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Digging tunnels in game

Posted: 2010-06-01 18:44
by bigbear948
This mod will probably compared to BF Vietnam. In that game I think the NVA Engineer kit can dig tunnels or something.I googled it. BF Vietnam also has destructable spawnpoints.

Anyway could these features be implemented in PR Vietnam ? Or at least some having some tunnels in the maps?


P.S. This is not duplicate thread, about the static tunnel things for map makers.

Re: Digging tunnels in game

Posted: 2010-06-01 19:04
by sovietpolarbear
Would be a nice touch

Re: Digging tunnels in game

Posted: 2010-06-01 20:24
by Smegburt_funkledink
bigbear948 wrote:In that game I think the NVA Engineer kit can dig tunnels or something.I googled it.
The tunnels that were dug by the NVA were just spawn points, not physical tunnels.I played it.
bigbear948 wrote:BF Vietnam also has destructable spawnpoints.
As does PR. It's not a bad idea, though it'd have to be done better than in BF:V. Not too much unlike the insurgent hideouts I guess, just more tunnel-like.

Re: Digging tunnels in game

Posted: 2010-06-01 22:16
by bigbear948
do you think it would be possible to have tunnels you could crawl through, already buit into some of the maps ?

Re: Digging tunnels in game

Posted: 2010-06-02 22:12
by Redamare
I think you should go look in the normal forums at .. the UNABLILITY to dig under the maps surface... the INABILITY to overall Be under the map surface ... diging underground ia 100% hardcoded .... :S it sucks .....

Re: Digging tunnels in game

Posted: 2010-06-04 01:38
by Infantry1242
Redamare wrote:I think you should go look in the normal forums at .. the UNABLILITY to dig under the maps surface... the INABILITY to overall Be under the map surface ... diging underground ia 100% hardcoded .... :S it sucks .....
That sucks...stupid battlefield makers for hardcoding the no digging underground!

Tunnel systems

Posted: 2010-07-07 20:38
by MCI
It's probably suggested before or in another way but would it be possible to have a tunnel system throughout the map for the Opfor which works as a big not moving vehicle?

The idea is based on the Battlefield 1942 carrier ship, you had a very big static and 6 seats. Now imagne that only than with "seats" entrances all over the map (or at least a part), and the Opfor would be able to switch seats in order to hop out another entrance. It doesn't have to be a mapwide network, and idk if it's possible to get a delay on the hop in and out time (To symbolise the walking time underground.) but that's why I am suggesting it...

Re: Tunnel systems

Posted: 2010-07-08 00:00
by =Toasted=
That is actually really interesting...

Although if there are going to actually be tunnels, I would rather have "Real" ones that you can walk through. (Like on korengal)

Teleporting like that feels a little too arcadey, creative idea though.

Re: Tunnel systems

Posted: 2010-07-08 12:17
by Jigsaw
Merged with original thread on the subject. Please avoid making duplicate threads on the same issue and use the search function.

Re: Digging tunnels in game

Posted: 2010-07-08 19:38
by Wolfbritish
bigbear948 wrote:do you think it would be possible to have tunnels you could crawl through, already buit into some of the maps ?

here is a thought some maps in bfv had this when you walked in the map changed to the underground map, there was a maze of tunnels with bases in them it looked perfect.

Re: Tunnel systems

Posted: 2010-07-09 15:02
by Wolfbritish
pics of tunnels in bfv I played this game a lot and loved it so any ?s ask. I could make a vid to,

entrance style 1 vc tunnels

Image

Image

hill entrance

Image

supply depot entrance

Image

Image

Tunnel map

Image

Tunnels

Image

Image

Bases

Image

Image

Tunnel rat could be a cool mode were all baese are underground, I have more pics on requast. urabn seweres underground were in the saigon map that was cool to.

Re: Tunnel systems

Posted: 2010-07-09 23:55
by chagadiel
i really dont understand the obsession with tunnels. even if the developers could find a way which they cant its not going to do any justice to the cluastraphobia and terryfying danger a tunnel rat faced going into those death traps.
the screen shots above look like lovely airy corridoors with lots of unnatural light.
i wouldnt bother with tunnels in the game unless it
A. Was pitch black with only light souces from torches and and entrances
b. it feels like you can hardly move and every inch of movement is felt
c. only an engineer can go in one or any vietcong to simulate their tiny size
d. every bend and inch is dangerous you cant just turn around becuase its that tight. dummy doors could be any where. so can traps all need to carefully checked slowly and a vietcong could waiting at the other end of the bend.

clearing a tunnel complex should be a very difficult acheivment
if all that cant be acheived i say whats the point when there is so much stuff for them(devs)to work on which is easeir and more realistic to acheive

Re: Tunnel systems

Posted: 2010-07-11 03:23
by TrahnLee
Wolfbritish wrote:pics of tunnels in bfv I played this game a lot and loved it so any ?s ask. I could make a vid to,

entrance style 1 vc tunnels

Image

Image
What map is that you are depicting in BFV? I don't recall playing on that one and I used to play alot of BFV, but that has been so long ago! Post the name of it and was it part of BFV or a third party map? FYI.. The tunnels in BFV were just modeled mesh placed strategically.

Tunnels don't work in BF2, unless it is a Modeled mesh placed upon the map above ground. Reason is that you can't go underground. Therefore, to do a tunnel map in BF2. The map would be one big "model". I don't know how well that would work or turn out.

Basically, you would have to model like a great big hill with all the passages within it and have this "hill" sitting on the map and you would enter it and that would be your tunnel complex. Doable yes, but would take alot of work making the model and putting it together. It might end up being a great big lag maker as well.

Therefore, for now, there probably won't be a tunnel map in PR:V.

Re: Tunnel systems

Posted: 2010-07-11 11:04
by Maxfragg
this had been a map released quite some time after the release, this feature was not in the release version

Re: Tunnel systems

Posted: 2010-07-11 18:59
by Rabbit
In the editor for bfv you could cut a hole in the ground, so the ground at that area would no longer exists. Then you placed a static of a tunnel and an entrance to it. EX big sewer entrance, big city building, embassy building etc. so it would all connect together. In this editor you dont have that option.

Re: Tunnel systems

Posted: 2010-07-11 19:59
by Not_able_to_kill
The "Tunnel" in BF:V is basically just a firebase like in Project Reality

Re: Tunnel systems

Posted: 2010-07-12 09:42
by TomVasseur
chagadiel wrote:i really dont understand the obsession with tunnels. even if the developers could find a way which they cant its not going to do any justice to the cluastraphobia and terryfying danger a tunnel rat faced going into those death traps.
the screen shots above look like lovely airy corridoors with lots of unnatural light.
i wouldnt bother with tunnels in the game unless it
A. Was pitch black with only light souces from torches and and entrances
b. it feels like you can hardly move and every inch of movement is felt
c. only an engineer can go in one or any vietcong to simulate their tiny size
d. every bend and inch is dangerous you cant just turn around becuase its that tight. dummy doors could be any where. so can traps all need to carefully checked slowly and a vietcong could waiting at the other end of the bend.

clearing a tunnel complex should be a very difficult acheivment
if all that cant be acheived i say whats the point when there is so much stuff for them(devs)to work on which is easeir and more realistic to acheive
You've certainly got a point there. The thing is you first have to decide why you want to use tunnels transport or combat? If it's transport the earlier mentioned entering and exiting idea would probably be the best and then what you mentioned wouldn't be a problem. With combat I think A can be solved by torches/flashlights in the weapon kit (maybe a registrable kit for the VC at a tunnel entrance?). b & c, small tunnels. d, I can imagine that false doors aren't possible but VC should be able to place plenty of booby traps (maybe a map indicator to make your team aware of where booby traps are placed so you don't walk into your own booby trap?).

Re: Tunnel systems

Posted: 2010-07-12 10:02
by Outlawz7
Wolfbritish, you know there's a screenshot key? You don't have to take pics of your computer. :P
A. Was pitch black with only light souces from torches and and entrances
Thats doable with lightmapping.

Re: Tunnel systems

Posted: 2010-07-13 12:43
by Looy
Tunnels could basically be like a "teleporter" that you access with the secondary commo rose to travel to other tunnels. It could teleport you -50000m under ground, wait for an amount of time dependant on the distance between your tunnel and your destination, then teleport you to the other tunnel.

Re: Tunnel systems

Posted: 2010-07-14 11:36
by TomVasseur
Wouldn't that make the change that you have a glitch much bigger?