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Map Idea: woodland
Posted: 2006-01-07 01:00
by Eden
I'm currently trying to decide which way to go and this is what I'm thinking.
The map would be situated an a hilly woodland area with very few vehicles, probably just a couple of transport vehicles on each side with a few roads through the map. (maybe helicopters)
The basic situation would be that the USMC have moved in during the night and set up camp south of the objective. The objective being a mobile missile station in a clearing in the forest.
Along with that other CP's would be some sort of mill, small village and a key position or two.
This being my first map it probably wont be fully ready for a few weeks.
What do you think?
Posted: 2006-01-07 01:27
by DEDMON5811
I made one very similar to this its called hamburger hill. The forest and tall grass gives some awesome fighting.
Sounds like a great idea!!! Good luck can't wait to see it.
Posted: 2006-01-07 01:56
by BrokenArrow
The thing with woods in BF2 is that they have those dumb clumps of trees, and instead of being able to move in between those you have to go around.
Keep those spaced out and it should be great though.
Posted: 2006-01-07 02:02
by Eden
Ye I noticed that, I could also place a lager number of single trees that would give the same effect and you would be able to move throught them instead of around them.
I'll need to look at how laggy it might get though but we will see when I have a working map if it lags or not.
That's the one thing that I didn't understand in BF2 there were no good grassland maps, something that DF2 was good at producing.
Posted: 2006-01-07 02:05
by BrokenArrow
I say try to figure out the areas that would be more heavily traveled (routes through the woods that is) and then place single trees there, while making the more out of the way areas populated by the groups of trees. Either way, I'm sure something like this map will be great.
I wish I had the patience to map

. But with all these great ones in the works I probably couldn't come close to anything good.
Posted: 2006-01-07 02:12
by Eden
lol, I wasnt sure either and it actualy took me a couple of days to finaly think of what I want the map to be like, and im still not sure if its even going to work.
I'm currently working on getting the detailmap just right at the moment, its anoying when you end up with 18 colours instead of 3
Posted: 2006-01-07 02:20
by Eden
Heres the terrain I generated with terragen.
Main parts of the woodland area will be where the dirt is for abvious reasons. that about all I thought of for the layout, when I get it into bfeditor ill start finding sutable spots for the CP, roads, etc.
Posted: 2006-01-07 02:58
by Rhino
Posted: 2006-01-07 14:14
by dawdler
All map ideas are good! So woodland is... well, a good idea
All I want is lots of grass. Sadly that comes with short drawdistances of course, many dont want to do that... One of the first test runs of the editor months ago I made a map that had lots of high grass:

(yeah, insanely crappy lighting, I know)
So again: grass grass grass grass and more grass. Oh, and maybe a tree. It was after all, woodlands

Posted: 2006-01-07 14:32
by Heydude235
maybe some water a foot hi were u can crouch threw with tall grass in it might be cool
Posted: 2006-01-07 15:37
by Rhino
dawdler wrote:So again: grass grass grass grass and more grass. Oh, and maybe a tree. It was after all, woodlands
Just so you can somke it right

Posted: 2006-01-07 15:53
by Hitperson
'[R-PUB wrote:Eden']Ye I noticed that, I could also place a lager number of single trees that would give the same effect and you would be able to move throught them instead of around them.
I'll need to look at how laggy it might get though but we will see when I have a working map if it lags or not.
That's the one thing that I didn't understand in BF2 there were no good grassland maps, something that DF2 was good at producing.
I'm a great guy for testing if maps are laggy seeing as loads of custom "woodland" maps are on my PC shame seenig as Hamberger him looks cool but it lags like hell.
Posted: 2006-01-07 17:19
by BrokenArrow
Heydude235 wrote:maybe some water a foot hi were u can crouch threw with tall grass in it might be cool
I agree a stream or something with this feature would be cool.
Posted: 2006-01-07 20:05
by Eden
Dam, I seam to have come into a problem. Ive generated the terrain fine, the colormap, detailmap, undergrowth & overgrowth maps all seam to be fine but when I load up the map in bfeditor none of the details, or texrutes, undergrowth or overgrowth apear. Its really anoying me becaus eIve no idea where ive gone wrong.
Posted: 2006-01-08 00:17
by NikovK
Under the RENDER menu you select the various elements to render, like over and undergrowth. If you're not in Detail Texture mode, you won't get detail textures. Also make sure you Generate your over/undergrowth.
Posted: 2006-01-08 01:01
by Eden
Yes I know, The undergrowth and overgrowth maps are definitely working because I can see them in the under/overgrowth mode, I can get anything to generate though which is probably just a small tweak i need to do to make it work.
My main problem is it doesn't generate any terrain detail atall, im having the same problem as this post
http://bfeditor.gotfrag.com/forums/view ... 2590#22590
Posted: 2006-01-09 01:17
by Heydude235
'[R-PUB wrote:BrokenArrow']I agree a stream or something with this feature would be cool.
Yes like an good place near a flag to ambush a squad comming to get the flag. Even good places for cover when a mg is opening up on u.
If u look at the level when a lake or river and there are spots were u can driver stuff threw it. Make it were there is grass there tall grass and bushes grouning out of the water maybe like a swamp area were your tank could driver threw the water.
Posted: 2006-01-09 02:28
by Noetheinner
the water should be just high enough so that you can crouchand hide in the water/grass. That'd be pimp-a-licious!