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

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Rhino
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

Well I wouldn't have it as the PLA's main base there as I've said in posts before but at that location ye :p

And all you would need to do to have arty available at the very start of the round is remove the line on the arty cannon spawn:
ObjectTemplate.spawnDelayAtStart 1
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VapoMan
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

1. I already said I would probably move the island to the SW.

2. I also said I wasnt sure about flag placement and order of cap. Currently the flags are on the villages, with the middle village being the main flag (it may have a comunications outpost in it)

3. If you look at my map plan (no red cross), and read my battle plan, the PLA main is CAPPABLE after you have secured the main island.
There are a number of surrounding islands are also being invaded at the same time as this one, thats why they are securing it, because they have to make sure there are no enemies on ALL OF THE ISLANDS. The other islands are not physically in my map but they are still there. I did say this before.

LOOK Featured island is Dublon.
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They obviously wouldnt have a carrier or choppers coming from the SW, there are islands there. Think of this as DDAY, this is a large scale invasion to remove the advancing PLA.

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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

Put the carrier in the SEE of the map then that would be a more realistic location than the NE and my earlier point still remains, why would the PLA "build there main" on that small island? They would build it on the large island with only a small garrison on the small one instead of the other way round.

And yes I'm fully aware of "D-DAY" and other amphibious assaults and how they work although an amphibious landing for this set of islands would most likley start on the SW island, "Shichiyo" or Moen in the NE unless the others where more tactically relevant or it was much harder to get to one of thous island due to threat from air attack or naval attack.

Anyways its obvious you dont want my input here so I'll leave you to it.
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

[R-DEV]Rhino wrote:why would the PLA "build there main" on that small island? They would build it on the large island with only a small garrison on the small one instead of the other way round.
The PLA have learnt from their mistakes in operation barracuda (the armies mistakes not the maps), and so they have heavily fortified the whole small island instead of being spread out with small base on one corner of the larger one.
[R-DEV]Rhino wrote:Anyways its obvious you dont want my input here so I'll leave you to it.
Please dont take it personally, and you really have been a great help, Im just not the sort of person thats going to nod yes to every single thing someone suggests.

I still need some ideas for the placement and order of the flags. The central flag is going to be the main one. I was thinking about having PLA caping the west side then central and the US caping the East to SE side then central. I want to have quite alot of flags but its really hard with the strage shape its got and big hills.

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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Dougalachi »

I like having the PLA main on the small island, as long as there will be a way to defend the channel in between the two islands, and assuming that there will be enough boats to shuffle several squads across.

I would say that the island should be pushed SW, and that the carrier stays in the NE, if possible. My concern is that some squads will stay in main for a long time and that if the chinese get pushed back to the island, they will have a very hard time getting back onto the larger island. There is at least one map in Pr that has a similar problem for the defenders at the last flag, so don't let that deter you too much.

This should be your map, and end up like you want it to, otherwise you might not be happy with the final result, and not want to do it again. If your idea is good, fits PR requirements, you execute it properly, and you finish it, then I would think that there should not be too much standing in the way of the map making it in. The key thing is that you are happy with the end result.
Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

VapoMan wrote:The PLA have learnt from their mistakes in operation barracuda (the armies mistakes not the maps), and so they have heavily fortified the whole small island instead of being spread out with small base on one corner of the larger one.
rgr I still dont feel its very realistic thou :p

VapoMan wrote:Please dont take it personally, and you really have been a great help, Im just not the sort of person thats going to nod yes to every single thing someone suggests.

I still need some ideas for the placement and order of the flags. The central flag is going to be the main one. I was thinking about having PLA caping the west side then central and the US caping the East to SE side then central. I want to have quite alot of flags but its really hard with the strage shape its got and big hills.
rgr just sounded a bit like you didn't want my input is all in the last few posts.

I have looked quite hard over the layout and with the carrier in the NE I really tbh can't see any decent flag setup tbh that will really flow and work well. Your best bet if you are keeping the carrier in the NE would probably be random AAS with just a flag at every little village, hamlet and defensive position tbh and hope it plays out well.

The best flag setup I can see is with the LHD being in the SW and pushing up from there, 2nd best being in the SEE. There I can see a decent flow flag wise but with your carrier in the NE, I can't get anything really better than you have already plotted out.
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Just wondering if I could have a viewdistance of 700 or 600 or imbetween, because 800 is really pushing it for this map.

Im asking because in the PR Mapping guidelines it says:
4KM maps:
- View distance should be at 800 meter minimum, 1000 meter preferred.
- This is the ideal map size that PR is looking for. It offers a large-scale battlefield with many options and near infinite re-playability. Creating a 4KM map has the biggest chance of inclusion into PR.
I checked a number of PR maps in 0.9 and most do not meet the view distance "requirements".

Eg. Yamalia, which is also 4km and has a lot of trees. Its viewdistance is 700 and has only 30000 overgrowth objects, I have more than 50000.

Im going to continue to tweak the overgrowth as much as I can to get the viewdistance up, but i really think that 800m will be too much for the low end to average PC user.

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Vapo, my VD is 900 meters, but my fog is about 700 meters, and it still works fine for jets (plenty of time to react). What I have then is the overgrowth rendering out just past 700 meters so you can't see them disappearing in the distance, and it seems pretty seamless.

Maybe you could do something like that, but a lower VD (800 meters) and then a fog distance of 600, with overgrowth rendering to about 650?


Current project: Operation Tempest
VapoMan
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Updated minimap.

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Ive textured the terrain with a combination of photoshop, satellite photo, and GeoControl2.

Im also using [R-DEV]GhostDance101's jungle overgrowth, and even though I need to tweak its density its looking much better than before. 8-)

Ill put up some screenshots later when more work is done. :smile:

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Looking heaps better without the satellite image-colourmap Vapo, can't wait to see some screens!


Current project: Operation Tempest
VapoMan
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Hey ryza, where did you put the jungle overgrowth files in pr (not pr_edit) to get it ingame?

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Rudd taught me how to get it in game by using the objects_client.zip method, where you place them in the same hierarchy structure so they work.

First, make a notepad file called "ClientArchives.con", and add this code to it and save it in the server.zip file.
fileManager.mountArchive Levels/operation_tempest/Objects_client.zip Objects
fileManager.mountArchive Objects_client.zip Objects
fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive Menu_client.zip Menu
fileManager.mountArchive Fonts_client.zip Fonts
fileManager.mountArchive Shaders_client.zip Shaders
fileManager.mountArchive Booster_client.zip Objects
Then, get the jungle statics and zip them into a folder in the same structure they follow in the objects folder. I'm uploading my objects_client.zip now so you can use that, save you the trouble of having to get them all in the right spot.


Current project: Operation Tempest
VapoMan
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

ChiefRyza wrote:Rudd taught me how to get it in game by using the objects_client.zip method, where you place them in the same hierarchy structure so they work.

First, make a notepad file called "ClientArchives.con", and add this code to it and save it in the server.zip file.



Then, get the jungle statics and zip them into a folder in the same structure they follow in the objects folder. I'm uploading my objects_client.zip now so you can use that, save you the trouble of having to get them all in the right spot.
Thanks mate :)

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Ok Vapo, chuck this into your levels folder (the one with Server.Zip and Client.Zip)
objects_client.zip

Tell me if the link works.


Current project: Operation Tempest
AFsoccer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by AFsoccer »

ChiefRyza wrote:
First, make a notepad file called "ClientArchives.con", and add this code to it and save it in the server.zip file.

fileManager.mountArchive Levels/operation_tempest/Objects_client.zip Objects
fileManager.mountArchive Objects_client.zip Objects
fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive Menu_client.zip Menu
fileManager.mountArchive Fonts_client.zip Fonts
fileManager.mountArchive Shaders_client.zip Shaders
fileManager.mountArchive Booster_client.zip Objects
It may go without saying, but make sure you change the red text so your map's name replaces Ryza's map name. :)
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

Nice work vapo :D
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"My stomach was making the rumblies, that only hands would satisfy!"
VapoMan
Retired PR Developer
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Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Thank you, it works a like a charm Ryza :)

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TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

I was kidding it sucks vapoman <3 :arrow: :razz:
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"My stomach was making the rumblies, that only hands would satisfy!"
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Snazz »

SirCommandant wrote:This looks so AWESOME!!
That's from Ryza's map: https://www.realitymod.com/forum/f354-c ... t-4km.html
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