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Posted: 2007-10-15 21:34
by Griffon2-6
I think the two carriers per team thing is meant for two different layers. In the 16P layer, the carriers will probably be closer?

And Terror, make sure the airfield is realistically long, because in real life, the runway of the airfield extends to where the "Beach" control point is in the vanilla map.

Posted: 2007-10-15 21:59
by DJJ-Terror
[R-DEV]Rhino wrote:
1,
your sunken trees look really odd... did you place your trees as static? thats really bad for performance.. place them as overgrowth when not doing them is special places...


2,
4 carriers? 2 of which can be captured? very unrealistic and bad for gameplay... What you may want to do is make 2 flags NW and SE of the island with a huge cap radius for air superiority flags if you want some more fighting for flags away from the island.


3,
Whats your current flag cap order? cant see any A and D markers... is it just conquest??


4,
Sandbags on a carrier? Is that realistic? never ever seen it in any pics before... (thats modern day) I see it serving not much purpose aswell, I would remove them.


5,
extended carriers are looking pretty odd, carriers dont have on / off ramps at the front / past the middle cos otherwise planes would need to taxi across the runway to the takeoff postion, when they are lifted up in the back, they are basicly ready to go. Would hold up the traffic flow if they did... I would just use the normal stock setup...


6,
also do USMC start off with the airfiled, i see you are on the carrier and its capped?

keep up the gd work.
uff... where do i start

1.
Owergrowth dosent work on x8 size (but atlees undergrowth does :-P )
Palms are set as statics and some are sunken to provide visual density so that we have jungle feel and not shitload ot trees though whish you can see all the way to the other side of island.

2.
three things i have on mind.

One is simple:
- first (smaller) carrier for 32 layer and chopper/armour game and bigger is for 64 layer and air campaigne (in this case smaller carrier will be in smoke and flames...).

or... (as it is now set and needs testing to see how it works)

to set smaller carrier "capable" (not capable , just neutralised) from air - only in case that his deck is compleatly clear if enemy soldiers (wich simulate destroying that carrier)

or...

if i manage to set airplane spawnable, than bigger carrier wont have spawn on it at all (it wont have flag also) but in plane so that there cant be loose soldiers running aroung the deck but only ones that will pickup plane and fly off...

(i prefer third solution)

3, is not yet set...

4, i kinda liked this...

5, this can be altered easy but i intented those lifts to hold AA's

6, this was me just caping flag to take some pics of island... they are all grey...



i hope you get the picture...

Posted: 2007-11-22 00:30
by Blakeman
No offense to the Army guys bug the USMC doesn't have an apache if you were going with that, just the supercobra. I always wondered why they used the blackhawk instead of a CH-53 or CH-46 as I find them a heck of a lot more interesting.

If there was ever a way to make an LCAC (landing craft air cushioned) 'hovercraft' it would be a good thing for that type of setting. AAVs would be great as well though the possibility of a ramp inside the carrier to drive the LAV into would work just as well.

Just some thoughts from a newb, excellent work so far.

Posted: 2007-11-22 00:38
by Rhino
you mean this? :p

Image

Posted: 2007-11-22 00:53
by IronTaxi
looks cool...im sure people will like it as a nice remake...

with lots of jets and stuff will be fun..

Posted: 2007-11-22 00:55
by Blakeman
@Rhino

Hell yeah, now make me a TRAM and let the 'combat engineer' class drive them and I will be re-living my 1345 days back at Pendleton.

Posted: 2007-11-22 01:18
by Rhino
Its just a shame EA removed it from BF2 before release cos they couldn't get it to work :p

Posted: 2007-11-22 01:22
by Blakeman
[R-DEV]Rhino wrote:Its just a shame EA removed it from BF2 before release cos they couldn't get it to work :p
I would be happy with it as a static piece on a beach with a land vehicle or two inside and maybe a spawn point or something.

I still want a V-22 or a CH-53 as the helo on the carrier though.

Posted: 2007-11-22 06:19
by Ironcomatose
Well anyway, whats the status on this map?

Posted: 2007-11-22 14:08
by DJJ-Terror
ironcomatose wrote:Well anyway, whats the status on this map?
Technically map is finished.. just to render lightmaps.

Im waiting for feedback from team about available planes for PLA side but still no one answered... so map is on hold 4 now.

Posted: 2007-11-22 19:05
by Ironcomatose
[R-CON]DJJ-Terror wrote:Technically map is finished.. just to render lightmaps.

Im waiting for feedback from team about available planes for PLA side but still no one answered... so map is on hold 4 now.
Alright good to hear. Thanks for the answer.

Posted: 2007-11-22 23:40
by Masaq
[R-CON]DJJ-Terror wrote:Im waiting for feedback from team about available planes for PLA side but still no one answered... so map is on hold 4 now.
No! No holdy! Masqi want fly! :p

Posted: 2007-11-25 21:27
by Dan UK
looks great perfect for PR id say, no more gun ho mo fo's running on the airfield and grenade spamming like rambo anymore :)

Posted: 2007-11-25 22:27
by G.Drew
Blakeman wrote:I would be happy with it as a static piece on a beach with a land vehicle or two inside and maybe a spawn point or something.

I still want a V-22 or a CH-53 as the helo on the carrier though.
a Chinook is being made by icekiller, give it time though ;)

Posted: 2007-11-25 22:30
by Rhino
G.Drew wrote:a Chinook is being made by icekiller, give it time though ;)
modeling is only 1/4 of the process, after that you need to unwrap, skin, import and then code.

Posted: 2007-11-25 22:30
by G.Drew
exactly

Posted: 2007-12-03 16:12
by Mora
will this map be in 0.7? god i hope so