Page 7 of 13
Posted: 2006-11-22 08:42
by Pantera
Yes i noticed that too...give it a bit more "Curve"
Posted: 2006-11-22 22:58
by Griffon2-6
That's not a hill, behind that is another apartment building. It's an excavated, leveled area. My complex looks like this:
___________________ ___________________
| | | |
| | | |
---------------------- -----------------------
Parking Lot
"Weird Hill"
____________________ ___________________
| | | |
| | | |
----------------------- ----------------------
______ _____ ______ _____
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
|____ | |____| |____| |____|
Hopefully you enjoyed my ASCII art.
Damn, unsupported. Oh well, you get what I mean, the bottom two buildings form a courtyard with the corresponding horizontal building above.
Posted: 2006-11-23 08:48
by Pantera
lol i didnt understand that...lines... Taipei FTW !!
Posted: 2006-11-23 09:06
by eggman
Griffon2-6 wrote:Oh, and find what's wrong with the first picture. Hint: search the hud.
I dunno .. you have 10 CPs?
While I am being facetious.. er.. you do have 10 CPs showing.
Maps with some distance in between the CPs are a lil more interesting. You can perform some flanking manouvers without constantly running into spawning enemies.
If this is a 1km square map (512 x 2), 10 CPs is too many.
Posted: 2006-11-23 12:37
by Pantera
'[R-DEV wrote:eggman']
If this is a 1km square map (512 x 2), 10 CPs is too many.
If you have too many CP's on a 512 map then it Laaaaaaaags (i tried with 10 CP's it lagged like Al'Basrah on drugs!)
I agree with Egg, add some space between flags, im up for walking 10 minutes to get to a flag

Posted: 2006-11-23 21:51
by Griffon2-6
Wow, I didn't realize I had that many. This is the largest map size possible, though, and the distance between the rural CPs are huge. 500m was the distance between the two highway CPs, I think. I will actually make the Apartment Complex CP a 32 Player CP then, since you can go though the Complex anyway to reach the intersection. I just thought that it deserved a purpose. And my urban CPs may be close, but many flanking possibilities are available. This is not a maze-like restricted city like Mashtuur, this is a very realistic city in my view, as every building is accessible.
The CP capping order is pretty linear too, to simulate a push to the Taiwanese Army base by the PLA, so flanking is pretty much what you always have to do (you can't expect the enemy to let you through the front door).
Posted: 2006-11-23 21:56
by Pantera
Yeah....Keep up the good work, and dont put one flag ontop of another lol!
Posted: 2006-11-28 01:26
by Griffon2-6
Minimap update:
Edit: oh yeah, should I straighten the roads?
And I still want in to the R-CON team!
Posted: 2006-11-28 01:49
by Happy
Where is the rest of the carrier? Why do the roads end suddenly?
Posted: 2006-11-28 01:52
by Griffon2-6
'[R-DEV wrote:Happy']Where is the rest of the carrier? Why do the roads end suddenly?
The rest of the carrier won't render. And the roads will extend into the surrounding area eventually.
Can you tell egg or someone I applied like 3 times?
Posted: 2006-11-28 01:53
by BrokenArrow
I'd say make the city a bit bigger. And the roads are TOO straight

.
Griffon2-6 wrote:Can you tell egg or someone I applied like 3 times?
I'm sure they'll get to you, kind of busy with the releases.
Posted: 2006-11-28 02:00
by Griffon2-6
Isn't that how it is in big cities? The roads are straight? I will make some road merges maybe, but in BF2, that just looks horrible without custom intersections.
Oh, and does requiem's email address still work?
Posted: 2006-11-28 03:25
by Happy
Don't bother with req. You are more likely to get something out of egg. I just bugged egg for you so he might answer you soon.
Posted: 2006-11-28 03:35
by Griffon2-6
Thanks man.
Posted: 2006-11-28 14:27
by V3N0N_br
'[R-PUB wrote:BrokenArrow']I'd say make the city a bit bigger. And the roads are TOO straight

.
I don't know if this a matter of opinion, but I liked them the way they're now... Cause as he said, in big cities generally streets tend to stay on a pattern, and the terrain would be modifiyed to fit the road i guess
Posted: 2006-11-28 14:29
by Pantera
V3N0N_br wrote:I don't know if this a matter of opinion, but I liked them the way they're now... Cause as he said, in big cities generally streets tend to stay on a pattern, and the terrain would be modifiyed to fit the road i guess
Ditto!
I like the roads, keep em like that....
Posted: 2006-11-28 23:14
by Griffon2-6
Good then. I might still have some merges, just because the city can't be just a grid. It'll have some turning roads.
Posted: 2006-11-29 09:02
by Pantera
Griffon2-6 wrote:Good then. I might still have some merges, just because the city can't be just a grid. It'll have some turning roads.
Well obviously!! lol
Posted: 2006-12-10 18:01
by Griffon2-6
-Post deleted, there's still hope-
Posted: 2006-12-19 02:06
by Resjah
Griff
Awesome Map!!!!
I was playing it today, I would write more but I have to study for some Midterms and all that stupid junk.
Tommorow though!