[Map] Operation Tempest (4km) [WIP]

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Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

Looking forward to the new screens! :D
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Tempest (4km)

Post by Rudd »

overgrowth colouring and everything, which has been really difficult to balance between too dark and too bright.
are you using the overgrowth shadowmap or just the level light settings?
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

No I'm using the overgrowth shadow map as well, I'm just trying to get the balance perfect. If I make it too dark, the shadows on a lot of the trees are virtually black which looks terrible, but too bright and it all looks unnaturally green.


Current project: Operation Tempest
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: [Map] Operation Tempest (4km)

Post by myles »

This is looking really really good!
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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JONES
Posts: 67
Joined: 2006-03-28 09:28

Re: [Map] Operation Tempest (4km)

Post by JONES »

Nice looking map, good terrainwork, what program did you use for the terrain, geocontrol? Also i like those jungleareas, gives a fresh feeling!

Ahh now i wish there would be a soldner/guerilla fraction sometime in pr, this kind of junglemaps always remember me on the tom clancy flick "clear and present danger" when the american secretly landed in colombia to clearout druglord supplies, but hey pr is not about special operations we all know :)
Last edited by JONES on 2010-07-19 16:52, edited 1 time in total.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

ChiefRyza wrote:Hello all, been promising to show this for a while now and the day has come I think it's in an at least semi-show-able state. This is the map I started about 6 months ago for the ARF faction. Since then, it has gone through two incarnations, the first one I scrapped in favor of a terrain created in Geocontrol 2 and from there, I have been slowly building from scratch.
yes Jones its done in GC2
its definitly the best way to do terrain for games :) (note: but DEM-Data)
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JONES
Posts: 67
Joined: 2006-03-28 09:28

Re: [Map] Operation Tempest (4km)

Post by JONES »

@ amokandy

Hah didnt saw this, was just flying over the text and screens, yeah geocontrol2 is realy a great tool, i did the terrain for my last 2km map with it aswell, i wish i did this map for pr thought... here a overview
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Tempest (4km)

Post by Rudd »

[R-CON]Amok@ndy wrote:yes Jones its done in GC2
its definitly the best way to do terrain for games :) (note: but DEM-Data)
yeah I love GC2 now, used it for the first tiem this week with DEM data, very very nice program, though I like the export choices of terragen.
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ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: [Map] Operation Tempest (4km)

Post by ComradeChaos »

GC2 is really nice, but my trial an out so I now use L3DT.

I want this map badly.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: [Map] Operation Tempest (4km)

Post by Brainlaag »

YAY Harriers :D looks rich in variety and reminds me of Op. Barracuda (which is good :) ) --> looking forward to it.
The idea about the flags is really cool but I think you´ll overdo it, 4 capable flags at a time are really too much. Anyway hope you´ll manage to balance that out, because it would be sooo uber 1337 awesome to lead a full scale assault on the beach
Last edited by Brainlaag on 2010-07-19 20:51, edited 4 times in total.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

I think you misunderstood, there are 4 flags to capture in sequence per round. You take them one by one, they are set up in a sort of West-to-East format as well so it goes further inland. With 16 possible flags that are all very big and unique, it should make every round completely different.

its definitly the best way to do terrain for games (note: but DEM-Data)


Geocontrol 2 rocks :-P The results you get in a matter are seconds save so much time if you were to do it by hand. At the same time though, there is a hell of a lot of hand made terrain on this map as well. As for the real-world data, it's hard to come by heightmaps for some areas if they havn't been surveyed yet. For example my other map in the Torres Strait for the ADF faction, there was literally no heightmap data available whatsoever. This map doesn't use any real world data either because I just enjoy creating something from scratch, you end up becoming a lot more attached to it as well because it is 'your' location in a sense.


Current project: Operation Tempest
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Picture time yaaaaaaaaaaaay:

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

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

nice progress :)

but the hills are still empty. paint a overgrowthlayer to all hills and place those overgrowthrocks then convert them to statics and replace them with vBf2 stones. then maybe adding some bushes and it should be fine :)
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

[R-CON]Amok@ndy wrote:nice progress :)

but the hills are still empty. paint a overgrowthlayer to all hills and place those overgrowthrocks then convert them to statics and replace them with vBf2 stones. then maybe adding some bushes and it should be fine :)
Would rather not massacre my performance sorry. Believe me, I tried. I don't want to have a go at you and I'm sure your going to tweak it with Jormdarreh Range but I would never allow my map to be played with less than 50FPS even with hardcore hardware. I don't know how else to explain this but If I was to cover the hills with vegetation it would:

1) Add nothing to gameplay. Not even supposed to be fighting on those hills, they are really designed to funnel combat rather than act as playable areas. While you can still get up there your at a huge disadvantage.

and:

2) Waste precious fps merely for the sake of visuals.

To put that much overgrowth would make it jump from ~ 20,000 to about 30,000, that is a huge area to cover with overgrowth. I'm already stretching performance as it is!
Last edited by ChiefRyza on 2010-07-20 09:12, edited 4 times in total.


Current project: Operation Tempest
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Tempest (4km)

Post by Rudd »


but the hills are still empty. paint a overgrowthlayer to all hills and place those overgrowthrocks then convert them to statics and replace them with vBf2 stones. then maybe adding some bushes and it should be fine
a man after my own heart, Ich liebe es :P

I hope you'll put alot of ambient mosquito effects :P
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

if you want to create a map with good fps just let it empty just place the gpos ...

dont you think that that would be boring ?

having the hills that empty is just looking really bad cause you have so many vegitation everywhere but the hills

if you dont have any cover at the hills there is no chance of flanking the enemy
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Your coming to all these conclusions about the map without even playing it. Having invested so much time into it simply to be belittled because of a few screenshots isn't very fair. There are hundreds of ways around the map, I assure you you'll be able to flank every flag from tons of areas.


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

Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

i have seen your minimap and your screenshots ...

moving across the hills with a squad is suicide

and going all around the hill to get into the valley is not really flanking ...
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Tempest (4km)

Post by Rudd »

enchance your calm gentlement :) we're here to advise you Chief, but its your baby :)

Perhaps one thing you could consider is carving tracks trough the hills according to gradients by using roads, widen teh road, apply spline, smooth it out, then either remove the road or use the path/track texture :)
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

[R-CON]Rudd wrote:
Perhaps one thing you could consider is carving tracks trough the hills according to gradients by using roads, widen teh road, apply spline, smooth it out, then either remove the road or use the path/track texture :)
Way ahead of ya mate :-P Hence why I was referring to the "hundreds" of ways, because there are loads of thin rocky trails running all over the mountain ranges. That minimap is a bit old now, I'll make a new one soon. I love getting feedback, but when it is unsolicited, naturally I'll get defensive...

I'm not trying to get into an argument with you Amokandy, just trying to answer you as simply as I can - I'm probably about 50% done so what you see in the screens and minimap now will be way different in the next couple months.


Current project: Operation Tempest
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