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Re: [Map] Operation Tempest (4km)
Posted: 2010-08-06 23:46
by Amok@ndy
good idea zeno
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-07 00:51
by ComradeChaos
Zeno wrote:i have figured a way to do it
1 - make a flag on the carrier and have a flagzone that is about 500m in diameter
2 - make the flag only cappable for us and captime to whatever the spawntime you want for asset
3 - make the flag not visible on minimap
4 - make the flag unstrategic
5 - add spawner to flag
6 - set the spawntime to 999999
7 - do not delay spawn
8 - ?????
9 - PROFIT!
Would this require someone to be in the zone constantly?
I can see few issues with that when there is a fast moving team. 5 minutes is enough to empty the carrier.
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-07 02:47
by Rhino
Zeno wrote:i have figured a way to do it
1 - make a flag on the carrier and have a flagzone that is about 500m in diameter
2 - make the flag only cappable for us and captime to whatever the spawntime you want for asset
3 - make the flag not visible on minimap
4 - make the flag unstrategic
5 - add spawner to flag
6 - set the spawntime to 999999
7 - do not delay spawn
8 - ?????
9 - PROFIT!
That's an interesting idea but seems kinda a big work around?

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 15:41
by Zeno
ComradeChaos wrote:Would this require someone to be in the zone constantly?
I can see few issues with that when there is a fast moving team. 5 minutes is enough to empty the carrier.
To prevent this you increase the capzone to cover the whole map. As long as there is players on the map you will be capping.
This concept also enable you to "reward" a team for holding a area for x amount of time with a single spawning asset
I have a lot more ideas for this but it will have to wait untill tonight because im at work atm and im typing this on my cellphone

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 15:45
by Zeno
[R-DEV]Rhino wrote:That's an interesting idea but seems kinda a big work around?
It would only take max 5 min

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 16:22
by Amok@ndy
Zeno wrote:To prevent this you increase the capzone to cover the whole map. As long as there is players on the map you will be capping.
no cause if there are more enemy players in cap range than of your team you wont cap even if you apply OnlyCapAblebyOneTeam
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 16:36
by Rhino
and also the more players you have capping the flag the less time it takes to cap the flag and if you dont have enough players on the flag like on a empty server you would never cap it.
And I meant big work around as in code wise, not time wise...
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 18:39
by Zeno
[R-CON]Amok@ndy wrote:no cause if there are more enemy players in cap range than of your team you wont cap even if you apply OnlyCapAblebyOneTeam
hmmmm...
ok...
let me rethink a bit

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-08 18:54
by Web_cole
This is map is looking soooo epic, cannot wait for this

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-15 17:46
by Not_able_to_kill
Amphibious attack with APCs? sounds cool
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-17 09:08
by Silly_Savage
So how is this map coming along? I'm still watching this thread intently for any new updates.
Have you figured out how your new game mode is going to play out on this map?
Any more screenshots you would like to graciously bestow upon us?

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-17 10:11
by ChiefRyza
I'm close to a super big update and playable download of the map in the next coming weeks. Having full time study at the same time has really cut into the amount of time I get to work on the map though
Wrapping up the final terra-forming and then moving onto a complete retexture of the map, then onto the detail phase. I assure you....it progresses

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-18 13:21
by FelipeFR
This is the kind of map that should become official

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-19 05:14
by Sgt.Heine
WOW!,nice job.
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-19 13:33
by ChiefRyza
I've made a pretty big executive decision to redo- the erosion on well...the entire map
Having the map looking as professional as possible means a huge deal to me, and I wasn't happy with the way the canyons worked with the mountain ranges, thus I re-imported the heightmap into GeoControl 2, redid the erosion with a more fitting look, and now I'm going around fine tuning everything.
What this means is basically it will look way different than the current minimap in the thread, and although its a lot of work, it is something I felt I needed to do. A weeks worth of redoing the terrain to look a hundred times better is worth it instead of leaving it too late to make this sort of change. In other words...won't be an update for a week or so, but it will look
much better.
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-19 14:59
by pfhatoa
Good luck, I'm sure it will be worth it!
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-19 15:26
by motherdear
Sounds good champ. I certainly hope it won't be too big of a time consumer redoing it
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-22 05:41
by ChiefRyza
The marsh area running through the map has been removed and replaced with a much better looking river system, filled with dense jungle. Looks a hundred times better than what I had, and makes the map flow much better. A sea of green jungle now runs throughout the entire map
Minimap later this week after I have completed most of my terraforming after the massive re-erosion of the map with Geocontrol.
This is what you will be fighting through in the lower lying areas of the map:

Re: [Map] Operation Tempest (4km)
Posted: 2010-08-22 06:47
by Tonnie
nice work ryza...
yes.. i am still stalking your map
Re: [Map] Operation Tempest (4km)
Posted: 2010-08-22 06:58
by Silly_Savage
That looks hot.
No more marsh though?
