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Re: [Map] Airborne [WIP]

Posted: 2008-09-24 10:24
by BetterDeadThanRed
Play OPK and you will know.

Re: [Map] Airborne [WIP]

Posted: 2008-09-24 10:27
by hall0
Ok so we have flying Trans. But we dont have a trans yet :(

Re: [Map] Airborne [WIP]

Posted: 2008-09-24 12:59
by marcoelnk
psssst.... ;)
no promises from my side but we'll work on it :)

Re: [Map] Airborne [WIP]

Posted: 2008-09-25 12:44
by Panzerfire
hall0 wrote:Ok so we have flying Trans. But we dont have a trans yet :(
[R-CON]marcoelnk wrote:psssst.... ;)
no promises from my side but we'll work on it :)
Wait wait wait... Are you saying you might work on a Transall C-160 as an air based static? Or there's something I suddenly missed and I got the whole thing wrong?

Re: [Map] Airborne [WIP]

Posted: 2008-09-25 12:49
by marcoelnk
i wasnt referring to any post here so no false conclusions please :)
We ARE working on SOMETHING though...but i cant promise that it'll work ;)

Re: [Map] Airborne [WIP]

Posted: 2008-09-25 12:55
by bosco_
Image

Nothing to see here, move along.

Re: [Map] Airborne [WIP]

Posted: 2008-09-25 12:56
by Panzerfire
Ahhhh Mistery and suspense :D

Well anyway the map is already very cool. ;)
I think that even if you don't get all the planned parts of this map finished on time you could still release it and it'd be a kickass map :D

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 12:18
by Magic
BetterDeadThanRed wrote:Hmm... I had a response to this but it didn't go through, let me try again.

Marcoelnk, you might have a scale issue when looking at the Wiesels since they are actually very small and are known as Tankettes, not APCs. Since your map is designed as an airborne map, these little buggers fit in perfectly as they are easily transported by CH-53G helos and C-160 transports. They are, after all, used to support light infantry in a front line role, not transport them around.

As for the whole layout, I could not agree more on keeping the German loadout on the light side. In fact, this would make for a perfect balance to show off the respective strengths of the Germans and Russians without doing a Kashan-esque mirror balance.

Trust me, you are on to something here. Imagine a light German paratrooper division supported by nothing but light vehicles armed with TOWs engaging a full scale Russian armored division. The Germans would excel in flexibility needing to rely on speed and finesse to defeat the Russians' amazing brute armored force.

That is taking PR to the next level right there. Just the thought of it gives me chills.

The final decision is yours, just be careful about making another Kashan clone.
I agree in all of this. The German Airborne is not designed for heavy tank battles. They must be fast and efficient. They even have a special training for CQC situations. So there should be something interesting for infantry. Maybe one of the controlpoints could be impenetrable for heavy vehicles.
But if you want to rely on the tank fights:
First the Airborne will secure the Area, as fast as possible. After 20 minutes or something, a tank division could arrive on the border of the map. I think that would be more realistic, because just like I said, the Airborne can't get tanks on the battlefield that fast. Just Wiesels, because you can transport them easily with helicopters.

To cut a long story short... Our Airborne is not made for such a fight. But they are one of our best infantry!

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 17:26
by marcoelnk
Magic wrote: First the Airborne will secure the Area, as fast as possible. After 20 minutes or something, a tank division could arrive on the border of the map.
thats what i planned ...akthough 20 minutes is maybe a bit long .

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 18:26
by Magic
Nice to hear that you are already planning this! Would be really realistic, because our Airborne is used for the beginning of Operations(Anfangsoperation, don't know how it's called in english). In this phase, the airborne take important positions and hold 'em, until the main troops indent into the area.(Folgeoperation)[Following Operation]

From that, what I can say until now, this map is goin' to be one of my highlights, maybe because I'm a Paratrooper by myself^^ But it must be amazing, holding the position against a superior force, thinkin' all is over and suddenly the tank-reinforcements arrive and blow the russian asses away :)

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 19:52
by azn_chopsticks_boi
We do have tow wiesel :D
p.s i am gonna check on the status of them

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 20:13
by Sundance Kid
S1mmel wrote:Hmh,

a name huh?

Well there might be some cool ones:

(Operation) Airwalk
(Flight of the) Bumble Bee
(Operation) Air(b)rush

or what about

(Operation) Soul Harvest(ing)
(Operation) Corn Poppy

or take an actual war like

Ossetian Battlegrounds
Operation Ossetia

or something out of the military language like

Operation Fubar
Operation Snafu
Operation Fugazi (although this is one is from the Vietnam war)
Operation Panzershrek

or maybe

(Operation) Rocket Sience
(Operation) Oppenheimers Toy(s) (if the rockets are nukes ^^)
(Operation) Freiherr von Braun (should get a kick out of some American players ^^)
(Operation) Mushroom Cloud

or a funny one like

(Operation) Gazprom :mrgreen: (just kiddin')

Well,

I can feed you with more input if you like

:wink:
so you didnt accept these great ones but you did name the map Airborne..thats retarded tbh

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 20:16
by azn_chopsticks_boi
If you look at the update, its called Codename Silent Eagle now

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 20:18
by Sundance Kid
oh..amen to that.Someone change the title

Re: [Map] Airborne [WIP]

Posted: 2009-01-11 20:35
by marcoelnk
Magic wrote:Nice to hear that you are already planning this! Would be really realistic, because our Airborne is used for the beginning of Operations(Anfangsoperation, don't know how it's called in english). In this phase, the airborne take important positions and hold 'em, until the main troops indent into the area.(Folgeoperation)[Following Operation]

From that, what I can say until now, this map is goin' to be one of my highlights, maybe because I'm a Paratrooper by myself^^ But it must be amazing, holding the position against a superior force, thinkin' all is over and suddenly the tank-reinforcements arrive and blow the russian asses away :)
thats exactly the mapconcept :) + airsupport after some time

Re: [Map] Airborne [WIP]

Posted: 2009-01-14 20:45
by hall0
After I asked Marc if I can post here some stuff what i noticed in the newsbuild I will do now.

1. Ger Airfield.
I really like the idea of the forsaken airfield, but why are next to the airstrip more trees and bushes as in the forest around? This make this really looking a bit odd and it makes it very very hard to land.
Image
Some bushes aka sunken trees are Ok but why so many trees. Less would be more.

Btw. there are some floating trees ;)
Image

The street to the airfield. Why are just there fallen trees and nowhere else? And why is there just a forest road and not a tarred street. Even its a forecast airfield someone had used this airfield for a while and someone had build it. For both things there are normal heavy machines used and they need a normal street.
Image

2.Powerplant
Hmm where to start.
The cooling towers without any river next to it are really useless because this things need really need tons of water.
There are watchtowers around the flag but why is there still the forest so close to the fence? This would be really a horror for defending because the trees give the enemies cover. Cut of some trees and places stubs.
Image
Maybe a double fence as spacemanc used it on his map wuzhai used it would be great. Because this fences look just awesome.

The whole Power plant looks really emptily
Here are some links from screens of the map whuzai. On this map the facility looking used.
Link 1 Link 2
This really looks much better.

Image
;)

Btw. there should be always enough space between the power line and the trees.
Image

And maybe not all power lines should be have a endpoint maybe it would look better if some go out the map. Like the one on Qingling do.

3. rocket silo and Russian main
On the rocket silo flag I really want a double fence as mentioned before. :roll:
And like the Power plant this flag looks dead.
Image

The Russian main is ok and have a really nice earth wall around it maybe place also some stubs.
Image

Here a screen of the china main of wuhzai
Maybe someone noticed I really love spacemacs map :mrgreen:

4. Farm
Some more buildings and a other field texture would be good.
Image

btw.
Normal this hay bail always face in the same direction
Image

5. clearing
You should connect this street to the street on the other side of the clearing because otherwise this would be looking a bit strange.
Maybe a little village next to it would also hurt.
Image

6. Ideas
a) As mentioned there should be normal streets. In the following minimap the you can see which streets should be tarred.(gray)And the street should go out of the map again.
The black one is a possible railroad, because I really miss one in this map. Maybe it’s possible to place a destroyed train on which should bring support to the Russians, like the train we have on Ghost train.
Image

b)The power plant need a river and here my idea of the river. The river should be a wide river which can be passed on some places with some fords. Like on the BGF map Memelriver
Maybe also a little fishing village next to the lake (blue box)

The red circles aren’t used at the moment.

Image

c) BGF is dead and this makes me really sad but maybe we can use some of their statics. Because this statics would be great to build villages etc.
Screen 1
Screen 2
Screen 3
Screen 4
Screen 5

d) The fog. Somebody noticed while we took the news screens, the fog of the map looks different to other maps. Marc told us this fog of war should simulate a real fog which is everywhere and not just in the distance. But on my pc this fog looks a little bit to blue.
BGF had also one map with fog called On the Road to Stalingrad may be this help you to find the right settings.

Re: [Map] Airborne [WIP]

Posted: 2009-01-14 20:47
by bosco_
hall0 wrote:
d) The fog. Somebody noticed while we took the news screens, the fog of the map looks different to other maps. Marc told us this fog of war should simulate a real fog which is everywhere and not just in the distance. But on my pc this fog looks a little bit to blue.
BGF had also one map with fog called On the Road to Stalingrad may be this help you to find the right settings.

Was about to say that.

I always get the impression my screen is dusty when I look at screenshots of it.

Re: [Map] Codename Silent Eagle

Posted: 2009-01-16 21:47
by marcoelnk
Thanks for the feedback hall0 .

1. Ill see what i can do about the trees though i actually like them how they are. it may look weird sometimes from above but on ground its nice. Also the reason why i only placed them on the road and around the airfield is that this is the area that people will play on ... the forests around wont be used much and placing trees there will only result in worse performance. But i have some changes in mind for the airfield ( which is a abandoned one thats why the trees are fallen down and its overgrown etc)

2.About the pwerplant : i really hate doing industry areas.I think its not bad although its a bit empty in some places. Iron taxi has done it really well but i cant get my *** up to rework the area...maybe later :)
Also about the river for the cooling towers... i know that in RL they need lots of water but the river is not 100m away from the powerplant. For the map it would only add something if i placed the river from soutwest corner to northeast corner dividing the map into two parts...
and that would again require way too many changes .

3. rocketsilo : i dont know if there is alot of stuff around a rocketsilo in RL... i did this on purpose so as to create a certain atmosphere with all the large areas (silo/airfield/powerplant) appearing out of nowhere in the forest. gives a nice "secret" feeling imo.

4. farm :its not supposed to be a farm actually. just some hayballs and a shed :)

5. clearing : village : no ; road : maybe

6.Fog : i will look into this again...i think the fog on that screen you sent looks really bad and unrealistic. i dunno if i simply got used to it but i actually like my fogsettings that produce real fog and not just sudden fog in the distance. ill tweak it a bit though so that the fog layer isnt that intense rith infront of you.

Re: [Map] Airborne [WIP]

Posted: 2009-01-17 01:20
by HughJass
hall0 wrote: c) BGF is dead and this makes me really sad but maybe we can use some of their statics. Because this statics would be great to build villages etc.
one HELL of an idea. They are a BSS mod too so that makes it much better.

we should contact them about statics.

Re: [Map] Codename Silent Eagle

Posted: 2009-01-17 12:23
by hall0
[R-CON]marcoelnk wrote:Thanks for the feedback hall0 .
1. Ill see what i can do about the trees though i actually like them how they are. it may look weird sometimes from above but on ground its nice. Also the reason why i only placed them on the road and around the airfield is that this is the area that people will play on ... the forests around wont be used much and placing trees there will only result in worse performance. But i have some changes in mind for the airfield ( which is a abandoned one thats why the trees are fallen down and its overgrown etc)
Don’t get me wrong but I like the idea with the fallen trees. But I was wondering why the fallen trees are just on the street an nowhere else next to the street. :shock:
[R-CON]marcoelnk wrote: 2.About the pwerplant : i really hate doing industry areas.I think its not bad although its a bit empty in some places. Iron taxi has done it really well but i cant get my *** up to rework the area...maybe later :)
Also about the river for the cooling towers... i know that in RL they need lots of water but the river is not 100m away from the powerplant. For the map it would only add something if i placed the river from soutwest corner to northeast corner dividing the map into two parts...
and that would again require way too many changes .
Yeah I was think the same when I wrote the post, but this river wouldn’t be like the river and lake we have on quingling. On quingling the river/lake divides the battlefield into two areas, which can just crossed I think in two areas. But with this wide flat river with lots fords there would be still enough places to bypass the enemy. Because I also don’t like the idea of a dividing battlefield. :-P
[R-CON]marcoelnk wrote: 3. rocketsilo : i dont know if there is alot of stuff around a rocketsilo in RL... i did this on purpose so as to create a certain atmosphere with all the large areas (silo/airfield/powerplant) appearing out of nowhere in the forest. gives a nice "secret" feeling imo.
Also don’t know many rocket silos just now Pydna form the Nature One ;) .
But you use the rocket silo also as forward outpost, and so there should be more stuff in and around.

@HughJass
At least one guy like my idea :lol: