TexLax wrote:the only problem is the player textures, which is why i think that all other idea's of snow maps got shotdown
hehe, you really underestimate the amount of work required
First you need all new player textures, vehicle textures, static textures, new statics, ground textures, road textures and overgrowth / undergrowth textures. Now thats just the start
then from there you will have it looking like a snow map.
then from there you will need to make a whole new range of snow materials, this will require a huge amount of new effects, new sounds etc. like a effect when you shoot into the snow, drive over it etc and sounds for walking on the snow etc. and you will require more than 1 type of snow materail etc, deep snow, dirty snow etc.
that you need to make a min of 4 snow maps to make it all worth while
so ehhh, ye, alot of work there
BloodBane611 wrote:Good point Rhino. It is easy to get bored by the same old maps, seeing anything new can be good enough some times, even if it isn't as great.
its not the same map as such, its the same type of gameplay you get on a map. you want to have each map having its own unique type of game play as much as possible, ie, requiring diffrent tactics etc for players aswell as keeping options open. OGT is a good exsample, gameplay is very diffrent from any other PR map that I can think of. You first have the bridge fighting which you dont really get in any other maps, not on the same scale anyways, the map is more about concealment than cover and taking the enemy by suprize with flanking tactics etc to win. Now take soemthing like Al Basrah, very diffrent tpye of gameplay, you have first urban area, something OGT dont have, lots of really open spaces, a symetrical and totaly diffrent.
if all our maps where like Al Basrah or all like OGT with just a slightly diffrent layout, then ehhh, you guys would get really board very quickly
