Sbeneh Outskirts

Wheres_my_chili
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Re: Sbeneh Outskirts

Post by Wheres_my_chili »

[R-CON]Rabbit wrote:Need a bit more info. Can you think of anything that was a occurrence with the crashes? Map layer, location in the map, faction, kit, vehicle, on spawn or running around etc.
I really couldnt tell you much more. It was an AAS layout, I know that, but I dont know if it was standard or alt. We were all MEC and all had different kits and at the time of the crashes we were all fighting in the southeast quadrant of the map. We all have pretty choppy performance on the map as well so maybe optimization?
=MeRk= Morbo5131
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Re: Sbeneh Outskirts

Post by =MeRk= Morbo5131 »

Just to add, on our server we've ran the 16p skirmish once, 32p skirmish twice, AAS STD once, AAS Large once, INS std once without crashes. Unless you're talking clientside.
Personally, I have some performance issues, relatively diminished frame rate compared to other maps, but not to the extent of Dovre.
Rabbit
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Re: Sbeneh Outskirts

Post by Rabbit »

Wheres_my_chili wrote:I really couldnt tell you much more. It was an AAS layout, I know that, but I dont know if it was standard or alt. We were all MEC and all had different kits and at the time of the crashes we were all fighting in the southeast quadrant of the map. We all have pretty choppy performance on the map as well so maybe optimization?
Unfortunately Sbeneh is about as optimized as it gets, the only thing left to do with be lower the VD down even more, which the VD is already down to 500m. Atlas OG/UG have been done, its got very few atlas lightmaps, 23 currently. Muttrah for example has 38 atlas lightmaps. All I could really ask is play in window mode and see if an error message pops up. :sad:
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AfSoccer "I just don't see the natural talent."
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K4on
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Re: Sbeneh Outskirts

Post by K4on »

[NEW] ran without any single crash so far. It's not said that it's maprelated rabbit.
Nightingale
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Re: Sbeneh Outskirts

Post by Nightingale »

Today in INS, we (Syrian Rebels) had a problem where an unknown cache spawned but the map never updated to say that it became known. Even after being destroyed, this unknown cache persisted in the map. I can't remember exactly where it was (somewhere southeast of the center of the map, in a barren area).

On another note, I think this is quite possibly the best map made for PR. The cities are crowded and confusing, there are lots of enterable buildings, the foliage is nice and thick, and the balance between armor and anti-armor infantry is quite nice. Whoever made this map should be really proud of themselves.
zloyrash
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Re: Sbeneh Outskirts

Post by zloyrash »

Like skirmish mode have more than 1 layer for more and more maps!
Good job!
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Daniel
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Re: Sbeneh Outskirts

Post by Daniel »

[quote=""'[R-CON"]Mineral;1990732']Yes and the tank is not. It's intentional.

And I think rabbit meant the BMP2M on AAS16.[/quote]

Ok, but the MEC tank not respawning (the rebel-T62 does though afaik) and the rebel faction having COUNTLESS AT weapons as RPGs and many vehicles designed to take out tanks, it feels unbalanced for MEC...

Also, Morbo also posted his opinion about this (which is pretty much the same as mine in this case).

[quote="Nightingale""]Whoever made this map should be really proud of themselves.[/quote]

You might wanna go over the posts of Rabbit in this thread, to realize that he is the creator of this awesomeness... ;) 8)


Btw, Rabbit, what would the map/gameplay look like with approx. 10 "lightmaps" (just for example) instead of current 23 ? (just so I get an idea what those dozens of different lightmaps are for, at all, since I sadly don't know anything about such "overgrowth/undergrowth lightmaps" )
Psyrus
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Re: Sbeneh Outskirts

Post by Psyrus »

Daniel wrote:Btw, Rabbit, what would the map/gameplay look like with approx. 10 "lightmaps" (just for example) instead of current 23 ? (just so I get an idea what those dozens of different lightmaps are for, at all, since I sadly don't know anything about such "overgrowth/undergrowth lightmaps" )
Lightmap - Wikipedia, the free encyclopedia

:)

Less lightmaps or more optimized lightmaps means better performance [theoretically] but lower visual quality
Dude_Nukem
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Re: Sbeneh Outskirts

Post by Dude_Nukem »

(..Haven't played the map as much yet, but already looking astonishing and fun.

Like someone already kind of said in this thread, I think you can only judge the map if its been atleast a month in roulation, and you made some hours on the map ofc..)

But the reason I came here is to ask about the Syrian logi truck (it is actualy faction feedback, but couldn't find the right thread about it and maybe its map related).

Is it intentional that the Syrian logi truck/van got no repair station? (can't 100% recall, just hopped in once in a logi, next to the repair station/rearm depot crates @ main, and was trying to select the repair station. But nevertheless). It got only one crate, which I can understand, "due to lack of space". It got no repair station, probably "due to lack of space"?

Also, the icons for the crates and repair station are not showing up when driving the logi van. Is that correct and intentional?
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Mineral
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Re: Sbeneh Outskirts

Post by Mineral »

https://www.realitymod.com/forum/f255-i ... ost1991098
I quickly made a thread for it ;)

The fact they have no field repairs for vehicles is intentional. They don't have access to spare parts like the army does. Same withe only having one crate. It's to show the logistical difference between the army and the rebels.

Now nothing is set in stone yet, so this is all up for change to be seen how people play it. Is it balanced,fun,... So it might change later :)
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Rabbit
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Re: Sbeneh Outskirts

Post by Rabbit »

Daniel wrote:Ok, but the MEC tank not respawning (the rebel-T62 does though afaik) and the rebel faction having COUNTLESS AT weapons as RPGs and many vehicles designed to take out tanks, it feels unbalanced for MEC...

Also, Morbo also posted his opinion about this (which is pretty much the same as mine in this case).
Don't worry, your opinion is noted, and I don't mean that in a "stop posting way", but I mean I'm going to wait a bit, make sure all the flag routes are played on all the layers, and everyone has a good feel for the map. Then I will make adjustments based off feedback given by the community and our map stats.

The reason I originally made them non responsible, is because MEC is one of the best factions. Granted I admit I was a bit wrong, as the FSA is really quite good. :-D
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AfSoccer "I just don't see the natural talent."
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Ason
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Re: Sbeneh Outskirts

Post by Ason »

First of all I have to congratulate Rabbit for this awesome map! I think it's the best map in-game atm :)

This is the only thing I noticed so far. Don't know if it's because of my graphic settings at very low, I only got effects on medium all other on low/off. Anyway I thought the texture on this wall looks a bit weird.
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Also, may I ask where you found that static, the string with clothes that hangs between the houses. custom ?
Rabbit
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Re: Sbeneh Outskirts

Post by Rabbit »

Thanks Ason! The low graphics don't help, but yeah. I'm not sure what's causing it as the texture and normals for it are on it.

Also

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objects/common/cloth_line/cloth_line.con
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AfSoccer "I just don't see the natural talent."
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Rudd
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Re: Sbeneh Outskirts

Post by Rudd »

Wonderful map, truely an excellent mesh of mapping and PR game mechanics.

Undergrowth could use a bit more alpha I think though, seems a bit low rez because of the current setting.

Well done mate
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Ratface
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Re: Sbeneh Outskirts

Post by Ratface »

Very nicely made Rabbit!

Only have played one game so I'm not sure how much ticket bleed affects most games, but I will say that during ours as MEC is ruined our chances of winning when we weren't able to cap plantation. Can't wait to play more of it, was a blast to play!
Pronck
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Re: Sbeneh Outskirts

Post by Pronck »

It's a very well made map. Good urban areas with rural areas in between. I like the MEC outpost as well. I hope we can have some sieges in the future where we could lock the MEC inside the outpost.
We are staying up!
matty1053
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Re: Sbeneh Outskirts

Post by matty1053 »

Honestly, definently a good map.


Urban Combat is sexy.

Good Rabbit! Maybe Trix aren't for kids...
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fatalsushi83
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Re: Sbeneh Outskirts

Post by fatalsushi83 »

I really like how this map has urban areas spread around rather than having a city that's surrounded by open ground. Feels more realistic and gives the rebels more freedom to move around and set ambushes. Great job!
Psyrus
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Re: Sbeneh Outskirts

Post by Psyrus »

The insurgency mode is brutal at times, as the MEC we tried to attack the NW city cache and got absolutely destroyed. I ended up rage quitting because I was getting TK'd by my squad and everything I tried to get us to do took twice as long as it should, and then one (maybe 2) FSA guy(s) would come up and waste all 8 of us. But it was fantastic overall
Rabbit
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Re: Sbeneh Outskirts

Post by Rabbit »

[R-CON]Psyrus wrote:The insurgency mode is brutal at times, as the MEC we tried to attack the NW city cache and got absolutely destroyed. I ended up rage quitting because I was getting TK'd by my squad and everything I tried to get us to do took twice as long as it should, and then one (maybe 2) FSA guy(s) would come up and waste all 8 of us. But it was fantastic overall
Yeah, I have had the same out come (fsa guy wasting us all) a few times, mainly due to that m16. I have adjusted MEC armor spawn times so that they will re-spawn, but it will still be a bit longer than normal.
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