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Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 10:49
by Rhino
Zeno wrote:Image
That's fine tbh because for starters, the USS Essex is already being used in the map so the texture pallets required for that crago ship are already loaded and it isn't very far fetched to say a bunch of pirates took over that ship and grounded it.


You on the other hand want to take an assault ship, which its textures are not loaded in the map, and sink it in a spot where there is a very old russian cruiser because you dont have a model for a cruiser?

Like I said, if you really want a ship wreck model there, make a new new model based off the russian cruiser that's really there and give it textures that are already loaded in the map.

sylent/shooter wrote:I just want to point out, the Murmansk is being scrapped as we speak and will be completely by "2011"
Even more reason why not to have any ship wreck there.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 12:48
by Zeno
stop discussing this! it was never the plan to have the essex in the map :evil:

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 13:20
by Rhino
Zeno wrote:stop discussing this! it was never the plan to have the essex in the map :evil:
Really? Your posts before say otherwise...
Zeno wrote:im thinking about sinking it at this location where the Russian Cruiser "Murmansk" is in real life:

http://www.tu.no/multimedia/archive/000 ... 88485e.jpg

http://www.kystverket.no/arch/_img/9816394.jpg
and if you didn't mean the USS Essex or a Cargo ship by "it", what did you mean? The Iron Gator USS Essex which is even worse for performance and even less actuate to the real USS Essex?
Zeno wrote:where can i get the iron gator static then? :-P

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 15:49
by TH3_BL4CK
[R-DEV]Rhino wrote:Really? Your posts before say otherwise...



and if you didn't mean the USS Essex or a Cargo ship by "it", what did you mean? The Iron Gator USS Essex which is even worse for performance and even less actuate to the real USS Essex?
7ROLL!@#!@$

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 15:57
by Rhino
Hardly trolling to find out what Zenos intentions are, as one min he's saying hes going to be sinking a carrier with also providing an editor shot of a sunken carrier and then the next saying he never planned on doing it, even thou he had done it...

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 18:10
by Zeno
stop being so serious about a little "fun" me and H.sta did... it was NEVER the intention to use the Essex END OF DISCUSSION :roll:

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 18:27
by Tim270
I think you should learn the definition of trolling.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-21 19:01
by dtacs
Cut the arguing and get on with the thread. Hes already said that its not going to be in the map so thats that. Forgive and forget.

Now back on topic, I suggest you make the abandoned town with all those apartments a little more abandoned. The hedgerows are in line and the seats in perfect symmetry. I'd start with adding some grass/overgrowth around the place with some static vines on the sides of the buildings, and maybe some strewn garbage or tables etc.

Also if possible, some static boulders (ala Korengal) on the sides of the mountains would add more depth, taking away from the current smooth faces. You could just add a few every 50-60 square meters, or even make them climbable like the side of the mountain on Archer.

Other than that it looks like an awesome map with a unique approach (especially with those badass boats)

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-22 05:25
by Zeno
dtacs wrote:Cut the arguing and get on with the thread. Hes already said that its not going to be in the map so thats that. Forgive and forget.

Now back on topic, I suggest you make the abandoned town with all those apartments a little more abandoned. The hedgerows are in line and the seats in perfect symmetry. I'd start with adding some grass/overgrowth around the place with some static vines on the sides of the buildings, and maybe some strewn garbage or tables etc.

Also if possible, some static boulders (ala Korengal) on the sides of the mountains would add more depth, taking away from the current smooth faces. You could just add a few every 50-60 square meters, or even make them climbable like the side of the mountain on Archer.

Other than that it looks like an awesome map with a unique approach (especially with those badass boats)
I have forgotten to mention that most of the map have been remade or removed. there is a industrial port where the village was and i have added a militarybase.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-22 09:00
by Wicca
Zeno stop experimenting :P Thats what college is for :D

Your map is looking good, can we hope for any events soon? ?

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-22 14:51
by dtacs
Zeno wrote:I have forgotten to mention that most of the map have been remade or removed. there is a industrial port where the village was and i have added a militarybase.
Could we get an updated minimap?

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-09-22 14:52
by Zeno
dtacs wrote:Could we get an updated minimap?
ok ill get to it :D

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 21:29
by Zeno
a idea i came up with:
Image


the plan:

red lines: routes of transportplanes that act as spawnpoints. they spawn at 1-2 minuttes between and they are destroyable

1. Millitary base: the first objective for the paratroopers is to cature the militarybase which have several artillery and antitank positions overlooking the ocean.

the NF will have a 5 minutt Rallypoint at this flag to simulate the garrison of the base

2. Beaches: 15 minuttes into the game there will spawn apcs and helicopters on the carrier. this will represent the main landing force.

after capturing the beaches and holding them for 15-20 minuttes the russians get armor support in form of t-90s

3. Main Push: After having secured both the Base and Beaches the russians must start pushing innland and capturing 3 vital points: The oil rafinery, The bridge(maybe village) and the Dock.

4: Last stand: on the airport the Norwegians must hold untill last man, they cannot retreat and have no other choice but to fight. They will now have acces to f-16s and heavy armor they must use the terrain to their advantage when they will be facing a overwhelming russian army containing tanks, apcs, attackhelicopters and infantry.

more info:

- the NF will also have avalible 2-3 CB90s as long as they manage to hold the Docks.
- russians can spawn at cargoship and in the air in the beggining but have to wait (15)min for assets.
- the radardome will be outside the caporder and can be held by both teams at all times.
- armor for both sides will spawn 20 min after russians capture the beaches
- there will spawn 1-2 f-16s when russians have captured flagline nr 3
- airdrop stops after the capture of the base.

thoughts? please only constructive criticism :razz:

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 21:42
by Amok@ndy
at least you are workin again ;)

1. you need to change your tiling those checkers on the minimap are annoying
2. make the radardome to souplygroup 11 like your military base
3. spawning the F-16 after capping line 3 will mean that there are several russians squads already on flag 4 (the spawnpoint of the F-16) and it will be most likely will get shot down while starting (connect it with flaggroup 2)
4. will the russians have a carrier or a cargoship ?

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 21:50
by Zeno
[R-CON]Amok@ndy wrote:at least you are workin again ;)

1. you need to change your tiling those checkers on the minimap are annoying
2. make the radardome to souplygroup 11 like your military base
3. spawning the F-16 after capping line 3 will mean that there are several russians squads already on flag 4 (the spawnpoint of the F-16) and it will be most likely will get shot down while starting (connect it with flaggroup 2)
4. will the russians have a carrier or a cargoship ?
1:been fixing them little by little :wink:
2: need some gameplaytesting and see how it will play out.
3: i also need to test how this will play... but the airfield is on a top so you need to actually stand on the runnway to get a shoot. i will check this.
4: cargoship.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 21:57
by Amok@ndy
it doesnt matter if the airfield is at a hilltop or not ! 1 soldier with a handheld aa will shoot the F-16 while takeoff

to your tiling, try using a 1024x1024 lowdetail.dds like on kashan

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 21:59
by =Toasted=
This map would be pretty awesome feeling with the new thermal sights.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 22:00
by Zeno
[R-CON]Amok@ndy wrote: try using a 1024x1024 lowdetail.dds like on kashan
how?

i will probably change the planespawn.

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 22:02
by Zeno
=Toasted= wrote:This map would be pretty awesome feeling with the new thermal sights.
im also changing the map back to a darker setting so it would be even more effective :p

Re: [Map] Cold Response (4km) [WIP]

Posted: 2010-10-20 23:21
by Amok@ndy
unfortunally [FH2]Fenrings homepage is down
he had some nice tutorials

maybe you can find a different tutorial explaining lowdetailmaps for bf2
if you cant find anything just take the lowdetail.dds from kashan and replace yours