Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-20 22:50
Ah rgr, these rockets are small air to ground dumb rockets much like the Hydras on the attack Huey. It would be really hard to use them against air targets other than possibly choppers but ye, there main purpose is light ground attack. All the Rebals have done is turn an air to ground weapon to a ground to ground weapon by fitting it to a techiReddeath wrote:I was referring to the point of having rocket pod techies
Shooting them at supply trucks, jeeps.
Just basically think of it as shoving the rocket pods from a huey onto the top of a techi and shooting at ground targets in front of you randomly in the hope of hitting something and with the load of missiles you have there is a good chance
My best advice there is to make a list of all the stuff you want making with also gathering up refs and info on them and post the list publicly and hope someone helps out with itReddeath wrote:I wish I knew how to model, there are quite a few unique buildings in this city that I would like to have.
Kind of what I did for when I was making muttrah although I posted the list inside the dev forums, in fact I still have the lists today
You can see in the quote below that most of what I put on that list did in fact get done, although granted I did have people to help me and I did a some of it myself but all you need to do is inspire someone enough with your concept and they would be more than willing to help you
[quote=""'[R-DEV"]Rhino;462456']Critical (cant release without it):
- Mosque (needs texture, got col meshes, matt stigger cant do this as he dont know excatly how the BF2 texture system works, please we are counting on you for this!)
- dock container stacks (not individual ones, but grouped ones, save on lightmaps etc)
- CARS!! lots and lots of cars! (mainly white cars thou)
- metal garage / shop door thing that can block up these areas in your statics matt: http://img467.imageshack.us/img467/892/untitled2de8.jpg
- dock wall corners
- a separate hut thing thats on the sea wall, as its own static
- souq roof (to go over the vbf2 shop statics)
- souq entrance (not sure if this needs to be made yet)
- New Hexagon Paving slabs
- New Road/Street textures with the cerb back
- Cerb Only "road" to put around car parks etc.
- fish market walls
- the fort (might be able to get one from BF Priates with any luck)
- some more city buildings would be nice
- dock crane (can use the OPK one with any luck)
- the muttrah lamp post

- fish fountain
- old ME fishing boats
- a cruise ship

[quote="Reddeath""]also, that video. I would love for the rocket pod techie to have dented up sides, maybe even one part ripped off[/quote]
You could do dents a bit with custom textures and normal maps
You could go with a slightly different and new approach I've been wanting to try for a few years now which is to not have the traditional main base but instead have lots of mini bases which would also reflect an unorganised rebel force much more effectively.Reddeath wrote:I actually made the compound to scale with the satellite photos and am debating on where to put it as that position is near the center of the city and its hard to work control points in right next to a main base.
I am thinking the rebel main would be best fitted just northeast of where I originally had it. Just one street back, teams would be starting on opposite ends of the map.
I am also tryin to figure out what I would be able to do with the docks, the docks are huge, and there are many of them, but with the main dock being only accessible by swimming and just off the MECs main I feel like it wont get much playtime and as I said I want all of the map to be utilized.
Basically this system works a bit like ammo caches do on Insurgency, apart from that there is no ammo cache and your still fighting over flags in AAS but basically what you can have is every flag becomes a mini-rebel base, or you can have some flags acting as bases and some not acting as bases. All these mini-bases all spawn a few vehicles each which can only be used by the rebels, with the ones further behind the front line spawning the heavier vehicles naturally. You still have an AAS order you need to attack up and this spawning system means that you don't have the possibility of loosing your heaviest weapon's spawn at the start of the round, although you could have that option if you wanted. This also simulates a war of attrition very well as well where the more the MEC move up, the weaker the rebels get in terms of how many assets they have to play with but that wouldn't be too bad gameplay wise with this map either as the deeper you get into the city, the less you need the assets as infantry play a much bigger role there but vehicles would be needed for a counter attack but you would still have some and again, not 100% necessary for a CA.
Here is a quick example of many of your possible mini-bases locations you could have, with also keeping in mind that you would have a random AAS system on this so only a few of them would be in use in any game but this different mini-base locations will add a lot to replayablity as well as simulating a unorganised rebel force making a stand in different locations.
Note: the thumbnails links are direct links to the images, not the crappy IS links.


Which then you can attack orders like so in terms of AAS3:


Now with the first example, you could have a few tehices spawning at the first location, maybe with even some static defences like ZPU-4 AA guns (to be used on ground targets, although might be a bit OTT, epically for the first flag) and the stadium flag could have a few more techies in it, possibly even one or two rocket techies etc, and as you get further back even more stuff, with the final flag having stuff like tanks etc.
Second example would be basically the same thing, although different rout which also leads into the docks area and the dock flag could have better things to protect it, like the techie with the rocket pod on it which could be used to arty any incoming forces over the open ground of the docks
The big thing about this system would be a new player spawn system, which would need to be worked into it some how but basically how the new spawn system I see working is a bit like the old rally point spawn system, where the spawn would be deleted if there was enemy forces in a certain radius of the spawn point. Naturally only the rebel forces would be able to spawn on this spawn point and it wouldn't be usable by the MEC or w/e forces. This would be the most fundamental item of this system working, all the rest of it, vehicle spawns etc can easily be archived with the code we have currently with just having the vehicles spawning only for team 2, and nothing spawning for team 1 when they get the flag.
This system, mixed with firebases etc as well will give the rebels a very large advantage in terms of spawning and flexibility which the MEC will be able to make up with fire power
This system also as you can see by the second example can fix your problem with the rocks not coming into play easily, as with a dynamic flag system, you can have it come into play some times


