[Map] Operation Tempest (4km) [WIP]
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ChiefRyza
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Re: [Map] Operation Tempest (4km)
The marsh...has died a noble death. It needed to happen, I wasn't happy with how it went with the rest of the map. I'll save the marsh for another map, don't want to burn out on ideas on a single go 
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
Played with the overgrowth layers a bit....I added bamboo to the undercanopy layer, and removed a lot of the VBF2 overgrowth bushes. I think it looks a lot better than before personally. What do you guys think?


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Rhino
- Retired PR Developer
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Re: [Map] Operation Tempest (4km)
Looks good, btw you should use the PR rocks (not the overgrowth rocks) than the vBF2 rocks, PR ones look nicer 
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ChiefRyza
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Re: [Map] Operation Tempest (4km)
What directory in the editor are they in? I had a look at all the ones I could find and the Granite VBF2 ones seemed the best, much wider variety and they come in big clusters as well which makes it a hell of lot easier. Maybe I completely missed them Lol, if the PR ones are the ones I'm thinking of there are only five of them?
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Rhino
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Rudd
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Re: [Map] Operation Tempest (4km)
Wary you must be, of the collision mesh you cannot seeDefault Re: [Map] Operation Tempest (4km)
What directory in the editor are they in? I had a look at all the ones I could find and the Granite VBF2 ones seemed the best, much wider variety and they come in big clusters as well which makes it a hell of lot easier. Maybe I completely missed them Lol, if the PR ones are the ones I'm thinking of there are only five of them?
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ChiefRyza
- Posts: 620
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Re: [Map] Operation Tempest (4km)
That's only on the largest rock cluster, and it really isn't that bad from trying to run past it (it's only in one little spot). I don't know, I get to have those much bigger clusters with the VBF2 rocks and I've placed them almost everywhere. Do they really look that bad? I could always change it and I would do it in a heartbeat if I had more than 5 rocks to choose from the PR ones.
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Arnoldio
- Posts: 4210
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Re: [Map] Operation Tempest (4km)
Your gamemode suggestion... hmm, takes away from that PR feeling so i suggest gavving the first line of flags (beach) only cappable to marines so after they take the beaches they have that secured no matter what. The rest of the map goes on in normal AAS style.
I think something like that is on Kozelsk where once militia looses training camp they cannot take it back.
I think something like that is on Kozelsk where once militia looses training camp they cannot take it back.

Orgies beat masturbation hands down. - Staker
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ChiefRyza
- Posts: 620
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Re: [Map] Operation Tempest (4km)
What do you mean "Not PR"? How is not being able to recapture a flag after loss "Not PR"? Not to mention I havn't even tried it yet
Personally I want a new gamemode at the very least...been hanging onto AAS for a hell of a long time. Are we destined to live off AAS and Insurgency for all eternity?
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TheAssProtectors.Nr1
- Posts: 124
- Joined: 2009-09-05 20:26
Re: [Map] Operation Tempest (4km)
I see some potential in this map! Keep it coming, lad! 
Why do something today, when you can not do it tomorrow
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GhostDance101
- Retired PR Developer
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Re: [Map] Operation Tempest (4km)
Nice Work Dude !!! Look forward to seeing it ingame 
I was playing around with the fog effect. And am not really hapey with it. If i manage to make it look better I will post it for ya.
I was playing around with the fog effect. And am not really hapey with it. If i manage to make it look better I will post it for ya.
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Wakain
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Re: [Map] Operation Tempest (4km)
it's looking good, I'd suggest you shouldn't overuse the bamboo though
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NoobSentinel
- Posts: 79
- Joined: 2010-07-16 18:52
Re: [Map] Operation Tempest (4km)
Nice map! The beach assault sonund epic!
Also, this terrain should be suitable for French Foreign Legion...if it exists in in PR anyway.
Also, this terrain should be suitable for French Foreign Legion...if it exists in in PR anyway.
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ChiefRyza
- Posts: 620
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Re: [Map] Operation Tempest (4km)
Like I said in the original post, this map will be United States Marines versing the African Resistance Fighters/African Union Forces. I will work on more African theatre maps in future though.
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ComradeChaos
- Posts: 738
- Joined: 2010-01-27 20:45
Re: [Map] Operation Tempest (4km)
I have to say, the color tiling is perfect. Enough to make the terrain beautiful, but not so much to where you notice it (I just barley caught it). The colours are also quite good. Can't wait to see more added, as it looks quite blank.
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ChiefRyza
- Posts: 620
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Re: [Map] Operation Tempest (4km)
Ok. This is freaky. With absolutely NO input or change from myself, my lowdetailtexture for the cliffs went from pretty crappy looking....to this:

Not that I don't like it! I just don't know how the hell it happened! Actually....the other day when I was testing it, my game decided to "re-optimise" but I didnt notice it then, only the next time I loaded it up. Is it possible the only reason the cliffs looked like **** before is that it was using stuff from the old cache?

Good news is I get to work on it hardcore this weekend, having finished two bloody painstaking assignments.

Not that I don't like it! I just don't know how the hell it happened! Actually....the other day when I was testing it, my game decided to "re-optimise" but I didnt notice it then, only the next time I loaded it up. Is it possible the only reason the cliffs looked like **** before is that it was using stuff from the old cache?

Good news is I get to work on it hardcore this weekend, having finished two bloody painstaking assignments.
Last edited by ChiefRyza on 2010-08-28 03:02, edited 1 time in total.
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VapoMan
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Re: [Map] Operation Tempest (4km)
Looks like the lowdetail type got changed to 2, which makes the textures have a rocky apearance.
"Eight glorious sides and eight stunning angles!"
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
No....I'm not that much of an idiot Vapo
Like I said, I didn't change anything myself to make it happen overnight, the change I made was a long time ago and it obviously didnt come into effect.
I think what happened is I redid the barring on the textures ages ago, but it never showed in game until the cache was re-written.
GAAAAAAAAAAAAAAAAAH! It's going back to the **** looking texture now! I want it to stay the way it is in those screenshots, why does it look the **** (old) way????
Haven't been able to get it consistently looking like in the screenshots
I am saddened that I can't get an as-good looking cliff texture after spending all day trying. Maybe it was just a bug? It does it when I clear my cache, but then when I reload it again, it goes back to the old way.
I think what happened is I redid the barring on the textures ages ago, but it never showed in game until the cache was re-written.
GAAAAAAAAAAAAAAAAAH! It's going back to the **** looking texture now! I want it to stay the way it is in those screenshots, why does it look the **** (old) way????
Haven't been able to get it consistently looking like in the screenshots
Last edited by ChiefRyza on 2010-08-28 07:46, edited 5 times in total.
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VapoMan
- Retired PR Developer
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Re: [Map] Operation Tempest (4km)
Haha. I wasnt trying to say you wouldnt know. I was just saying what it looks like.ChiefRyza wrote:No....I'm not that much of an idiot VapoLike I said, I didn't change anything myself to make it happen overnight, the change I made was a long time ago and it obviously didnt come into effect.
"Eight glorious sides and eight stunning angles!"
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
Lol no worries, I ended up making a new LowDetail Texture, and it looks much better now. I was getting pretty annoyed yesterday at the BF2 engine
I got a taste of that awesome looking cliff-face and I just had to have more!!!
I've come to the conclusion that awesome looking texture comes from a bug where the lowdetail for the cliffs doesn't load, and all you see is the detail texture. Don't know how to replicate it though...
I've come to the conclusion that awesome looking texture comes from a bug where the lowdetail for the cliffs doesn't load, and all you see is the detail texture. Don't know how to replicate it though...
Last edited by ChiefRyza on 2010-08-29 02:05, edited 1 time in total.


