Jungle Fire

Project Reality announcements and development highlights.
Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: Jungle Fire

Post by Peeta »

A 4km Tad Sae, interesting...
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Panem Tomorrow,
Panem Forever.
Grizzly
Posts: 106
Joined: 2008-04-10 05:38

Re: Jungle Fire

Post by Grizzly »

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

Post by Bartholomäus »

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

Post by Redamare »

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

Post by Psyko »

will surrender be in one of the weapon slots or will it be a limited kit of it's own? nah just kidding :lol:

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

Post by temexter »

This is one sooooo beautiful piece of work...

Instant flashbacks from BfV and this is one solar year ahead from BfV maps :smoke:
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[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

Re: Jungle Fire

Post by [wow]titan »

Fighter wrote:A 4km Tad Sae, interesting...
meh
clone of tad sae
most shitty map in PR.
that map will be the same...
DankE_SPB: shoot first, questions later :D
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E|33t@[WoW]titan
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PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Jungle Fire

Post by PFunk »

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:
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Imagine driving a tank through that. Its pure madness.
[PR]NATO|P*Funk
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Jungle Fire

Post by ChiefRyza »

^ 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.


Current project: Operation Tempest
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Jungle Fire

Post by Arnoldio »

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.
Why would you need 600m visibility on pretty flat jungle map... 5m is enough. :D
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Jungle Fire

Post by Tim270 »

Looks interesting :)
Last edited by Tim270 on 2011-01-02 23:17, edited 1 time in total.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Jungle Fire

Post by Wakain »

ChizNizzle wrote:Why would you need 600m visibility on pretty flat jungle map... 5m is enough. :D
lol, but the man's got a point, pure jungle maps can get away with a lot less viewdistance, especially in the rainy season.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Jungle Fire

Post by ChiefRyza »

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! :-P

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.


Current project: Operation Tempest
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: Jungle Fire

Post by Amok@ndy »

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:
Image

Imagine driving a tank through that. Its pure madness.
can i ask you about your gamerig ?
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 !
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Jungle Fire

Post by Arnoldio »

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.
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DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Jungle Fire

Post by DesmoLocke »

Just deliver the best parts of OGT and Tad Sae and I'm sure the community will be in for a treat!
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Jungle Fire

Post by Bringerof_D »

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.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Jungle Fire

Post by dtacs »

As said above Andy is going to address that, there is still more to come.
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.
Korengal is 1km. This is 4km, that is much much bigger than you would think.

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

Post by Amok@ndy »

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.
there is not even 1 Objective XYZ on this map
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Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: Jungle Fire

Post by Reddeath »

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.
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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.
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