Page 7 of 17
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-21 17:54
by =Romagnolo=
Great work. After this you should try bigger maps.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-21 18:23
by Agent Parker
The map is already 2km
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-21 19:29
by IronTaxi
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!
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-21 19:38
by 9cookie_monster
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.
There are some Hescos without wire on top you could use, I believe.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-21 20:45
by J.F.Leusch69
woah! this map looks really nice.
you might get some problems with the huge undergrowth viewdistance???
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 07:42
by HughJass
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.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 08:55
by RedAlertSF
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.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 15:44
by Agent Parker
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.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 19:14
by =Romagnolo=
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

Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 19:19
by tmnoobage
holy shit that looks good!
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 19:29
by single.shot (nor)
great job dude.. the layout is good, and u like the thought of infantry being most important.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-22 19:35
by ReadMenace
Looks great!
Reminds me of one of the maps from Armored Fury.
-REad
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 08:53
by Agent Parker
The Airbase is only for helicopters.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 09:25
by Agent Parker
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.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 09:33
by rBoost
I'm so looking forward for this map. It's going to give us some epic fights!
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 09:34
by =WFL= Sgt Bilko
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?
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 09:43
by Psyko
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!
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 10:03
by Agent Parker
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.
******************
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?
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.
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. Thanks. For the fields I will only paint them a slight bit so it is not just a photo texture.
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.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 10:32
by Agent Parker
How many bunkers are in this photo?
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 10:54
by DankE_SPB
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
