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Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-21 19:01
by Reddeath
That would be awesome man, I promise you this wont happen over night so you got plenty of time

Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-21 21:21
by Shovel
[ATTACH]6277[/ATTACH]
This is what you mean by the shrine, right?
It is relatively simple looking, I'll get started.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-21 21:37
by Reddeath
Shovel wrote:[ATTACH]6277[/ATTACH]
This is what you mean by the shrine, right?
It is relatively simple looking, I'll get started.
Yes, I appreciate this so much, thank you.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 02:42
by Reddeath
Trying to figure the editor out, messing around with it placing buildings and discovering my options I keeping running into this error when attempting to preview certain objects.
Runtime Error!
Program: C:\Program Files (x86)\EA Games\Battlefield 2\BF2Editor.exe
R6025
-pure virtual function call
and then BF2Editor crashes.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 12:49
by Michael_Denmark
I searched the thread for words like "Lock", "Ambush" and "Bottle". No positive results.
So I hope I'm not repeating what others might have pointed out using other words. However, should it be the case, my apologies.
Just wanna say, that the map, from a planning wise perspective, seems close to Ejod Dessert, thus the map it self, doesn't seem to bring so much new challenge to the CO function. Any new content, therefore has to be faction-related.
Ejod Dessert was/is a Simplicity-Complexity-Simplicity map. This map is the same, just the other way around. Complexity-Simplicity-Complexity, although the southern complexity - from the looks of it, seem lees complex than the northern part.
It looks like a shooter map, more than a CO map, due to the fact the CO part is quite simple, when compared to the shooter part. Ill say 5-10 hours maximum, after having the timings made, then a experienced co-player, begin to run out of planning-wise options here.
Also, the bottlenecks in the centre, being the bridge and stadium areas, are from a planning-perspective, almost sure to become important objectives, thus potentially repeatable objectives too.
I hope my words doesn't sound hard or arrogant, they are not intended to sound like that. Its just that I have made tons of plans on PR maps, so unless the map has some underground passage, or randomly spawning, or randomly reinforcements-feature, 128 players+, - then the fun of the battle, will most probably end up being search/find/shoot/base-of-fire/assault-teams. Thus more 3D fun, not so much 2D fun.
Looks cool though.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 14:43
by Shovel
Reddeath wrote:Yes, I appreciate this so much, thank you.
I have the base done for the most part.

[/QUOTE]
Can someone with more experience modeling give me some advice?
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 15:15
by Rhino
Reddeath wrote:Trying to figure the editor out, messing around with it placing buildings and discovering my options I keeping running into this error when attempting to preview certain objects.
Runtime Error!
Program: C:\Program Files (x86)\EA Games\Battlefield 2\BF2Editor.exe
R6025
-pure virtual function call
and then BF2Editor crashes.
The only topics I can find relating to that error are it seems something down to the SP editor or something. Are you sure you have unloaded the SP editor in the add-ins manager?
Runtime Error! R6025-pure virtual function call - Official BF Editor Forums
Also just on another unrelated point that has just come to mind, there is a good chance that the MEC is going to have some amphibious vehicles since most of there APCs etc are amphibious so you need to keep in mind that the MEC may be able to flank there APCs around the west side from one dock to the other if you put ramps in convenient locations for it. This is something you may or may not want but something to keep in mind. TBH since the Rebels are unlikely to have any amphibious APCs, or a very small number of them, I would let the MEC do it but not make it so convenient to them with them having to do a pretty long swim to get up etc. I can go into this more later if you want.
Michael_Denmark wrote:Just wanna say, that the map, from a planning wise perspective, seems close to Ejod Dessert, thus the map it self, doesn't seem to bring so much new challenge to the CO function. Any new content, therefore has to be faction-related.
Ejod Dessert was/is a Simplicity-Complexity-Simplicity map. This map is the same, just the other way around. Complexity-Simplicity-Complexity, although the southern complexity - from the looks of it, seem lees complex than the northern part.
.... I dunno what you have been smoking but this map hardly relates to EJOD other than both maps have urban areas, although in the case of this map 75% of the map is urban rather than 25% of the map like EJOD...
The key design around EJOD was a city bang in the middle of the two forces, with both forces having to cross an open desert to get there and with the option of flanking around both sides of the city as well in a mirror balance setup. This map couldn't be further from this concept if it tried tbh and I hope I don't need to go into all the reasons why...
Michael_Denmark wrote:It looks like a shooter map, more than a CO map, due to the fact the CO part is quite simple, when compared to the shooter part. Ill say 5-10 hours maximum, after having the timings made, then a experienced co-player, begin to run out of planning-wise options here.
So no different from most other PR maps then... The commander role is quite a simple boring role although hard in the sense to get the players on the ground taking your orders, which is why very few players play it.
Michael_Denmark wrote:Also, the bottlenecks in the centre, being the bridge and stadium areas, are from a planning-perspective, almost sure to become important objectives, thus potentially repeatable objectives too.
The MEC team will have overwhelming firepower to be able to brake though these bottlenecks quite easily with there tanks etc, which only if they loose them which then ye this situation may occur but its unlikely that they will be destroyed at this stage in the battle so its more likely you will see the battle going more into the city before any real stalemate happens.
Michael_Denmark wrote:I hope my words doesn't sound hard or arrogant, they are not intended to sound like that. Its just that I have made tons of plans on PR maps, so unless the map has some underground passage, or randomly spawning, or randomly reinforcements-feature, 128 players+, - then the fun of the battle, will most probably end up being search/find/shoot/base-of-fire/assault-teams. Thus more 3D fun, not so much 2D fun.
This map is hardly going to be an ordinary map in the way its currently going.
Can someone with more experience modeling give me some advice?[/QUOTE]
Looks good so far although don't get too carried away with making too many 3D details (although this model looks like it needs quite a few) and try and have a plan for how your going to do the LODs. Also rather than wire frames etc can you post edged faces and also you should keep your eye on the tri count, not poly count. In fact just read this topic
https://www.realitymod.com/forum/f388-p ... ssets.html
You should check the dimensions thou against what it needs to be in the map so your not stretching/squishing the model later to get it the right scale.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 15:44
by Shovel
Here is the edged faces shot.
272 tris.
Also, i have some sketches for my lods, the final lod has to be under 100 tris right?
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 15:49
by Rhino
yep looks good so far, looks like you have everything welded up correctly and you should try to keep it that way.
And ye, final lod needs to be as few tris as you can possibly have it, tbh in this case your final lod could possible be only 3 tris (3 sided pyramid sticking up in the sky) but I can't tell for sure without doing the lods myself and if you did that you would probably have a huge black shadow left on the ground from where the foundation was and now missing so you would probably want to keep a low poly foundation too so call it 11 tris.
Also you should really make a new separate topic on this staticobject.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 15:57
by Shovel
[R-DEV]Rhino wrote:Also you should really make a new separate topic on this staticobject.
I made a new thread in the community modding section.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 16:47
by Web_cole
Looks like this is getting a lot of Dev attention

A lot of cool ideas being floated about, that rocket pod techi looks like fun
I would also vote for just "Benghazi" as the map name

Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 21:10
by Michael_Denmark
[R-DEV]Rhino wrote:
.... I dunno what you have been smoking but this map hardly relates to EJOD other than both maps have urban areas, although in the case of this map 75% of the map is urban rather than 25% of the map like EJOD...
The key design around EJOD was a city bang in the middle of the two forces, with both forces having to cross an open desert to get there and with the option of flanking around both sides of the city as well in a mirror balance setup. This map couldn't be further from this concept if it tried tbh and I hope I don't need to go into all the reasons why...
So no different from most other PR maps then... The commander role is quite a simple boring role although hard in the sense to get the players on the ground taking your orders, which is why very few players play it.
The MEC team will have overwhelming firepower to be able to brake though these bottlenecks quite easily with there tanks etc, which only if they loose them which then ye this situation may occur but its unlikely that they will be destroyed at this stage in the battle so its more likely you will see the battle going more into the city before any real stalemate happens.
This map is hardly going to be an ordinary map in the way its currently going.
Hi Rhino,
See, when viewed conventionally, I agree this map hardly relates to Ejod. However, what I am talking about is something else, namely the co-planning-perspective.
In that planning-dynamic, it doesn't matter whether the map-content is urban, mountain or forest, cause those are all -"only" specific factors anyhow.
So in the end, a PR map is planning wise, always squeezed down to either complexity and / or simplicity. Fortunately all maps in PR have both complexity and simplicity embedded, -this map included, and sometimes PR maps have more complexity, and sometimes they have less simplicity.
Again, viewed from the co-planning-perspective, this map is - respectfully - in-fact really close to Ejod, due to the similar patterns on both maps, consisting of two similar areas and one area opposite to the two first.
- On Ejod the two similar dessert-areas are titled Simplicity and the third opposite city-area, titled Complexity.
- On this map it is two similar urban-areas, titled Complexity and a third and opposite Bridge/Stadium-area, titled Simplicity.
So planning wise there is not much new I see on this map, compared to Ejod.
I'm actually a bit sad when I read your words about the co-function being boring, cause your an experienced developer, -and the reason players see it as boring is without any doubt not as simplistic as you present it.
I will extend the part of the CO guide, related to the planning part, so this map-issue hopefully gets more lighted up. I hope the map-maker wont see my opinions as criticism, cause that they aren't. I'm simply just trying to point out potential map-flaws, related to the co-function only.
I trust the embedded faction-fire-power will be able to deal with those embedded bottle-necks.
Edit:
Pictures inserted.
Uploaded with
ImageShack.us

Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-22 22:50
by Reddeath
Firstly, Shovel it is looking great, the work you have done thus far is appreciated greatly, looking forward to using it as cover from a sniper on the hotel northeast of it.
Second, Michael. I am not entirely sure what you want me to do here, I am basing the map largely on the actual city, and in that way alone it leaves little room to change the base layout of it. EJOD had quite a bit of open land, this (the way I imagine it) wont have much empty space, the grass areas will have trees. The clearest area will be north east and west of the south lake. In EJOD both teams assaulted the city, in my concept the rebels are defending it. I am expecting this city to be roughly the size of muttrah, EJOD city is rather small scale and it was the choke point.
While there are 2 choke points my intention has always been an infantry way around the docks, and MEC most likely will have amphibious vehicles.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 00:12
by Rhino
Michael, I am sorry but I'm finding it really hard understanding your point of view. Maybe you can see the map in a totally different way from me but from my perspective, I see no rebalances in any way, shape or form both from a tactical point of view and as a mapper point of view that would make this map anything like EJOD, other than both the maps have a city and will share some of the same statics. The open ground in this map will be nothing like EJOD as its peppered with small buildings and other features where EJOD was just an empty desert.
When I look at the gameplay of a map I look at it from a tactical point of view (which is the closest thing I think I can gauge from your co-planning POV) and I look for the most common attack routes, player movement, engagement zones etc and basically try and visualize how the map will play out in my head.
With EJOD what you have is one very large predictable movement from both sides going strait down the middle to the city following the flags with also lots of, slightly less predictable movements but certainly common, going out around the edges of the city etc to flank. What happens then is a few basic engagements, some of them over open ground mostly with vehicles but also the odd infantry engagement in the city too until a stalemate is broken, normally by one side loosing more vehicles than the other and then they push up out of the city and over the open ground with what vehicles they have left and take on any more oncoming enemies trying to stop them.
With this map you don't get that at all, instead what you get is in fact very different, with the MEC making first one of quite a few quite large predictable moves down one or more of the few choke points, which yes there are two main choke points but each choke point has a few routes epically if you factor in CSBs and amphibious vehicles. But once the MEC have broken though these choke points, you then end up with a very unpredictable movement which feathers out all other the city which can only really be determined slightly by the flag setup which since its random, you would have to give me a setup to predict it well. On top of thous main predictable movements though the main choke points you also can have also lots of little, semi-predictable movements moving all around the docks with boats, as well as lots of amphibious moments and troops swimming across parts as well getting around them. The biggest difference from EJOD is that since this isn't a "mirror balanced map", the MECs movements are totally different from the Rebels and what the rebels will most likely be doing for the initial part of the round is just holding ground and defending with most likely the odd hit and run and trying to engage the enemy at common choke points but due to MECs overwhelming firepower, they will be lucky to make much an impact on there initial movements with simple hit and run tactics. They will only really be able to start moving to take flags again once they have managed to dent the momentum in the MECs attack, most likey by taking out one or more of there tanks and then will be able to push out on there own but very rapidly if done right with there massive amount of technicians to recapture any ground they have lost, that's providing they haven't been stupid and lost all there vehicles trying to dent the MECs attack.
The main reason that I can think of that your comparing this map to EJOD is the word "open ground", which if you look at the satellite image you can see, the open ground is not just open desert but more waste land, filled with odds and ends even infantry can use for good cover and combat manoeuvres and the open ground is so small the infantry can even work around these areas very easily, with them also being too small for the sort of thing you see on EJOD with vehicles camping on the edge of the view distance. You may see vehicles camping among buildings watching over w/e open ground there is but even that's really about it tbh.
If you still think that I'm not understanding your POV thou it would be good if you can try and explain it better, perhaps with pictures as right now I'm struggling to work out what your talking about.
Cheers!
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 08:32
by lucky.BOY
Nice to see progress of this map, I have one comment about that base-flags for insurgents:
Once I read, in some thread, a DEV saying that multiple main bases (for each route in AASv4 one, that is) is not possible, because you would have all possible main bases spawning vehicles, regardless of what route is active (what main base is active).
Regarding this map, that would mean that you couldn't have multiple AASv4 routes, with insurgents' vehicles spawning only around one of them. Vehicles would simply spawn on all possible spawners.
-lucky
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 08:57
by Amok@ndy
lucky.BOY wrote:Once I read, in some thread, a DEV saying that multiple main bases (for each route in AASv4 one, that is) is not possible, because you would have all possible main bases spawning vehicles, regardless of what route is active (what main base is active).
i guess it was me, i have tested this an can confirm random mains doesnt work
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 09:17
by Reddeath
It cant be similar to vBF2 setup? Where vehicles spawn if you have a cap, but setup so they don't spawn for the other faction.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 11:19
by Shovel
There would have to be one fixed main, and then you could have other flags that act like mains later in the route.
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 11:57
by lucky.BOY
As I understand it, the problem is with the object (vehicle) spawner. Imagine it like this: You have made 2 routes for the map (for AASv4), each route has 4 flags. Now, when you are playing the map, Only 4 flags, i.e. one route, are in play. BUT, and thats the porblem, if you want every flag to spawn a vehicle, the vehicles are spawning on all 8 flags, regardles of what route is in play.
Image:
Only flags on the left, the crossed ones, are visible ingame. however, based on what Andy said, all flags, that have some spawners on them, will spawn vehicles.
I dont think we can compare this to vBF2, because there aint no AAS in vanilla.
-lucky
Re: [Map] Liberation (2km) [Concept]
Posted: 2011-05-23 13:07
by mockingbird0901
[R-DEV]Amok@ndy wrote:i guess it was me, i have tested this an can confirm random mains doesnt work
Isn't it possible to just make the last flag way in the back then, and have the 'main' as the second flag?