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

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Rudd
Retired PR Developer
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Re: [Map] Operation Tempest (4km)

Post by Rudd »

yeah :P

never stand between a mother bear and her cub

never stand between a mapper and his map :P

you be dealin' with primal instinct and takin' your life in your hands :P
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Psyrus
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Re: [Map] Operation Tempest (4km)

Post by Psyrus »

[R-CON]Amok@ndy wrote:i have seen your minimap and your screenshots ...

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
For someone who wasn't all too receptive to constructive criticism on Jormdarreh, I find your suggestions and tone reasonably hypocritical.

On a separate note, I'd love to see a flythrough with a LB or something Chief, just to get an idea of the scale. Perhaps it's too early in development for you to want to show the video, but I eagerly await something like that (or maybe a bigD alpha test like Vapo ;-) ) to get a feel for the map, and perhaps offer some advice from more than just screenshots which paint a very small picture of the whole map.

Edit: That being said you might not even be at a stage where you're seeking advice, so disregard that aspect if so... but I'd still like a vid of it regardless :p
Last edited by Psyrus on 2010-07-20 09:57, edited 1 time in total.
Reason: Adding in info
Amok@ndy
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Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

Psyrus wrote:For someone who wasn't all too receptive to constructive criticism on Jormdarreh, I find your suggestions and tone reasonably hypocritical.
i listened to every feedback given to me but i dropped all those make JR to Lashkar_Valley thoughts !
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Zeno
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Re: [Map] Operation Tempest (4km)

Post by Zeno »

[R-CON]Amok@ndy wrote:i listened to every feedback given to me but i dropped all those make JR to Lashkar_Valley thoughts !
english please?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

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Psyrus
Retired PR Developer
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Re: [Map] Operation Tempest (4km)

Post by Psyrus »

Zeno wrote:english please?
He means that he took on board everything that was said, but disregarded those suggestions that he deemed would make the map play like Lashkar Valley.
https://www.realitymod.com/forum/f196-p ... e-wip.html
Last edited by Psyrus on 2010-07-20 10:50, edited 1 time in total.
Rudd
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Re: [Map] Operation Tempest (4km)

Post by Rudd »

OI

YOU LOT

back on topic

NAOOOOO!

the only thing I can really see that could need improvement on ur jungle is there needs to be more of a canopy,

can you post your overgrowth.con so we can see the settings?
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

So just fill up the canopy more? All the big trees are hand placed - but its not very hard to fill up the gaps. Also I might add more trees to the valley cliff-tops so there isn't such a dramatic end of overgrowth.


Current project: Operation Tempest
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Operation Tempest (4km)

Post by sharpie »

[R-CON]Rudd wrote:yeah :P

never stand between a mother bear and her cub

never stand between a mapper and his map :P

you be dealin' with primal instinct and takin' your life in your hands :P
lol.

Coming along wonderfully cheif, can't wait to get my hands on it :D
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

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K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Sandy_Beret
Posts: 754
Joined: 2006-09-13 02:14

Re: [Map] Operation Tempest (4km)

Post by Sandy_Beret »

Ja, das ist eine kleine humdinger !
Glückwünsche Herr ChiefRyza !
"Be peaceful, be courteous, obey the law, respect everyone;
but if someone puts his hand on you, send him to the cemetery."


- Malcolm X
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VapoMan
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Re: [Map] Operation Tempest (4km)

Post by VapoMan »

In regards to overgrowth, keep the number of overgrowth objects down as low you can without compromising the look and feel of what YOU want your map to be.
By making the surrounding hills bare it makes it a disadvantage to go up there as there is no cover, so I guess thats good because you want the fighting funneled into the other areas. :)

Also, try running your map with LOW graphics setting on to see if people can take advantage of it, especially with undergrowth because in my tests I found that the undergrowth view distance is halved when on low settings.

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

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

Oh man, I get more and more excited each time I see an update.

Seeing how it's a swamp, perhaps make the water more brownish? You know, more murky instead of crystal-clear?

A few trees and bushes on the hills wouldn't hurt that much would it?

Looking forward to the updated mini-map, keep it up!
"Jafar, show me a sniper rifle." - Silly_Savage 2013
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

As far as I know there is no possible way to have multiple water colors on the same map unfortunately.


Current project: Operation Tempest
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Tempest (4km)

Post by dtacs »

ChiefRyza wrote:As far as I know there is no possible way to have multiple water colors on the same map unfortunately.
Waterplanes?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

They inherit the same color as all other water on the level, which is defined in the Water.con. So it's one color = all water on the map.


Current project: Operation Tempest
Rhino
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Re: [Map] Operation Tempest (4km)

Post by Rhino »

No but if you want the water to look more brownish if you have it shallow with a brown bed then it will look more brown since you will be able to slightly see the swamp bed a bit though the water :)

EDIT: and ye waterplanes use the same water colour settings as the sea water.
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EW_SK
Posts: 88
Joined: 2010-01-11 12:35

Re: [Map] Operation Tempest (4km)

Post by EW_SK »

NICE , EXELENT , some amphibious assault that gotta be cool Saving Privete Ryan style with armor ,
And the thing i also like is AV8B ^^ anyway nice work
Psyrus
Retired PR Developer
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Re: [Map] Operation Tempest (4km)

Post by Psyrus »

ChiefRyza wrote:They inherit the same color as all other water on the level, which is defined in the Water.con. So it's one color = all water on the map.
Translucent static plane model with colour you want (+minor reflective property & water texture) & no hitbox, aligned at a Z level such that only areas that would be in the swamp (depression) would show the static?
VapoMan
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Re: [Map] Operation Tempest (4km)

Post by VapoMan »

Psyrus wrote:Translucent static plane model with colour you want (+minor reflective property & water texture) & no hitbox, aligned at a Z level such that only areas that would be in the swamp (depression) would show the static?
Good idea but I dont think it would work:

1. Would look weird with the water animations if you have it the same level as the water.

2. Would look weird around the shorelines if you had the model slightly below the water level.

3. If at the same level as the water, at distances it would flash.

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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Operation Tempest (4km)

Post by Startrekern »

I haven't done much with water yet but I thought the water colors had a lot to do with lightmapping. Couldn't you lightmap a separate waterplane.. separately?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Tempest (4km)

Post by Rudd »

[R-DEV]Rhino wrote:No but if you want the water to look more brownish if you have it shallow with a brown bed then it will look more brown since you will be able to slightly see the swamp bed a bit though the water :)

EDIT: and ye waterplanes use the same water colour settings as the sea water.
I wonder, can you have a texture for a particular waterplane that adds the colour of the texture on top of the colour that is created by the water and envmaps?

so, you'd have a yellowish texture on top of say...qinling_waterplane_2 or whatever it is so you'd end up with a different colour that you can change with a client texture? the problem would be then phasing that in to the sea colour.
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