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Road to Kyongan'Ni Bv1.3

Posted: 2006-02-08 21:21
by NikovK
http://www.savefile.com/files/2669318

Should be fully playable now. Eggman, your old AAS script, I think you made one, should still work. Go ahead and run it in Gloryhoundz Test's map rotation, if you please.

Changes;

Barricades return to the village.
Village wall adjusted.
All SMGs in the town will spawn as SAWs or Type-95's depending on their position, not the flag owner.
Trees added to screen the view of the OOB area from the normal playfield.
Capture zones reduced in size.
Bridge CP relocated slightly.
Vehicle spawn times adjusted (Whoops! Forgot to do this! Uploading a fresh version now.

Enjoy! (once I upload the new version)

Posted: 2006-02-08 21:25
by Hitperson
NikovK wrote:[Link to Go Here]

Should be fully playable now. Eggman, your old AAS script, I think you made one, should still work. Go ahead and run it in Gloryhoundz Test's map rotation, if you please.

Changes;

Barricades return to the village.
Village wall adjusted.
All SMGs in the town will spawn as SAWs or Type-95's depending on their position, not the flag owner.
Trees added to screen the view of the OOB area from the normal playfield.
Capture zones reduced in size.
Bridge CP relocated slightly.
Vehicle spawn times adjusted (Whoops! Forgot to do this! Uploading a fresh version now.

Enjoy! (once I upload the new version)

YAY i was wondering where the hell that map came from i just found it in my "Downloaded Awaiting Test" folder good map though had a good look around.

Posted: 2006-02-08 21:30
by NikovK
Generating object lightmaps. Wheeeeeeeeeee!

Edit: Wheeeee! Seventy minutes to go! Wheeeeeee!
Edit2: Lightmaps generated! I'm packaging the mod! I'm uploading it to Savefile.com! Oooooh!

Posted: 2006-02-09 00:20
by Figisaacnewton
WHERE IS IT!!?!??!?

Stop teasing me nik!

Posted: 2006-02-09 00:49
by JavaMoose
NikovK wrote:Generating object lightmaps. Wheeeeeeeeeee!

Edit: Wheeeee! Seventy minutes to go! Wheeeeeee!
Edit2: Lightmaps generated! I'm packaging the mod! I'm uploading it to Savefile.com! Oooooh!
How the heck do you get your lightmaps rendered so fast!? :evil:

Look forward to checking this out, btw... ;)

Posted: 2006-02-09 05:25
by NikovK
SAVEFILE ERRORS! ISP FAILURES! FRIKKIN MARTIANS!!!

Posted: 2006-02-09 05:56
by NikovK

Posted: 2006-02-09 07:23
by eggman
cheers :)

Posted: 2006-02-09 11:54
by fuzzhead
New Bugs:

- Version number is still the same in the breifing (very small detail, unimportant)

- Some of the light maps look weird on the sandbags in and around the village. A very minor superficial bug however.

- Can see the bridge flag underwater now (dont know if this is intentional or not?)



Old Bugs:

- Estate Flag Point is uncapturable from the ground (havnt had a chance to actually test this, but it wasnt in your map fix list)

- Can still enter enemy vehicles (tanks, apc, transport helo) *Needs more testing*

- CP Names need to be changed.

- One of the Ladders on northside of village is unclimbable (its too far from the ground)


Suggestions (Old & New):

- If it doesnt cause any performance hits, add more breakable defense inside the village (ie the windows along the walls, a few more wooden fences in the alleyways) These are great Nikov Im glad they are back! A team could use these as part of its defense system, destroying some barriers, but leaving others, forcing the enemy to either waste a grenade, or move around, all the while exposing themselves to your teams killzone.

- add mounted LMG to sandbag bunker in south part of town.

- if possible, make the grass twice as dense.

- if possible, increase grass draw distance, its short.

- take out the black hawk and put in 2 little birds, and get rid of the LAV25 APC. change up the balance so its not Chinese = USMC in capability.

- if possible, do what EA did in karkand, and have a spawn linked to the us main that allows you to pick to spawn either near the convoy, or up in the hill/base

- Add png's for the map overview

- The village capture radius should be only areas that are within the village walls.

- The estate should only be cappable inside/next to the enterable building.

- The main base spawns should take a long time to neutralize.




Nice work Nikov the lightmaps look great!! It appears the weird sandbag texture is gone?? Is this because of light maps?

Just wondering, what are the spawn times for all the different vehicles now? It looked like the tanks were set to around 3 minutes?

Posted: 2006-02-09 16:59
by C-Hawk
thanks alot NIKOVIC - you made a GREAT Map for us - please, Keep UP the GOOD Work!

Carry ON! Soldier

Posted: 2006-02-10 18:04
by NikovK
fuzzhead wrote:New Bugs:

- Version number is still the same in the breifing (very small detail, unimportant)

- Some of the light maps look weird on the sandbags in and around the village. A very minor superficial bug however.

Huh. Care to give some screenshots of specific sandbags?

- Can see the bridge flag underwater now (dont know if this is intentional or not?)

Sort of. I was trying to move the capture area to be fairly split between halves of the village. I'll need to see how AAS scales the capture radius. (Ps. I don't like scaling capture radi!)

Old Bugs:

- Estate Flag Point is uncapturable from the ground (havnt had a chance to actually test this, but it wasnt in your map fix list)

Has been fixed to my recollection.

- Can still enter enemy vehicles (tanks, apc, transport helo) *Needs more testing*

Unsure how to solve this. Anyone?

- CP Names need to be changed.

CP names have to be that way for AAS to work, what I need is an idea how to make the renaming file.

- One of the Ladders on northside of village is unclimbable (its too far from the ground)

Spotted this one myself. Will solve.
Suggestions (Old & New):

- If it doesnt cause any performance hits, add more breakable defense inside the village (ie the windows along the walls, a few more wooden fences in the alleyways) These are great Nikov Im glad they are back! A team could use these as part of its defense system, destroying some barriers, but leaving others, forcing the enemy to either waste a grenade, or move around, all the while exposing themselves to your teams killzone.

I couldn't find any more reasonable places to install barriers, and wouldn't want to add them for the sake of themselves. If you do spot a good place for a barrier, please let me know specifically.

- add mounted LMG to sandbag bunker in south part of town.

The circular one? There is already a MG placed in the window of the convenience store, adding another on one side would require another on the other side. I may move the store window MG to the top floor's sandbags so both guns have a height advantage, however that position may be exposed.

If anyone thinks of a -really good place- to put a machine gun, ATS or any other stationary, please let me know.

- if possible, make the grass twice as dense.

- if possible, increase grass draw distance, its short.

Mutually exclusive, I'm afraid. I think I'll increase the draw distance, that's more important IMO.

- take out the black hawk and put in 2 little birds, and get rid of the LAV25 APC. change up the balance so its not Chinese = USMC in capability.

Well, the Little Birds don't exactly fit, being more of a recon than an actual transport helo. As the demo trailer showed, they've modified the Blackhawks somewhat and I'm eager to see them used. In the 64-player version, which I haven't built yet (doh) the US will actually frist spawn with several transport helos and a Cobra on the southwestern mountaintops and proceed to capture the entire map from that. So the US will have helicopter support but China will have two AAV's and possibly an extra tank.

- if possible, do what EA did in karkand, and have a spawn linked to the us main that allows you to pick to spawn either near the convoy, or up in the hill/base

The map's theme of a US assault on a previously captured valley made me place the spawn points on the road, to theme with "reinforcements". If infantry get cut to peices spawning down there, I could add some trees for initial cover and cut a path in the hillside for them. Spawns will always occur within a bit of walking distance from the actual capture point to encourage teams to have defenses established before the enemy attacks, rather than scramble from spawn points.

- Add png's for the map overview

Will do for final.

- The village capture radius should be only areas that are within the village walls.

- The estate should only be cappable inside/next to the enterable building.

AAS scaling makes these things difficult. I can't really tell how large the radii are going to be between a 16 and a 64 player game. In any case, the "area" capture feel isn't a bad one unless the radii start getting insane.

- The main base spawns should take a long time to neutralize.

I turned up the time-to-lose significantly, would you like two or three minute neutrlaization times?


Nice work Nikov the lightmaps look great!! It appears the weird sandbag texture is gone?? Is this because of light maps?

Just wondering, what are the spawn times for all the different vehicles now? It looked like the tanks were set to around 3 minutes?
Something like tanks 4, APCs 3, trucks 2 or 1, and helos at 6. ATS's are also at 2 minutes, so its worth blowing them up.

Posted: 2006-02-10 19:19
by fuzzhead
Nikov, your the man!!!

Any chance of this being on the gloryhoundz test server tomorrow (saturday) ??

Ill let you know where I was thinking of additional MG and barricades when we are in game together Nikov!

And yes, the new transport blackhawk would do great on this map! I had just compiled a list of suggestions from previous threads, not all of them are my own.

Other maps are having the same problem of entering enemy vehicles, hopefully this will be solved soon. Eggman probably knows something about it.

I would say a 2 minute neutralize timer for the main bases. This gives the enemy 2 'waves' of attacks to reclaim their base.

One of my favorite things about this map is the spawn locations. The fact you dont spawn ON TOP of the CP is genious! I would love to see this feature in more maps (if not all maps)!

Posted: 2006-02-11 06:16
by fuzzhead
Its on the gloryhoundz test if anyone wants to see the new changes, etc


here are some screenshots:

http://i2.photobucket.com/albums/y14/ca ... ongan2.jpg
http://i2.photobucket.com/albums/y14/ca ... ongan1.jpg

Posted: 2006-02-11 06:37
by eggman
Currently a problem with aas on GHZ, this is related to 16p CP names having the same CP name as the 32p CP names, and I think this changed happened in the latest version of the map.

These issues do not require a build of the map as I can fix these:
This is a 10 second fix and I've sent an updated file to Fritz, but you might want to check the CP names (ntoe that this issues would NOT require another build of the map as I can fix all of this outside of the map very quickly).

To prevcent enemys from entering vehicles, this must be set on a per vehicle basis:
ObjectTemplate.teamOnVehicle 1
... this is in the tweak bar in the editor I believe.

CP names require updating a file external to the map, I will do this with a map pack installer.

I had concerns about AAS scaling, but Fritz pointed out that there is an interesting aspect to the AAS scaling in a "realism" context of needing to "sweep the area". If the radii becomes large, that should mean there are lots of players... for sweeping and to be swept, so I don't think it's a significant issue. Also a server side mod, so this could easily be tweaked later, without requireing a new map build.

The only thing that was a bit of a concern:
I had a couple of CTDs while playing on GHZ which were a bit random, twice and both happened in vehicles. However I've never encountered a CTD playing on my test server and I've logged a good couple of hours on it.


egg

Posted: 2006-02-11 07:30
by fuzzhead
I havnt CTD yet, Ive been on the gloryhoundz server for a couple hours now...
I fixed my router issue, I just set it back to factory preset. Godamn Dlink 604, it has forsaken me :(

Nice work eggman!! now maybe we can do some playbalancing.

The AAS scaling I dont like either. True it does encourage area sweeps, but Id prefer just to have it off and make the capture area exactly the size you would like it.

Some weird shadowing issue on the sandbags (and yes the texture bug is still present, it works fine on lan but on server its still messed):
http://i2.photobucket.com/albums/y14/ca ... een008.jpg

Now, for some suggestions on defense emplacements in town (just suggestions for making the town easier to hold):

Sandbags Here:
http://i2.photobucket.com/albums/y14/ca ... een010.jpg

LMG Here:
http://i2.photobucket.com/albums/y14/ca ... een009.jpg

Alley Fence Here:
http://i2.photobucket.com/albums/y14/ca ... een007.jpg

Alley Fence Here:
http://i2.photobucket.com/albums/y14/ca ... een006.jpg

Alley Fence Here:
http://i2.photobucket.com/albums/y14/ca ... een000.jpg

Window Barricade Here:
http://i2.photobucket.com/albums/y14/ca ... een004.jpg

Window Barricade Here:
http://photobucket.com/albums/y14/capta ... een003.jpg

Window Barricade Here:
http://i2.photobucket.com/albums/y14/ca ... een002.jpg

Window Barricade Here:
http://i2.photobucket.com/albums/y14/ca ... een001.jpg

Posted: 2006-02-11 23:23
by TheRealFritz
I've updated the 16-player .con file for AAS.

Posted: 2006-02-11 23:57
by NikovK
Fritz, we're all wondering where you are. Could you increase the max number of players on the test server to 16, 24 or 32? Larger the better. Thanks.

Posted: 2006-02-12 05:27
by Martini
NikovK,


Great map man, been playing it all day. Its a blast with 8 people, just can't wait till be get like 40 people on there!!!!

Anyway good job. 8-)

Posted: 2006-02-12 12:45
by eggman
Some other issues & suggestions reported by testers:

- low FPS concerns on mid range system (P4 2.6, 1.5G Ram, 6600GT)
-----> view is set to 850 and fog to 500, suggest setting view to 500 and fog to 400 and see if it addresses the concern

- add little bird in place of UH60

- missing ambient sounds (birds, wind, whatever)

- missing arty, uav, radar assets. there's a possibility of seeing new game modes in the future that will require those assets be on maps to play them in those game modes, up to you if you want to include them now.

- no warning when leaving map area on punish