Very Urban Map Fully Destructible.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

Don't forget basements and sewer pipes if you make this map.
The basement in Slums is great and we need more sewers under the street.
There should be multiple ways to flank the enemy unseen by using the destruction as cover.
What is the Russians collapse and call in GB to help clear out insurgents in ......................STALINGRAD .....or whatever it's called now.....
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
[W2D]BEEJ
Posts: 75
Joined: 2007-04-08 08:29

Post by [W2D]BEEJ »

You could take an example like Urban_Siege from desert Combat mod (bf1942)

with the carrier, you could have the apache, littlebirds and the UH60's :D

it was a great map i was addicted to, its got the big city environment with the tower in the middle, then you have the little parade ground area to the south west, near the MEC spawn...
Image
BaDbLiTz123
Posts: 55
Joined: 2007-03-25 15:06

Post by BaDbLiTz123 »

Great idea but i dont think people wanna go out and spend like £1000/£1500 pounds on a top of the line grafs card and mother board some people just dont have that sort of money to flash around.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Why not make a map with a heavy overcast where shadows wouldn't really be present giving you the ability to skip rendering lightmaps?
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

You cant skip lightmaps, it doesn't work that way.
matt.b
Retired PR Developer
Posts: 992
Joined: 2006-04-07 23:24

Post by matt.b »

Guerra norte wrote:Why not make a map with a heavy overcast where shadows wouldn't really be present giving you the ability to skip rendering lightmaps?
yep decent idea, you could bake ambient occlusion (to fake diffused skylight) into the 'dirt' texture for the structures & not do lightmaps, & have the dynamic shadows cast from overhead. would save on a lot of texture memory, plus people on low gfx couldn't cheat by seeing light interiors.

still, i've had enough of making destroyable buildings :) maybe if someone else offered to make them, i could give them some tips...
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

Isnt most of the details in the textures, for buildings?
Post Reply

Return to “PR:BF2 Suggestions”