[Map] Operation Tempest (4km) [WIP]

Maps created by PR community members.
Post Reply
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [MAP] Operation Tempest (4km)

Post by Rudd »

^ thats strange, how many jungle objects have you got atm? I've got a WIP map that isn't half as conservative as yours looks and even darkcloak can play on it ok :P

as awesome as the new jungle vegitation is, you might find the performance problems are due to the wide variety your using more than their numbers. I suggest taking your favourites - i.e. the ones that block views the best, and use them only.

loooking forward to seeing what you're gonna do with this :)
Image
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

Well, I might play around with the density some more. It's really quite impossible to see more than 70-80 meters ahead in the jungle areas. Oh also, has GhostDance released any updated versions of the jungle statics? There is a problem with the collision mesh on some of the smaller bushes and trees, they would be better with them removed - as they can stop tanks and other vehicles, not to mention sending them flying hundreds of meters into the air. I sent him a PM but I don't think hes been on in a while.

Also, i'm trying to keep the FPS close to 90FPS in all areas. Been pretty successful so far but yeah, I want it to run as smoothly as possible because of the nature of the combat that will take place (ie. majority of the server fighting over one flag at a time.)

Also, do those bunkers really look that bad? There is a reason for their placement, ie. coastal defence once upon a time, but I'm quite happy with them compared to everything else I've used/tried out. There's a lot more detail to be added also so they won't be so isolated in future like in the island screenshots.

Image

Image


That's the density I have in game right now. I'm definitely not done with it yet but what do you think? Needs more density etc? That area is running at 100FPS but I could add more and drop it a little.
Last edited by ChiefRyza on 2010-07-08 00:48, edited 3 times in total.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [MAP] Operation Tempest (4km)

Post by Silly_Savage »

Image

I... I don't know what to say. It's absolutely gorgeous! I only wish there was some way to add more foliage on the mountains; then, in my opinion, it would be perfect.

I'm also diggin' your new gamemode idea. My only complaint with it is that I'm unsure if we would be able to see the entirety of your beautiful map due to chokepoints and whatnot preventing a team from reaching all of the objectives.

I.E. Al Fallujah Region/Desert Storm. (If you remember way back then, the U.S. team would almost always get held up at the giant gates flag which would block access to roughly half the map. Thus the flag in the city would almost never come into play, which was a shame because it was a lot of fun to fight in.)

Nonetheless, if you keep with it, you'll be going places. ;)
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

I'm also diggin' your new gamemode idea. My only complaint with it is that I'm unsure if we would be able to see the entirety of your beautiful map due to chokepoints and whatnot preventing a team from reaching all of the objectives.
There are and will be at least 3 main ways into every flag, while infantry can scale the mountains with a little patience (it's almost impossible to stop people doing it so I figured just let them, even made some thin, rocky mountain trails for them to traverse). Marines will also get a Harrier from the get go to bomb hardened positions so the ARF/A.U. are going to pay dearly for gathering in the one area. Flag radius' will be at least 200 - 300 meters so there is a very large area to defend.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [MAP] Operation Tempest (4km)

Post by Silly_Savage »

I love you.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: [MAP] Operation Tempest (4km)

Post by Jigsaw »

ChiefRyza wrote:Image

Image


That's the density I have in game right now. I'm definitely not done with it yet but what do you think? Needs more density etc? That area is running at 100FPS but I could add more and drop it a little.
See that kind of density I think is wonderful and it creates some good variety in the map as those areas will create some pretty intense infantry skirmishes whilst the air/armour assets duke it out over the open terrain. I'd much prefer to have several areas of high density jungle and the rest fairly open than have the entire map covered in sparse foliage, I really miss the dense jungle of Operation Ghost Train and maybe this will bring it back :)
Silly_Savage wrote:I love you.
Worrying thing is he means that Chief, don't give him your address :p
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

Also, those jungle valleys are the only real way for armour to move reliably around the map, so expect some pretty intense fighting when your squads run into a T72 and disperse into the foilage :-P
Last edited by ChiefRyza on 2010-07-08 05:11, edited 2 times in total.


Current project: Operation Tempest
=Toasted=
Posts: 359
Joined: 2009-07-01 22:08

Re: [MAP] Operation Tempest (4km)

Post by =Toasted= »

ChiefRyza wrote:so expect some pretty intense fighting when your squads runs into a T72 and disperses into the foilage :-P

I really don't have words to describe how I am awesome I am feeling after reading that. :D Sneaking around in the jungle, and hearing the rumble of a tank, unsure of how close it is... gah to much epicness.

Map looks great.
Bob_Marley - "This is an outrage! If we're going to spend money on black projects they should be much more amusing and/or explosive than this."

PR In-Game Alias: =Epic-Toast=
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [MAP] Operation Tempest (4km)

Post by Psyrus »

As before Ryza, looks great. I am curious about the C/D 1/2 area, is that an ex or in-construction airfield or something?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

It hasn't been detailed yet, but it is an ARF Airstrip that has been bombed so the Marines can land without enemy counter-aircraft. So it will be a heavily bombed airfield, full of craters, wrecks and the like. It's one of the second lot of flags.


Current project: Operation Tempest
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: [MAP] Operation Tempest (4km)

Post by USA-Forever932 »



In Africa...
...
In the Jungle...
This map needs gunships. It begs for attack helicopters...

I'm about to cry from how amazing this is.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [MAP] Operation Tempest (4km)

Post by dtacs »

USA-Forever932 wrote: This map needs gunships. It begs for attack helicopters...
Oh I think you'll be pleasantly surprised. I think you may just...explode.
RaSgO
Posts: 55
Joined: 2010-01-29 18:32

Re: [MAP] Operation Tempest (4km)

Post by RaSgO »

ChiefRyza wrote:It hasn't been detailed yet, but it is an ARF Airstrip that has been bombed so the Marines can land without enemy counter-aircraft. So it will be a heavily bombed airfield, full of craters, wrecks and the like. It's one of the second lot of flags.
Then maybe put some aircraft wrecks in the jungle; shot down by the USMC? (Ignore if you have done this already)
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

Here's a better view of the swamp area:

Image


Ran into this problem when trying to make some roads though, have no idea how to fix:
https://www.realitymod.com/forum/f388-p ... white.html
Last edited by ChiefRyza on 2010-07-09 05:58, edited 1 time in total.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [MAP] Operation Tempest (4km)

Post by Silly_Savage »

It would be awesome if you added a lot more foliage to the swamp area. Have the water low enough that you can still wade through it, but high enough so you're unable to go prone. I'm not sure how this would affect performance though, but something similar to this would just be incredible. Having trees and bushes sprouting out from the water like so would be breathtaking and something that I don't think has ever been attempted.

Image

Anyways, that's just me daydreaming again...
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

I'll bump up the density of the marsh area then, it seems to have no performance problems whatsoever so I'll see what I can get away with :-P

Thing about the wade-through water though is that the Battlefield 2 engine only supports ground sound effects based on the materials used on the detail texture. Hence why on some maps where there is water and you run through it, there is no water sound effect. I've changed this on mine in the shallow, coastal waters, the bright blue in the water is literally - a bright blue texture. So when you run through the water you hear the sound effects, adds a lot more immersion. HOWEVER, with a limit of 6 detail textures/materials, I can't spare another one unfortunately. So the swamp will have to stay mostly above-water for now.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [MAP] Operation Tempest (4km)

Post by Silly_Savage »

Image
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [MAP] Operation Tempest (4km)

Post by ChiefRyza »

Well, after some thinking I think I will go for the shallow marsh area. It will take quite a bit of work but I think it will look much better than what I have now. Will post a screenshot/s when I make some good progress. It will probably look more like an estuary though at high tide, murky, muddy water, mangroves and what not. Should be pretty scary fighting if I make it look like in that picture :-P
Last edited by ChiefRyza on 2010-07-09 07:28, edited 1 time in total.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [MAP] Operation Tempest (4km)

Post by Silly_Savage »

I am so looking forward to this map. Keep us posted with any changes you make. ;)
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [MAP] Operation Tempest (4km)

Post by Amok@ndy »

your swamp area needs more undergrowth :D
Image
Post Reply

Return to “Community Maps”