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

Posted: 2011-02-14 09:23
by dtacs
[R-CON]ChiefRyza wrote:Yes, probably between the Cobra and the Harrier, no Tanks on this map anymore though as you wouldn't really use them to take small islands. I'm also looking at making a system where there are two flags per island/set of islands, one for the Marines to take which will become a staging point and the other as the objective to move towards. I think this is the problem with Operation Barracuda now where the Marines often get pushed off the island again and again unless they really perform well. So hopefully you will assault the island, take the staging point 'flag' which will then provide a spawn point on that island. From there you will fight across the island to take the objective there. With a 4km map this is an absolute necessity to keep the gameplay flowing so I'll have to try and make it work for the map to be a success. Firebases are hardly considered as a staging point, they are so fragile and easy to destroy that the Marines wouldn't even have a chance if I didn't implement such a system.
Something to consider when the Marines make landfall and establish a staging ground (IE the first island they take), would be to have that flag turn un-cappable (as in the ARF can't take it back, similar to Kozelsk) to show they are establishing it with more reinforcements and supplies. Something instead of the Abrams could be 3-4 LAV-25's to simulate a Light Armored Recon (LAR) group being delivered to the beach via LCAC's. The ARF's BMP-1's and BTR-60's would still be a formidable foe.

I'd like to see the Marines be able to progress via AASV4 across the islands, it would mean a linear supply chain whilst still giving the options for the ARF to stage a decent counterattack or blunt the USMC's spearhead and make them lose a ton of tickets.

This is how the Marines stage an amphibious assault, would be some good inspiration for map development. It would almost be like an entirely new gamemode giving a rough simulation of how Marines really operate, unlike Barracuda where they are all over the place.

Heres a poorly painted example of what I mean:

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The reward factor is based upon first islands, then the fight - regardless of the first cap - ends up in a centralized large island or what have you.

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

Posted: 2011-03-02 18:27
by Arc_Shielder
'[R-CON wrote:ChiefRyza;1384051']

New Game Mode Proposal: Siege Mode.

As I thought it would be way too difficult for the Marines to have to both move up and defend simultaneously, I would like to propose a new game mode for use in this map and others that might work better with it.

Siege mode is in essence, one team defending, and one team assaulting. At any one time the majority of players will be concentrated in a single area. The mode is still open for random layouts, but rather has the attacking team taking positions in sequence.

To shake things up, once a flag has been captured, there is a 10 minute period where it is re-capturable while the next flag is uncapturable. The opposing team can both set up defenses and make an attempt to recapture the flag, or do either with all available forces.

The defending team will have no ticket loss, but lose 100 tickets for each flag completely lost. (Has a maximum of 400 tickets.)

The attacking team will start off with roughly 300 tickets, and gains 150 for taking a flag completely. This will hopefully balance out the nature of one team defending (and obviously have the upper hand).

Of course, this is just speculation. I am not a coder and I'm not sure how difficult it would be to incorporate it, but at the very least I would opt for having the flags not being able to be recaptured after loss.
I have no idea if the acceptance of this map is also an acceptance of proposed game mode above or if this is still being discussed at backstage or even if disregarded somewhere.

But it is indeed excellent. I'm not really sure about the best ticket system for the attacking force but the permanent cap would instigate the creation of "full team assault" kind of maps. It creates the sort of blood boiling atmosphere that many players like when thinking of a massive scaled landing. Especially if the first flag is a "must", then I'm pretty sure more squads would work together for a successful attack.

I have an idea of my own but is completely useless in AAS or even INS. However, if Siege mode really comes forward and is accepted by the DEVs, then who knows, I might very well pull up my sleeves and learn how to deal with the BF2 Editor.

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

Posted: 2011-04-11 17:14
by ChiefRyza
Just an update: Changed vegetation around quite a bit - beats the deciduous bushes and trees I was using.
Brightened the sand and everything else. Still performing very well, having an island chain reduces impact on performance....a lot.

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I will show a minimap soon when the terrain is finalized.

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

Posted: 2011-04-11 17:16
by Psyko
sweet. looks very far-cry
a fine replacement for yamalia or wanda shan

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

Posted: 2011-04-11 17:26
by Amok@ndy
looking pretty good but your Undergrowth is still too tall

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

Posted: 2011-04-11 17:28
by Psyko
[R-DEV]Amok@ndy wrote:looking pretty good but your Undergrowth is still too tall
tall undergrowth is badass

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

Posted: 2011-04-11 17:30
by ChiefRyza
[R-DEV]Amok@ndy wrote:looking pretty good but your Undergrowth is still too tall
Yes....yes it is. :-o

Don't worry, that's only in the raised areas at the moment, I just have to lower it in those parts. It will be nowhere near as high as that when finished.

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

Posted: 2011-04-11 17:31
by Amok@ndy
Psykogundam wrote:tall undergrowth is badass
its buggy thats all

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

Posted: 2011-04-11 17:46
by AfterDune
I'm loving the colors, Ryza. You're doing an excellent job!

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

Posted: 2011-04-11 18:52
by billoute
impressiv , very very good work :thumbsup:

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

Posted: 2011-04-11 19:50
by Rudd
I'm very impressed, though I'll probably tell you to do a bunch of things when I see the files :)

the UG has a great look, though like others say, get that tall stuff down. You can have little bits of tallish grass, e.g. put it on the deadgrass mesh and have it sticking out with variation above 0.7

It does look great though, hope it runs ok. If you want, PM me the files and I'll look for anything that might be optimisable - I've had a lot of practice.

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

Posted: 2011-04-12 02:41
by ChiefRyza
Cheers Rudd, will do! I'm still experimenting with a lot of stuff yet. I think I might finally change the sky, just not happy with it in the whole lighting scheme. The Water/Seafloor thing is still WIP, need to get the blending perfect which is becoming a pain in the *** to get right.

Other then that, performance I don't think will be a problem other then the fact that players will all be fighting on the one island at once. I took some of your tips on lightmapping, lowering the resolution to 1024 - the best thing is I only have to high lightmap a portion of the maps grids, half of them being in the ocean don't need it (I hope). Yeah, the grass is still WIP as well and I have to add little villages and fortifications to every island. But I hope it will perform well with tons of players on it at once, something I need to test.

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

Posted: 2011-04-12 04:16
by ShockUnitBlack
Psykogundam wrote:a fine replacement for yamalia or wanda shan
Wut?

Looks fantastic; as said, the colours are perfect.

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

Posted: 2011-04-12 04:22
by Rudd
I only have to high lightmap a portion of the maps grids, half of them being in the ocean don't need it (I hope)
indeed, your map will definately have win written all over it if you arent loading textures that are underwater, reference op barracuda for the best method on this imo.

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

Posted: 2011-04-12 04:34
by ChiefRyza
Completely changed the lighting to something I believe matches the coloring of the sand, grass and vegetation. Removed my pretty blue underwater areas, Battlefield 2 engine was never designed for such things :-(

Settled for ye old' thunderstorm approaching type sky :-) Personally I think it looks much better. It isn't your standard grey gloomy kind of feel, the thunderstorm is in the distance, so you have nice blue early-evening sky with a darkly contrasting look to the east (Using the 'PR Thunder Sky' Skybox).

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Sorry that there isn't too much variation in the screenshots at the moment, just showing off a small area on the first island. It should also be noted it takes about 5-10 minutes to run from one side of the island to the other - there are a total of 7 islands (4 large ones) and a mainland area where the final ARF cap is.

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

Posted: 2011-04-12 05:01
by Rudd
I like, don't forget to update your water envmaps.

though could you use JPEGs next time? my internet is moving as slowly as an asthmatic ant with some heavy shopping

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

Posted: 2011-04-12 06:05
by Spyker2041
[R-DEV]Rudd wrote:I like, don't forget to update your water envmaps.

though could you use JPEGs next time? my internet is moving as slowly as an asthmatic ant with some heavy shopping
lawlz

Looks great Ryza

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

Posted: 2011-04-12 07:13
by VapoMan
Looks good. I like both the new lighting effects and the old.

That sky could use some lightning ;) I believe OGT had it and some of the files for it are still in PR.

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

Posted: 2011-04-12 07:20
by Rudd
that would be a cool addition, thats a nice tut, I'll put it in the compiled list

edit, just had a look at it in op harvest, VERY nice!

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

Posted: 2011-04-12 14:04
by Wakain
hmm, I like the clear, lightly clouded, sunny sky as shown on page 25 of this thread better, I thought "finally a map without dramatic sky", but of course, it's your decision.