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Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:23
by Agent Parker
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:27
by crazy11
Fantastic work man!
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:39
by marcoelnk
crazyasian11 wrote:Fantastic work man!
x2
remove the grass in the that industry complex though

Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:43
by Agent Parker
yeah I forgot removing that. Also if you look close you may see some large rectangles which are parts of the word FOREST which is on my colormap lol. Going to change it to the clean colormap when the statics are all in
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:43
by motherdear
NEON GRASS WATCH OUT !!!
we don't want this to end like blackout did because this just looks absolutely stunning dude.
good work so far and keep it up, looks great.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:49
by Agent Parker
Blackout? Is that a map?
In case you mean the very green flat color, that is the overlay drawing of the colormap. I used it to mark forests and swamps on the map. It will be replaced by a raw colormap without the drawings. The fields will not be overpainted because they look cool like that (note to self: listen to MetalTaxi next time).
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 19:53
by marcoelnk
... IRONtaxi

Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:09
by Agent Parker
These are 2 variants of the Random AAS for the map. Each Group will have 1 active flag at a time. What do you think is better?
I was instructed by Fuzzhead that only 1 flag should be active at the time. Because this would concentrate the amount of players, instead of dispersing them. I am more after the "green" version because it respects the US Army bases physical prxoimity to the nearby CPs.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:25
by fuzzhead
yeap both look good to me, green looks like it would flow beter.
glad you decided to move the US base to the corner, this allows alot more room on the rest of the map for more CPs and more manuevering.
I would consider moving the SE objective further south, to use more of that map real estate. The AA Gun dont need moving, but maybe some other kind of feature down there to warrant an objective. However not having any feature is fine to still have objective there, fools road and qwai have some areas with no clearly defined "thing" but still works fine as an objective area.
Think of the CP's as less of a "flag" area, and more of an overall objective, like instead of needing to take the mine or the bunker, you are moving to clear and capture the entire region, like zone control rather than flag control.
Remember with the current capture logic, you need a 2-1 ratio to capture a CP. So if a 6 man squad is defending, youll need at least 2 full 6 man squads in radius to even start moving the capture bar.
This means that although there is a 100m radius, you really are actually seeking to close with and kill the enemy in the radius, and not just sit next to some wall to "cap the flag". If you dont kill the defenders, you dont capture.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:42
by Agent Parker
Yay. All major flags placed. Going to max out the detail on every flag location. Then I am going to add smaller detail to the map (not CP relevant things), then paint some parts of the map, then create secondary terrain. Then Add ambient sound. Then add GPO.
Current variants of GPO Assets
1. Normal
2x Tanks
1-2 transport Helis
3x Supply Trucks
3x Jeeps
2. Para
Same as 1. but with added Para spawns for MEC. Not sure if this will tip the game to much towards MEC.
factions
South Faction will be MEC Woodland (featuring Chucs Woodland texture)
North faction will be (in order of probability)
US Army, Russia, Germany (possibly)
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:48
by Agent Parker
I would consider moving the SE objective further south, to use more of that map real estate. The AA Gun dont need moving, but maybe some other kind of feature down there to warrant an objective. However not having any feature is fine to still have objective there, fools road and qwai have some areas with no clearly defined "thing" but still works fine as an objective area.
Think of the CP's as less of a "flag" area, and more of an overall objective, like instead of needing to take the mine or the bunker, you are moving to clear and capture the entire region, like zone control rather than flag control.
Yeah that would work well for the AA gun pit. The pit itself is only like 10m in diameter. But the area around it is open field. So any defender would try to stya in cover. So if I set its area to 75m radius it would still work
btw a lot of empty space in maps is often used for placing FBs I noticed.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:48
by fuzzhead
edited post above with some other points
100m for 2km is standard doubt it will change much (if anything will get bigger in future)
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 20:56
by Agent Parker
The orange circle is 200m in diameter (100m radius). 100m works well on most flags. However if you look at the hill bunker it can cause problems. Because the attacker could camp on the "ramp" leading up the hill, out of view of the bunker and still cap it. If I could decrease the cap radius by 25% it would give the large building more importance. So is 75m still negotiable?
The problem is that on open field CPs your method works. Because in the fields, cover is not existant, leading the fight towards the covered place anyway.
However in more "fortress" like CPs, a too large radius can cause the attacker to win the CP even if the defender is in a very advantageous position, which would cause the attacker serious problems if he had to attack, however if he does just have to "siege-camp" it distorts the idea.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 21:20
by 9cookie_monster
Hey agent Have you got the Random flags to work? Just wondering if you did was considering placing the flags soon on my own map and wonderer how you did it. Your map has progressed like at light speed

Awsome job man. Love how many locations there are! You could possibly make some of the caps even bigger too, Like the Granary if you wanted. I don't think it will be an issue with the bunker, but I do not know since never played on the map, yet

. But the enemy will still have to go up there to clear it out.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 21:34
by Agent Parker
I have not yet placed GPO. Fuzzhead explained it to me in a PM. I do not know wether I am allowed to forward PMs. I would guess that you go ask him in a PM. ( I can also forward you the PM, if fuzzhead is ok with it)
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 22:02
by Wilkinson
Excellent Work Agent. You and CookieMonster are showing some Real Talent Here in your projects. The Neon Green Grass though. Is that temporary? I don't want this turning into another Cat situation (look in Rhino's Sig.)
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 22:05
by Agent Parker
I copied the above layout map into the colormap to see where the forests are supposed to be in the editor. Obviously this will be removed once all important statics are placed. As a matter of fact it looks quite funny, when you can see 25m large letters reading FOREST while walking through the forest
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 22:13
by fuzzhead
cookie, check this thread:
https://www.realitymod.com/forum/f354-c ... lines.html
I wrote this down quickly after discussing it with Parker hehe
last post i made some breif explanation on how random AAS works.
Parker: Yes I know what you mean, however remember about the capture logic. If the defenders are in the good position, the attackers need to outnumber them 2 to 1 to even start bringing hte bar down. This usually doesnt happen, cause people are dying during the firefight. On top of this, if they are 100m close to objective, then I think its fine to consider the area "under contention", which is what the grey flag symbolizes.
I think those 100m capture radius will be fine in game, I know you want the emphasis on the defensible positions and I dont think having a 100m capture radius will affect those positions in being any less effective. Regardless of whether the flag is neutral or not, as an attacker you are still going to have to clear that bunker out in order to capture the flag.
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 22:16
by Agent Parker
Ok I will keep all flags at 100m radius then.
Different question. Where is CAPTAIN RHINO to save my sorry *** minimap from the lightmap demon that stole the radiosity from my northern terrain?
Re: [Map] Fox Trap [WIP]
Posted: 2009-03-23 22:45
by Agent Parker
I have some GPO questions.
1. How to place a usable ZPU cannon that spawns at start and is usable by anyone. When I place it as a "vehicle" it disappears when I load the map in the editor.
2. Is there a way to place randomized "goodie" kits in a AAS game? For example I would like to place some scattered Insurgent type kits (RPG, PKM, Shotguns) as hidden bonus objects in secret places. Does that work and is it allowed by PR standards?
3. What Helipad static is used for allowing helis to reload on landing?