imagine the stress that would be put on a server when a sound has to played when a player moves into an area, which then has to be relayed to any other players in the area, times that by players being all over the map. It would be crash central unfortunately.


Current project: Operation Tempest
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Congo Insurgency (2km) [WIP]

Post by dtacs »

Makes sense, good luck making it optimized for everyone :) any chance we can get a minimap update or does it still hard to see anything due to the similar ground texture/overgrowth colors?

I had an idea, when you take the final minimap image is there a chance you could turn off OG/UG so you can see the small shacks and whatnot underneath?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Congo Insurgency (2km) [WIP]

Post by ChiefRyza »

Should still be quite visible from the minimap with the overgrowth still on, the only things that won't be are the ARF trench systems and camouflaged bunkers/foxholes etc. (these are almost completely hidden up until about 30-40 meters away, let alone from above the canopy). I also thought it would be interesting to have lots of buildings completely hidden on the minimap, so you get the cache marker, and you have to search the dense jungle for buildings and possible cache locations. It would make it a little different to maps like Kokan where you see the marker, you see the lot of buildings/compound closest to it and you automatically know it's there. This would mean the ARF would have to set up a perimeter but the French could easily close into the location unseen if there was no preparation.

The way the jungle looks ingame, there will be plenty of situations where entire squads can move relatively unseen towards a cache and suddenly be opened up on when they get closer to the cache itself. Should make it quite claustrophobic.


Current project: Operation Tempest
kiwi
Posts: 6
Joined: 2010-12-26 00:26

Re: [Map] Congo Insurgency (2km) [WIP]

Post by kiwi »

stunning work! gameplay is going to be pure stress :D
JAMES_AT_Battlefield
Posts: 38
Joined: 2010-04-07 15:43

Re: [Map] Congo Insurgency (2km) [WIP]

Post by JAMES_AT_Battlefield »

awsome man cant wait for this map :D

it will be awsome if PRvietnam have jungle`s like this :P
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Congo Insurgency (2km) [WIP]

Post by VapoMan »

JAMES_AT_Battlefield wrote:awsome man cant wait for this map :D

it will be awsome if PRvietnam have jungle`s like this :P
I see no reason to why It couldnt be in both games. You would just need to change the teams and vehicles and any statics that dont fit in vietnam. Only thing it would be missing is the VC tunnels and traps.

Image"Eight glorious sides and eight stunning angles!"Image
salaminl
Posts: 92
Joined: 2010-04-05 21:52

Re: [Map] Congo Insurgency (2km) [WIP]

Post by salaminl »

Looks like a good PRV map to me :D
''You can kill ten of my men for every one I kill of yours, but even at those odds, you will lose and I will win.''
- Ho Chi Minh
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Congo Insurgency (Name WIP) - (2km)

Post by BroCop »

[R-DEV]Hauteclocque wrote:Those statics are for PR, thus anyone can use them :) I will send you them when they have been checked.

Sorry for derail but any word on that yet?
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Stealthgato »

I love the fog in the screens. Leave it like that if possible, looks really nice.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Arnoldio »

Brutal jungle. Epic stuff, what PR needs. :D For fog maybe start at darker option and then gradually brighten until its right...
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Orgies beat masturbation hands down. - Staker
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Congo Insurgency (Name WIP) - (2km)

Post by Arc_Shielder »

[R-CON]ChiefRyza wrote:So, French still having a small amount of armoured support doesn't sound too out there? The jungle isn't inaccessible to vehicles, and there are plenty of roads.
But this is for an asymmetrical mode, right?

I mean the ARF should at most have light vehicles and not more than that. It's the insurgents role to defend and ambush which in a very dense space they quite often (if not always) have the advantage.
I'm afraid that if you opt that way it's going be a total slaughter for the french round after round.

As for the map itself...BRILLIANT! Believe it or not that was the first location it came to my mind when thinking of the french. It just looks superb.

Keep up the good work, Op. Tempest looks very well detailed and promising as well.


EDIT: As for the assets debate, no heavy armour for the french too. Only french APCs and light vehicles in the ARF side. Just to make my point of view clear.
Last edited by Arc_Shielder on 2011-03-01 13:35, edited 3 times in total.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Deer »

The jungle looks good and fun =) Just difficult to build enough possible cache locations in middle of jungle, mostly insurgency maps are urban more or less ?
Last edited by Deer on 2011-03-18 11:02, edited 1 time in total.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Congo Insurgency (2km) [WIP]

Post by dtacs »

[R-DEV]Deer wrote:The jungle looks good and fun =) Just difficult to build enough possible cache locations in middle of jungle, mostly insurgency maps are urban more or less ?
And this adds some more variety, we're getting Mosul soon enough and thats just another urban map with some different buildings. This on the other hand encourages out of the box tactics with a really immersive and brutal environment. Ryza mentioned that there'll be a couple of urbanized areas like villages to give the armor a chance, which is good to know.

It will be impossible to see claymores or grenade traps, making ambushing a formidable tactic for the ARF, gonna be some good fun :)
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Congo Insurgency (2km) [WIP]

Post by Tomking »

There is no reason why possible locations inside the depths of the jungle can't be fortified. Rock clusters, camo netting, make shift trenches ect. Taking the assets available in the editor, turning them on their head and using them creatively could lead to some great cache locations.

And I'm right with dtacs. Ambushing would be great fun in the jungle.
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