Jungle Fire
-
Peeta
- Posts: 1204
- Joined: 2008-11-28 02:05
-
Grizzly
- Posts: 106
- Joined: 2008-04-10 05:38
Re: Jungle Fire
Map looks like it will be fun and for some reason I just can't wait to play as the French.
-
Bartholomäus
- Posts: 13
- Joined: 2010-01-03 02:05
Re: Jungle Fire
Really looking foward to play hide and seek on this map. Maybe it's a good follower for Ghost Train.
-
Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Jungle Fire
RUDDS RETIRING?!?!?! . . . .. . like hes not making any more maps or Leaving PR for good ? ? . . You ******* ;D lol if your leaving pr we need to play atleast one more time ahah
-
Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: Jungle Fire
will surrender be in one of the weapon slots or will it be a limited kit of it's own? nah just kidding 
Looks nice. hope it works well the only Jungle map that ever really worked in PR was Quai and these days its low on popularity because the view distance is a bit too far.
keep up the good work.
Looks nice. hope it works well the only Jungle map that ever really worked in PR was Quai and these days its low on popularity because the view distance is a bit too far.
keep up the good work.
-
temexter
- Posts: 397
- Joined: 2009-11-23 15:50
Re: Jungle Fire
This is one sooooo beautiful piece of work...
Instant flashbacks from BfV and this is one solar year ahead from BfV maps :smoke:
Instant flashbacks from BfV and this is one solar year ahead from BfV maps :smoke:




-
[wow]titan
- Posts: 143
- Joined: 2009-04-19 19:38
Re: Jungle Fire
mehFighter wrote:A 4km Tad Sae, interesting...
clone of tad sae
most shitty map in PR.
that map will be the same...
-
PFunk
- Posts: 1072
- Joined: 2008-03-31 00:09
Re: Jungle Fire
TBH it doesn't look very jungle to me. In OGT you couldn't see more than 50 meters ahead of yourself til you got to the river, then you were shot by invisible foes on the other side. I can remember many times on OGT laying in the tall grasses and having enemies literally walk 5 feet from me and not see me. That is the nature of jungle warfare.
There just isn't enough scrub. Theres no undergrowth. It just looks like a big forest map except that its even sparser than Fool's Road in some places. It needs like 1000% more undergrowth otherwise it'll just make me sigh, disconnect, and wish we'd get OGT back again.
Also the roads seem somewhat arbitrary. It occurs to me that in a jungle which is EXTEMELY dense terrain that there wouldn't be this kind of proliferation of roads. There would be a few trails and like ONE main road. As far as I can tell there is no MSR on this map and if we're gonna have assets there ought to be one. It is the vein that runs in the terrain and should be a major point of contention, like the bridges on Qwai or the Bunkers in Kashan. In a jungle, something which makes even infantry slow to move safely, a road is valuable. There shouldn't bee too many in my opinion. Look at Kozelsk. It is as dense a forest map as you can see and the biggest concern for assets is controlling that main road and the major crossing point. That is the battle. Lose that and suddenly the Russians unlock the rest of the Militia flags. So far I just see too many roads which have been created as an excuse to allow MBTs to operate.
This is a jungle:

Imagine driving a tank through that. Its pure madness.
There just isn't enough scrub. Theres no undergrowth. It just looks like a big forest map except that its even sparser than Fool's Road in some places. It needs like 1000% more undergrowth otherwise it'll just make me sigh, disconnect, and wish we'd get OGT back again.
Also the roads seem somewhat arbitrary. It occurs to me that in a jungle which is EXTEMELY dense terrain that there wouldn't be this kind of proliferation of roads. There would be a few trails and like ONE main road. As far as I can tell there is no MSR on this map and if we're gonna have assets there ought to be one. It is the vein that runs in the terrain and should be a major point of contention, like the bridges on Qwai or the Bunkers in Kashan. In a jungle, something which makes even infantry slow to move safely, a road is valuable. There shouldn't bee too many in my opinion. Look at Kozelsk. It is as dense a forest map as you can see and the biggest concern for assets is controlling that main road and the major crossing point. That is the battle. Lose that and suddenly the Russians unlock the rest of the Militia flags. So far I just see too many roads which have been created as an excuse to allow MBTs to operate.
This is a jungle:

Imagine driving a tank through that. Its pure madness.
[PR]NATO|P*Funk




-
ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: Jungle Fire
^ That is unfortunately impossible with a 600 meter view distance or more. Good luck finding the balance Amokandy, it ain't easy, but it's worth it. If you need any help with the density and how I've placed mine on Tempest, feel free to ask. I've been experimenting and finding out what is possible and what isn't for the past year now.
-
Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Jungle Fire
Why would you need 600m visibility on pretty flat jungle map... 5m is enough.ChiefRyza wrote:^ That is unfortunately impossible with a 600 meter view distance or more. Good luck finding the balance Amokandy, it ain't easy, but it's worth it. If you need any help with the density and how I've placed mine on Tempest, feel free to ask. I've been experimenting and finding out what is possible and what isn't for the past year now.

Orgies beat masturbation hands down. - Staker
-
Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Jungle Fire
Looks interesting 
Last edited by Tim270 on 2011-01-02 23:17, edited 1 time in total.

-
Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Jungle Fire
lol, but the man's got a point, pure jungle maps can get away with a lot less viewdistance, especially in the rainy season.ChizNizzle wrote:Why would you need 600m visibility on pretty flat jungle map... 5m is enough.![]()
-
ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: Jungle Fire
Choppers: 600 meter view distance required, and at least a reasonable level of visibility so they don't lift off and crash into the canopy 20 meters in front of them? If there were no choppers, yeah maybe. Not to mention that with a 4km map, your overgrowth is going to be reaching levels up to 80,000 or more, assuming you want it fairly dense.
Armour also requires a minimum view distance of 600 meters, but I got around that by leaving the view distance at 600, dropping the fog distance to a really short range (can't see 150m ahead) and drastically lowering the overgrowth rendering range. It isn't going to be easy when you bring choppers into the mix, and seeing as it is a 4km map, you will want them to get around the map. Now imagine trying to get a 4km map with jets to work, it isn't fun!
Rudd got off to a good start by using a pocket system for the jungle, as I saw a minimap of this map a quite some time ago. It will take a while to get it right though. Now I know because I'm not an RCON or whatever I sound like I'm full of shit, but it's not as simple as pasting overgrowth around the place. I had a graphics card blow up trying to lightmap a 1km jungle map, so there are a few difficulties to get around.
Armour also requires a minimum view distance of 600 meters, but I got around that by leaving the view distance at 600, dropping the fog distance to a really short range (can't see 150m ahead) and drastically lowering the overgrowth rendering range. It isn't going to be easy when you bring choppers into the mix, and seeing as it is a 4km map, you will want them to get around the map. Now imagine trying to get a 4km map with jets to work, it isn't fun!
Rudd got off to a good start by using a pocket system for the jungle, as I saw a minimap of this map a quite some time ago. It will take a while to get it right though. Now I know because I'm not an RCON or whatever I sound like I'm full of shit, but it's not as simple as pasting overgrowth around the place. I had a graphics card blow up trying to lightmap a 1km jungle map, so there are a few difficulties to get around.
Last edited by ChiefRyza on 2011-01-03 00:52, edited 8 times in total.
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: Jungle Fire
can i ask you about your gamerig ?PFunk wrote:TBH it doesn't look very jungle to me. In OGT you couldn't see more than 50 meters ahead of yourself til you got to the river, then you were shot by invisible foes on the other side. I can remember many times on OGT laying in the tall grasses and having enemies literally walk 5 feet from me and not see me. That is the nature of jungle warfare.
There just isn't enough scrub. Theres no undergrowth. It just looks like a big forest map except that its even sparser than Fool's Road in some places. It needs like 1000% more undergrowth otherwise it'll just make me sigh, disconnect, and wish we'd get OGT back again.
Also the roads seem somewhat arbitrary. It occurs to me that in a jungle which is EXTEMELY dense terrain that there wouldn't be this kind of proliferation of roads. There would be a few trails and like ONE main road. As far as I can tell there is no MSR on this map and if we're gonna have assets there ought to be one. It is the vein that runs in the terrain and should be a major point of contention, like the bridges on Qwai or the Bunkers in Kashan. In a jungle, something which makes even infantry slow to move safely, a road is valuable. There shouldn't bee too many in my opinion. Look at Kozelsk. It is as dense a forest map as you can see and the biggest concern for assets is controlling that main road and the major crossing point. That is the battle. Lose that and suddenly the Russians unlock the rest of the Militia flags. So far I just see too many roads which have been created as an excuse to allow MBTs to operate.
This is a jungle:
Imagine driving a tank through that. Its pure madness.
i have 4GB DDR3, AMD Phenom-II x64, Windows7 64Bit, Nvidia GTX 295
and if i play on high settings i have small lags on the map, that means on a dedicated server there will be huge lag !
thats why its not that easy to get the jungle more dense
as you may have mentioned there are also some bridges on this map which will also be CPs included in the different routes
Undergrowth: you cant see the undergrowth because the most screens are taken from far distances to the ground, there wont be undergrowth as high as an soldier because of the known problems !

-
Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Jungle Fire
Desert can be 4 km because 1 km would be completely boring and retarded, for jungle maps i wouldnt go past 2km, like Korengal, 1 km is enough if its dense.

Orgies beat masturbation hands down. - Staker
-
DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Jungle Fire
Just deliver the best parts of OGT and Tad Sae and I'm sure the community will be in for a treat!
-
Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Jungle Fire
doesnt look like there's enough bush...i mean the area beneath the trees are a little bit too barren. the ground is supposed to be mud with no grass in jungles, but there is plenty of vegetation, could add some mangroves or something atleast around the edges of the river
i have much worse specs than you, and i can run korengal valley fine, and that's the amount of undergrowth i think would be appropriate. korengal has plenty of undergrowth and that map runs perfectly smooth for me.
i have much worse specs than you, and i can run korengal valley fine, and that's the amount of undergrowth i think would be appropriate. korengal has plenty of undergrowth and that map runs perfectly smooth for me.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
-
dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Jungle Fire
As said above Andy is going to address that, there is still more to come.
Regardless of performance, one thing after sitting on this for awhile is that people in general are sick of 'Objective #XYZ' flags, and this map just screams it. For this to be successful its going to need airfields, villages or storage depots but in more numbers than what we can currently see on the minimap.
Korengal is 1km. This is 4km, that is much much bigger than you would think.i have much worse specs than you, and i can run korengal valley fine, and that's the amount of undergrowth i think would be appropriate. korengal has plenty of undergrowth and that map runs perfectly smooth for me.
Regardless of performance, one thing after sitting on this for awhile is that people in general are sick of 'Objective #XYZ' flags, and this map just screams it. For this to be successful its going to need airfields, villages or storage depots but in more numbers than what we can currently see on the minimap.
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: Jungle Fire
there is not even 1 Objective XYZ on this mapdtacs wrote:Regardless of performance, one thing after sitting on this for awhile is that people in general are sick of 'Objective #XYZ' flags, and this map just screams it. For this to be successful its going to need airfields, villages or storage depots but in more numbers than what we can currently see on the minimap.

-
Reddeath
- Posts: 308
- Joined: 2010-03-02 01:39
Re: Jungle Fire
dtacs wrote: Regardless of performance, one thing after sitting on this for awhile is that people in general are sick of 'Objective #XYZ' flags, and this map just screams it. For this to be successful its going to need airfields, villages or storage depots but in more numbers than what we can currently see on the minimap.

That is just a rough scan of the minimap, those all look like acceptable control point to me, you never know what else there is, also the water/plant fields or whatever they are near the center could be their own 3 control points because this is 4km.
Ingame: # SuperBagel



