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.....
Very Urban Map Fully Destructible.
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ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
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[W2D]BEEJ
- Posts: 75
- Joined: 2007-04-08 08:29
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
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...
with the carrier, you could have the apache, littlebirds and the UH60's
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...

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BaDbLiTz123
- Posts: 55
- Joined: 2007-03-25 15:06
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Guerra norte
- Posts: 1666
- Joined: 2006-07-19 17:37
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matt.b
- Retired PR Developer
- Posts: 992
- Joined: 2006-04-07 23:24
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.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?
still, i've had enough of making destroyable buildings
