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Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-10-31 21:32
by Rudd
to make the arty crates look good you can also use a "road" here, just look for "explosion_mark_xpack"/"explosion_markbig_xpack" and play around with the settings and add some undergrowth rocks to it and maybe some rocks to make it look more real. i never done this before but i am pretty sure its at least a good way
nice one.

The craters are working fine ingame :) Just making them look perty.

but I don't really understand these intersection things, I've been looking at them in other maps, but I don't get em yet.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-10-31 23:02
by Rhino
Dr2B Rudd wrote:Hi guys, no proper updates, just a request for help.

I can't find a good road tutorial anywhere, I specifically need a tut on intersections. If any1 knows a good one, feel free to post it.
There isn't really any tut on intersections out there, maybe I should make one since its a fairly simple process. Fine ok I'll start loading the editor and will post back here with a link when its done.

Please dont use thous sandbags, they are really buggy for starters and since they are distributable they dont do the proper job a sandbag wall should.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-01 20:18
by Rudd
http://screenshot.xfire.com/screenshot/ ... 2bbd4f.png

righto, I'm using the other trench statics, they will need a bit of a touchup texture wise speaking to make them look more natural, but I think only a few changes would make them acceptable.

I wasn't going to use them because I thought terrain morphing would make it really annoying to use. But then I realised I could angle them down slightly, looks quite nice, and also avoids z-fighting with the ground since the angle of the ground and the static are far enough apart.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-02 19:09
by Rudd
updated first post with these screens,

This is my trench system in the bunker complex. I'm going to add another enterable to the 2nd enterance...but I can't find a good static that gives variation yet looks like it belongs to do this. For now i've just left a trench firing position outside it until I think of something better. (The idea is that infantry can move to get in to position to attack the missle silo from positions of ther choosing, and have positions that have reasonable cover to suppress/attack enemies at the bunkers.

Terrain morphing isn't a problem. I've tested it ingame, on the longer segments of trench it was a problem, I've just added turns and obstructions that hide the terrain morph.

http://img4.imageshack.us/img4/294/wip6.png

http://img21.imageshack.us/img21/3104/wip5.png

http://img682.imageshack.us/img682/9708/wip4.png

http://img682.imageshack.us/img682/1066/minimap.jpg

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-04 00:37
by Rudd
"road" here, just look for "explosion_mark_xpack"/"explosion_markbig_xpack"
would you happen to know how to make the explosions spread out along the spline? its a bit nasty seeing them lined up so much.

Also, I can't seem to find the texture file for the terrain objects (v1, 2 and 3 specifically)

http://screenshot.xfire.com/screenshots ... 2174f7.png

little room I've put underground at the brit FOB, I think its probably best to have underground bits at each flag so the infantry have a place to flee to. I'm gonna remove the flag, its just there for lolz.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-04 00:40
by Wilkinson
Dr2B Rudd wrote:would you happen to know how to make the explosions spread out along the spline? its a bit nasty seeing them lined up so much.

Also, I can't seem to find the texture file for the terrain objects (v1, 2 and 3 specifically)

Rudd_Medicman - Screenshots

little room I've put underground at the brit FOB, I think its probably best to have underground bits at each flag so the infantry have a place to flee to. I'm gonna remove the flag, its just there for lolz.
smart concept. Like it :P

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-04 12:16
by Amok@ndy
hesco´s at the underground ?
better change that to a wall

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-04 17:05
by Rudd
its not a trenchy type underground, its barely 2m down.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-04 22:35
by Welshboy
Looks awesome so far Rudd

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-09 14:47
by Rudd
Here is the latest minimap

I apologise for the PNG, but I'm sure the MODs won't mind since its not high res at all.

Bunker layout is pretty much finished, adding details. Same for Brit and MEC main, the bunker line and also the Brit FOB.

Working on making a realistic looking oil field East of the bunkers now, and the village is slowly getting bigger though we have accidentally used destructable objects when we were going to use non-destructs. So we're going to have to review the whole village and replace objects as required.

We also plan to add small villages and compounds around the entire map, collections of 3-5 buildings. These can provide FOB positions, but will mostly be important in the 16 infantry layer as cover and firing positions

I've also decided to place a few of teh good old AAA cannons, but they are cleverly positioned so they can only engage air targets

EDIT, just so you know there is around 1000m between each flag, and 1500+ between the mains and each flag.

Image

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-09 15:49
by Amok@ndy
up right corner get rid of the cirles ;-)

and please change the texture settings make it a desert and not just yellow ;-)

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-09 18:30
by Brummy
It's not that yellowish ingame tbh, looks just a bit brighter than kashan

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-09 21:29
by Elektro
Would be cool if you made a few or a huge village where inf can take the first part of the battle - make it harder for armor to get in or make them vunerable.. Then the munitions dumper give it lots of AA, and possibly give Brits the tornados "After" the inf area has been capped, then the air power has to set in and cover the inf from the BMPs while they surrounder the munitions lair... A few warriors on brits side would be cool too :mrgreen: just my point of view..

Maybe remove MECs airpower dunno if im crazy for posting this ._.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 06:40
by Rudd
http://img198.imageshack.us/img198/153/minimapplan.png

Yeah Amok@ndy I didn't really notice that until I did low res lightmaps which showed it up :)

Here is a png of the plan, there is a long way to go, but we're getting there.
Maybe remove MECs airpower dunno if im crazy for posting this ._.
myself and Stoffen have discussed this and we're actually leaning towards taking away the British airpower for the 32 layer. Making it WMIKs, trans rovers, log trucks Vs the MEC trans choppers, a couple of FAVs and log trucks. why? well, opfor doesn't have a single map where their air transport is their main feature. We might even give MEC a havok and the Brits Stormers and a warrior/scimitar. But we've also discussed unusual flag arrangements instead. e.g. Full assets on both teams, however brits get on Apache right at the start, while all other air assets are on delayed spawn. Now, there is a good reason for this. The first flag might be the West Bunkerline flag, if we put a 5min spawn for the MEC there they can defend it using infantry and the ready placed ZPUs and I'll probably leave a logisitc truck for them to use as well. This means that they will have HATs etc to use, and also there are a few bunkers they can hide in that aren't destructable and therefore reasonably safe from teh Air assets. I miss the old kashan method that used this, allowing an infantry squad to hold up a whole team :D

So, they get the defensive advantage and plenty of cover, the brits get all their assets attacking at the start, and teh MEC's assets will take about 5mins to reach the bunker line. So, the battle could be decided in the first 5mins of the game.

Note, that all assets discussions here probably won't mean jack since this will be decided by playtests in the end :P but its fun to think about.
A few warriors on brits side would be cool too just my point of view..
I've said before that MEC vs Brits is much more interesting to balance than MEC vs USA.

BTR < Warrior < BMP

Lynx Fast, no supplies
Merlin Slow, supplies (+ issues with lag, though I never get it)
MEC trans chopper, slow + supplies

Scimitar - Heat/AP, fast
BRDM - much weaker, but does have AP and room to carry a HAT as well

Wmik = FAV

c2 = t72

Apache and Havok are well matched (though afaik the larger havok cannon doesn't get a increased ingame power?)

This all translates in to a mix of assets in the end.

I promise though that I'll fight tooth and nail to ensure that all of the assets I've mentioned are featured in some capacity. Though don't expect more than 1 BMP (unless we give MEC less tanks ofc, then more BMP will be good)

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 07:02
by Rudd
oh forgot to mention, I can't seem to find the texture files for the terrain covers, or the tunnelcover (that thing that also covers the mine on Qwai)

Do the terrain covers use some kind of central texture?

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 07:29
by MaxBooZe
Very nice thought on the Asset lay-out Rudd, also have you though of maybe a hardened village, e.g. Ejod City, with non-destroyable buildings so it makes it interesting for the havocs and a real combat place for the infantry and APCs?

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 07:50
by Rudd
There will be a couple of the statics featured in Asad Kahl whereas others will be the ones from the karbala village, and I'm going to add a few basements similar to the one you see in the village on Basrah to ensure there is someplace to hide.

The destructable objects limit will definately be enough to ensure some of the village will be non-destructable.

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 11:31
by DankE_SPB
Dr2B Rudd wrote:Though don't expect more than 1 BMP
haha, i bet stoffen had lots of rant for this decision :razz: :-D

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 11:43
by Rudd
I think his dreams of charging the village in it with both bow gunz spitting death at his enemies have kept him happy :)

Re: [Map] Al Muthana Desert (4km) [WIP]

Posted: 2009-11-10 12:17
by Amok@ndy
Brummy wrote:It's not that yellowish ingame tbh, looks just a bit brighter than kashan
kashan looks white in some places
and the texture really dont reminds me on sand