[Map] Operation Tempest (4km) [WIP]
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
Like I said, completely redoing it over the weekend.
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Hauteclocque
- Retired PR Developer
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DevilDog812
- Posts: 491
- Joined: 2010-01-26 22:22
Re: [MAP] Operation Tempest (4km)
looks great!
there is a swamp-based map in a mod im helping out, its really fun to play. its going to be a great place for ambushes since you cant go prone

there is a swamp-based map in a mod im helping out, its really fun to play. its going to be a great place for ambushes since you cant go prone

ANTI-WIKILEAKS, PROUD SUPPORTER OF THE MILITARY
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [MAP] Operation Tempest (4km)
ChiefRyza wrote:
View of the jungle with mountains in the distance:
http://i289.photobucket.com/albums/ll23 ... een220.png
That's just AWESOME!! With the mountains on the background, realy give an impression of a BIG map!
Keep up the GOOD work on this map.
Will be awesome <3

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
Update, unfortunately I'm capped so I can't upload any screenshots, but the marsh area is well on its way to genuinely creepy. As the swamp connects the entire map together, it is also going to be a vehicles nightmare to travel through. The water is shallow enough to walk through, but deep enough to cause vehicles to slow down greatly. It is also filled with deep pockets of water so you have to really take care while driving through it (or you could sink pretty quickly). Overgrowth density has been bumped up massively in the swamp so I'll get some screenies up ASAP for feedback. Performing quite steady as well considering I increased the density by about 3 times.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [MAP] Operation Tempest (4km)
Ooh, you're such a tease.
Looking forward to the screenshots.
Looking forward to the screenshots.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
I'm uploading a low quality SS right now, very, very slowly
. Will post it here as soon as its done which hopefully won't take too long.
Also, there are lots of areas in the marsh above water, purely because without them the mangroves can't hide people at a distance (because the leaves are pretty high off the ground.)
Also, there are lots of areas in the marsh above water, purely because without them the mangroves can't hide people at a distance (because the leaves are pretty high off the ground.)
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: [MAP] Operation Tempest (4km)
you can always load it up ingame, then type sv.allowfreecam 1, deselect spawns, kill yourself, renderer.drawhud 0 and you can fly around and take pictures with xfire 
careful about the OG numbers, it can seem fine performance then you try requesting a kit and get 3 seconds of lag.
careful about the OG numbers, it can seem fine performance then you try requesting a kit and get 3 seconds of lag.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
It's all good, I'm keeping the Overgrowth number under 20,000 on the entire map. Considering most maps in PR have more than that I should be ok, I can request kits fine with no lag. It's not like, super crazy density, that's just not possible on the BF2 engine. It is however enough to move through without being spotted from ages away.
I read what you said about overgrowth numbers in another thread so I made sure I kept it as low and practical as possible.


Ignore the old undergrowth (ie, random super-sized mushroom), it's a salt water-estuary so I'm figuring out what to put in there/ probably mangrove roots, sea-grass etc.
I read what you said about overgrowth numbers in another thread so I made sure I kept it as low and practical as possible.


Ignore the old undergrowth (ie, random super-sized mushroom), it's a salt water-estuary so I'm figuring out what to put in there/ probably mangrove roots, sea-grass etc.
Last edited by ChiefRyza on 2010-07-11 04:51, edited 4 times in total.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [MAP] Operation Tempest (4km)
Haa looks really great. I imagine an Abrams saying to the infantry to pass first to see how deep the water is. 
I suggest you to change the sky, to maybe a darker one or just to a dawn one, with an orange sky. Will give a really cool looking to your map IMO
.
And I find that the tree colours are really bright. Do you have generated light maps?
I suggest you to change the sky, to maybe a darker one or just to a dawn one, with an orange sky. Will give a really cool looking to your map IMO
And I find that the tree colours are really bright. Do you have generated light maps?

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Startrekern
- Posts: 847
- Joined: 2008-08-31 21:11
Re: [MAP] Operation Tempest (4km)
Is that really a bad thing? Same old ugly dark green trees are silly all the time. 
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: [MAP] Operation Tempest (4km)
overgrowth doesn't quite work like that, he can use the overgrowthshadow.raw to darken it if he needs.And I find that the tree colours are really bright. Do you have generated light maps?
not every map has to look like Operation BarracudaI suggest you to change the sky, to maybe a darker one or just to a dawn one, with an orange sky. Will give a really cool looking to your map IMO .
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RaSgO
- Posts: 55
- Joined: 2010-01-29 18:32
Re: [MAP] Operation Tempest (4km)
If this map would be a night map, I'd *** for sure 
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
Believe it or not, sunset is not the only time of the day. I'm really happy with the sky I'm using now so that most likely will not change. Tree colors are a work in progress, its hard balancing out the right settings to get something that I'm happy with also. Too dark and the bottoms of the trees are virtually black which isn't too good.I suggest you to change the sky, to maybe a darker one or just to a dawn one, with an orange sky. Will give a really cool looking to your map IMO .
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [MAP] Operation Tempest (4km)
Yeah I know that with the new jungle things, it may not be so easy to work with. And as I said, changing the sky was in my opinion, but its good to reply me. I forgot OP Barracuda btw. And its good to keep your sky. Maybe in an event, like one time with Fallujah in night in an event. I really found that night combat in jungle would be lovely, but your sky is not to change. So maybe just in an event or in my dreams 

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [MAP] Operation Tempest (4km)
No worries mate
I am making another 4km map for the ADF faction, with a much darker setting so it should be a nice change. I won't really be working on that map fully until I get this into its final stages.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [Map] Operation Tempest (4km)
Have you made any progress on the map lately? I'm super excited about this map and would love to see any updates you may have done.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Operation Tempest (4km)
come come silly....let the man work at his own pace its really annoying, especially with 4 maps to constantly put up preview stuff 
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [Map] Operation Tempest (4km)
But... but... I want to see more.
Fine.

Fine.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Operation Tempest (4km)
Hey it's no problem mate, I've been meaning to put a few more progress things in. Will upload some more later this afternoon, been playing around with the overgrowth colouring and everything, which has been really difficult to balance between too dark and too bright.
THe biggest part so far is finishing off the canyons so I can do a final T-paint run, then do the final texturing, then onto detailing and finishing the 16 flag zones. Smoothing out areas where the land meets the sea is also a really, really tedious task, considering there are so many of them. So I've got my work cut out for me
THe biggest part so far is finishing off the canyons so I can do a final T-paint run, then do the final texturing, then onto detailing and finishing the 16 flag zones. Smoothing out areas where the land meets the sea is also a really, really tedious task, considering there are so many of them. So I've got my work cut out for me


