[Map] Silent Eagle (4km) [RELEASED]

Maps created by PR community members.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

it has quite a lot of terrainvariation which can be used as cover :)
the deep forests provide good cover aswell as the dense village.im also thinking about adding that mist effect which simulates the kashan clouds to the ground in some areas which would then really look like the intended mist...which would provide cover :)
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Airborne [WIP]

Post by fuzzhead »

about mist - imo can do without ;)

we already have alot of misty maps - basically EVERY vbf2 map, and EVERY other mod has maps with
"mist" aka fog.

Longer 1km+ view distances are something that very few games have and is what puts PR into its own :)
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] Airborne [WIP]

Post by space »

Yeah I abondoned the mist idea as well - it doesnt provide much cover, and if your maps looks nice, then it covers it up, and feels almost claustrophobic - might be OK the first time but when youve played the map loads of times, it will probably piss people off. Also as you intend to have aircraft on the map, your forests look pretty dense, and although it may not lag for you on a local server, it may do for lower end systems, or when theres 64 players blowing everything up.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Airborne [WIP]

Post by HughJass »

If you pull of having a lot of trees and no lag (with good view distance, that is) tell me man, I've pretty much copied and pasted fools road overgrowth info and still it lags ???

congrats on r-con too :)
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

HughJass wrote:If you pull of having a lot of trees and no lag (with good view distance, that is) tell me man, I've pretty much copied and pasted fools road overgrowth info and still it lags ???

congrats on r-con too :)
might be your system? also what settings do you have for your undergrowth (density,height,view distance) ?
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Panzerfire
Posts: 1717
Joined: 2008-03-19 01:37

Re: [Map] Airborne [WIP]

Post by Panzerfire »

HughJass wrote:No matter how "ghey" airborne spawn in the plane is, it is still very cool and enjoyed by everyone. Sure you can get them to start on the ground, but come on, is that exciting?
Good work marc; post a minimap (no one cares if it looks bad) keep trucking
Well... it'd be fun if the paradrop operation takes place right above enemy units. Think about the 101st and 82nd paratroopers jumping above occupied France in WW2. Team "A" has to survive the jump and Team "B" has to make sure "A" doesn't make it to the ground. :D Now that's a challenge! Specially if you add mist to the scenery.

However... Looking at the description of the map I think this would not be possible or it'd be too much trouble. ^^;

A Paradrop operation in a BF2 mod can be fun.... you only have to make it challenging ;)

Anyway I think Marcoelnk has already a fairly good idea of what he wants has parachute operation. So I support him on whatever he comes up with. It's his map after all. :thumbsup:

USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds :p
Phalloe
Posts: 11
Joined: 2008-02-03 20:52

Re: [Map] Airborne [WIP]

Post by Phalloe »

another nice map ! are there really underground-sections in this map? i can´t believe it... :mrgreen:

Erster Pre-Alpha Tester von "Ambush" :-D
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: [Map] Airborne [WIP]

Post by Waaah_Wah »

[R-DEV]fuzzhead wrote: This is what infantry need in order to stay alive - varying terrain with many holes to hide in.
Just make sure that we can get out of those holes ;)
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
GR34
Posts: 471
Joined: 2007-04-07 03:08

Re: [Map] Airborne [WIP]

Post by GR34 »

I taught having a static cargo plane was an awesome IDEA if it is possible to make it disappear after 5 min or so so a squad cant just put there rally there and keep jumping. Just dont make one of thows gay air spawn they are so ghey
In game name Joshey
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Airborne [WIP]

Post by Rhino »

GR34 wrote:I taught having a static cargo plane was an awesome IDEA if it is possible to make it disappear after 5 min or so so a squad cant just put there rally there and keep jumping. Just dont make one of thows gay air spawn they are so ghey
no its just ghey.
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BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Re: [Map] Airborne [WIP]

Post by BetterDeadThanRed »

This is simply OUTSTANDING. How did I not see this before?

I'm going to post a thread on getting the wiesel mini-tanks modeled. This map is an ideal place for them. PoE had them all modeled and has no intention of ever using them and still refused my offer of having them finished and sharing the rights. Whatever, we can do better!
Last edited by BetterDeadThanRed on 2008-07-17 16:06, edited 2 times in total.
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Airborne [WIP]

Post by Rhino »

BetterDeadThanRed, ehhh it says your the german forces mod leader under your name, if so, why dont you have R-CON? PS, OPK has a wiesel in there newest version.

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BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Re: [Map] Airborne [WIP]

Post by BetterDeadThanRed »

I'm applying to the US military academies so I've had tons of work over the past few months so I had to step down and let Azn take the reigns. Since its summer and I have nothing really to do now, I figured I'll start being more active.

As for the wiesels, I suppose I could shoot one of them an email and see if they are willing to trade or help us out, but I hate to be pushy. They have already been more than generous.
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Rhino
Retired PR Developer
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Re: [Map] Airborne [WIP]

Post by Rhino »

BetterDeadThanRed wrote:I'm applying to the US military academies so I've had tons of work over the past few months so I had to step down and let Azn take the reigns. Since its summer and I have nothing really to do now, I figured I'll start being more active.

As for the wiesels, I suppose I could shoot one of them an email and see if they are willing to trade or help us out, but I hate to be pushy. They have already been more than generous.
ah ye rgr I remember, and OPK should really be willing to give anything to you guys, providing it being used only for PR since we gave did give them our entire British forces.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

Personally i didnt plan to have apcs in this map...at least not for the germans.
Tanks + air support(including parachute infantry ;) ) makes more sence to me .
Another reason for my opinion is that apcs are mostly unused on maps where there are tanks and airvehicles.
And we should really get OUR stuff finished first before requesting even more from OPK.This way we could offer sth to share in return and not just make false promises despite the fact that they already got an entire faction from PR... its just fair imo :)
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azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Map] Airborne [WIP]

Post by azn_chopsticks_boi »

I asked them already, and will probably send another pm in a lit bit.

But that is not my top concern right now :)
BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Re: [Map] Airborne [WIP]

Post by BetterDeadThanRed »

[R-CON]marcoelnk wrote:Personally i didnt plan to have apcs in this map...at least not for the germans.
Tanks + air support(including parachute infantry ;) ) makes more sence to me .
Another reason for my opinion is that apcs are mostly unused on maps where there are tanks and airvehicles.
And we should really get OUR stuff finished first before requesting even more from OPK.This way we could offer sth to share in return and not just make false promises despite the fact that they already got an entire faction from PR... its just fair imo :)
Hmm... I had a response to this but it didn't go through, let me try again.

Marcoelnk, you might have a scale issue when looking at the Wiesels since they are actually very small and are known as Tankettes, not APCs. Since your map is designed as an airborne map, these little buggers fit in perfectly as they are easily transported by CH-53G helos and C-160 transports. They are, after all, used to support light infantry in a front line role, not transport them around.

As for the whole layout, I could not agree more on keeping the German loadout on the light side. In fact, this would make for a perfect balance to show off the respective strengths of the Germans and Russians without doing a Kashan-esque mirror balance.

Trust me, you are on to something here. Imagine a light German paratrooper division supported by nothing but light vehicles armed with TOWs engaging a full scale Russian armored division. The Germans would excel in flexibility needing to rely on speed and finesse to defeat the Russians' amazing brute armored force.

That is taking PR to the next level right there. Just the thought of it gives me chills.

The final decision is yours, just be careful about making another Kashan clone.
Last edited by BetterDeadThanRed on 2008-07-19 16:30, edited 1 time in total.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

I agree Red (mind me if i call you so from now on ? ), but my initial idea behind making this map was to iclude all vehicles and weapons we have...leaving airsupport and heavy vehicles out would require another map where they are included and im far away from starting another one. If spaceman offers us his map we could find a solution perhaps but for now i wanna make this map vehicle based for both sides. After having talked to rhino few weeks ago you can be sure though that infantry as paratroopers will play an important role ;)
If you want to know more about the mapconcept ill send you a PM.
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Map] Airborne [WIP]

Post by hall0 »

but for now i wanna make this map vehicle based for both sides
Even if the germans just have wiesel you can make the other faction vehicle based. Paratroopers have normal in the first hours just support by the wiesels. I prefer the idea that the germans have just there small wiesels, because think about how a paratroop landing take place normal. Normal its a opperation behind the enemy. So theres no way to bring a heavy tank like a leo2 or gepard to this battlefield.

Maybe you can add later some other vehicles (maybe if the germans have a special flag) or make it as counterattack, to simulate a situation in which the support arrived to the fighting troops.
Phalloe
Posts: 11
Joined: 2008-02-03 20:52

Re: [Map] Airborne [WIP]

Post by Phalloe »

hall0 is right. I would prefer a wiesl, too.

Erster Pre-Alpha Tester von "Ambush" :-D
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