Map final touches -1 reply

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obliviousnation

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28th September 2003

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#11 15 years ago

ok southy that list of chores for Rudolf sounds ok except a few things.

No Lancaster wrecks, make em Wellington wrecks.Lancasters were not in service in 1940

No Panzerschreck for Germans, it didn't see service till 1944, switch any Panzerschreck classes with GeballteLadung classes.

Dont let the Brits spawn with a Piat, it would make mince meat of German tanks, instead have a few kits lying here and there.

No exp packs in this map, only satchells.Maybe a pick up kit with exp packs and an mp40 etc but no spawn class with Exp packs!!!! i cannot express this enough.

Allied spawn classes should be

Close quarters - Drum mag thompson

Assault - French rifle

Assault - No 04 rifle (basically a british guy with helmet etc, i'll contact you on MSN about this)

Officer - French SMG

tank comander - pistol/smg randomness

Germans _______

Close quarters - Mp40

Assault - K98

Anti tank - GeballteLadung

Tank hunter - Mp40 + satchells

Tank commander - Mp40/pistol

Oh and i think Rudolf should get mentioned in the readme, a LOT




southy

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30th July 2004

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#12 15 years ago

yeh definately hell get a mention, are you able to mix french and brit skins and kits?> i didnt think you could thats why i left it out. will ammend your change suggestions. amendments: french voices no lancaster wreck no piat merci




obliviousnation

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28th September 2003

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#13 15 years ago

well, you cant yet have more than one uniform per army which is a pain in the ass but you could get as close to having 2 allies as possible.

Have a class in the allied spawn menu which spawns with an british weapon set and an british helmet.

Make the allied uniforms sort of generic, nothing too distinctly French, nothing too distinctly British.

Make some of the allied flags appear as the French flag when allied and some appear as the British flag when capped.

Leave both French and British kits around the map.

All this can be done, i seen a Dunkirk map out ages ago that had French flags all over but the one on the beach was a British flag, symbolizing the french buying time for Britian to escape.The map also had French voices.Also if you play Nechres Nuenen map you will see he skillfully made a British class, with British gun and red beret.




southy

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30th July 2004

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#14 15 years ago

yeh but im not sure, in this assault it was launched with the british armour and fench dcm remnants, the support foot troops where scottish. Definately chuck in some french equipment for a change from bog standard enfuiled etc. I would prefer to have one ditinct army then two undistinct ones.




Dee-Jaý

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17th February 2004

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#15 15 years ago

Can you PM me once your map is completely finished ?




obliviousnation

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#16 15 years ago

Ok i've finished a 1 hour session, i took notes..... theres lots of suggestions so brace yourself!

Get rid of the WZ30 in F8, it looks dumb

The village in F8 looks spread out too much, scrap it and replace it with the 2 houses witht he garden in g7.Move the G7 2 houses next to the run way

Add a radio playing music to the house area for atmosphere

Add a French mas 38 SMG kit inside the houses

Get rid of the Bf109 spawn when G7 flag is grey, have a bf109 spawn when axis cap G7 and a Dewotine french fighter spawn when allies cap G7

Add pilot kits in the hut near the Bofors in G7 depending on the country that capped the flag

Add a sniper kit on the roof of the wrecked house witht he ladder going up in B7, either a k98 or no4 depending on who holds the flag

Scrap the Char B1 that spawns in B7

Replace the 6 pounder in B7 with a 2 pounder

The b7 flag is actualy in C7 and is far away from the houses, move it in closer

Make the allied tank which spawns in E5 a Somua instead of a Matilda 2

Add a Lewis gun deployable MG in the E5 barn for allies and a deployable MG34 for axis

Add map ambience, use Gold beaches for example

Theres a floating wall in D6

Theres floating shrubs in D6

Fix the coll file for the bunker in c6 and fix the textures inside it

Get rid of Japanese table static in axis main

Theres far too many allied tanks in there first flag only have 1 Char b1, 2 Matilda 1's, 1 matila 2,2 somuas and 2 Bedford trucks

Add 2 piat kits in tents in the allied start flag

Add an ammo box between the 2 aa guns in D8

Add British pilot kits next tot he Wellington in E8

Add air raid siren ambience to E8

In F8 have the flag devoid of vehicles etc until a team caps the flag

In D5 the tower is tilted over and floating, move it back away from the puddle and straighten it.

Get rid of all the ZIS 5 trucks and the Twin 7tp in the allied base

add sandbags around the mortars in D4

In axis A5 flag add 2 Mg34 kits and an M35 anti tank rifle kits

For balance add a long barreled Panzer 4 and 1 more Stuka to the axis main

Add trenches around the allied starting flag with a few Wz30 MG's here and there (that gun is realy cool and fits in well)

Add 2 Wespes to the axis main

Decrease map fog and increase view distance

Make a loading screen for your map

Make a mini map

When selecting the map in Multiplayer it uses the default Battlecraft thumbnail of a sniper, make a new one.

Allied spawn classes ________________

Close quarters - Mors smg Assault - French Mas 36 rifle Assault - British No 04 rifle Tanker - British no2/mors smg Anti tank - M35 anti tank rifle

Axis spawn classes _______________

Close quarters - Mp40 smg Assualt - K98 rifle Anti tank - GeballteLadung anti tank nades tanker - Walther/mp40 Support - Mg34

There should also be the following pick up kits dotted around the map

Allies - Tommyguns,Thompsons,Mas 36 smg's,piats,Ben guns & deployable lewis MG

Axis - MG34'S, deployable MG34'S,mp40 with satchells, mp40 with exp packs, mortar kit, M35 & Mortars




Kingrudolf

Fan FH Mapper

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9th October 2003

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#17 15 years ago

Uhm, I'm going to have to sort it all out though, especially adding custom kits, uniforms, and flags I have never done before. I don't know how random uniforms are done, so I will have to stick to one side. I might have to get a hold of that Dunkirk map, it'll make progress much faster. Now I really wonder if the French are still included in 0.65, if so, I won't have to add everything manually to the map. In 0.6 the French were still there. I'm also not sure about the texture problem, is it a ground texture that is bugging? Because that hasn't anything to do with the init.con as far as I know. And finally, I need the map itself to be able to work on it offcourse ;) .




Kingrudolf

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9th October 2003

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#18 15 years ago

Ok, time to review the map. Better hold on tight.

The map needs a lot of work, in fact I would advice to redo the whole map, with extra care for the landscaping, or, map layout. Honestly, this map looks like a fan map from the 0.5 fan mappack (not nice quality).

Basically, the landscaping is just too plain. No forests, no height levels, poor texturing. First off, you need to determine the height levels of the whole map. It's not anything odd, in fact it would be great to have it. You can't have a flat map with some bumps here and there, and empty agricultural trenches. I didn't even see any farm fields which would need the water.

The small towns are not bad though, texturing seems a bit better there as well. You need to lower the sidewalks though, since it has no collision with soldiers. Also replace the textures, for example the sidewalks, and the logs where the mortars are put behind. But I am missing any defences. It reminds me of Goodwood, you need to put every hiding place to use. Now I don't know if this was one of the first invaded area's, but even then it should at least have some defences, especially on tactical important positions.

I noticed many bugs in the map, static objects either sticking too much into the ground or out, bushes are growing in the bridges' pavement, and obstacles are very weirdly placed. In fact, the whole map just appears unnatural to me. Barbed wire put between houses instead of on the street. I suggest taking a look at other maps, see how a defending town would look. Or even better, imagine you had barbed wire, obstacles, and a group of soldiers to dig trenches. Where would you put them, and where would you put those inexpendable MG's and AT guns? Would the enemy attack from the front, or the right flank? Or the left?

But don't play Santa claus though, only Kursk maps have that much defensive weapons. Keep in mind that everyone seeks for cover. With the current open fields you're screwed if your tank gets hit in the open. Inside towns it's also hard to move around as infantry. Speaking of tanks, the Allies seem to have a shitload of them. Especially the two CharB1's, are the Tigers of the 1940's. Somua's are powerful as well, and well armoured. The best thing the Axis can counter with is the Stug3B, which does seem very powerful. But they only have one. In total numbers, it looks like the Allies will always win the map. The Germans will capture the half of the flags, the Allies the rest. Then the Allies will outnumber and outgun the Germans... and basecamping will occur.

What I suggest is, giving the flags to the Allies to control. The Axis would start with say, double amount of tickets. Also, they might need a bit more armour. Remember, the Axis didn't have more tanks in total numbers, but they did where they attacked. It's called the Blitzkrieg attack, of which you are probably aware off. A high concentration of tanks, attacking one objective at a time. With the current map, it looks like the Axis will spread out, and will be defeated quickly. So you have to force the team to stick to a group, allow them to split up into only two groups for example.

Then, you have the Allied armour. They have less tanks, but since their tanks were very much spread out to all the lines, they will be outnumbered. But, they have the defensive advantage, and have plenty of oppertunities to defend the positions, as long as they have somehting to defend with, and in. But watch out, a Fall Weiss map is not very fun (or at least, I think so), since it's a bit too much one sided attack. The Allies will probably be overthrown at the first flags, but the Allied tanks will reinforce, and with the high concentration of Allied activity at the remaining flags, this is where the battle decides, depending on team cooperation and skill (public gameplay).

To make the whole scene happening, choose some defensive positions and scenes. Maybe you've seen some pictures or movies that have given you inspiration. Then, fully rebuild the landscaping, and integrate the towns, forests and such into the landscaping. For example, I would scatter the Allied reinforcements, to the back and middle flags. Create farmfields. The biggest fields are often away from towns, the smaller are closer to them. So farm houses and barns should be a bit away from the towns. Vegetation, like hedgerows, bushes and trees, need to look natural, so you'll have to experiment with combinations.

if you can't think of anything that works well, look at other maps. Breakthrough has some really well worked out landscaping, only in your map it would be much less dense. Remember to keep some open fields, but as well vegetation. Since, you can't stuff the whole map with vegetation, you could make rows of them, for example around big roads, and smaller rows around farm fields. Check some maps to see what I mean.

I think that covers the basic fixing for now. Then, you can concentrate on the smaller things, like detailing towns, bases, kits, textures, etc, etc. But remember, don't rush the map, no one is going to copy your idea and make the same map.




Dee-Jaý

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17th February 2004

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#19 15 years ago

southy, have you finished your map ?

Because my community could really use it now.




southy

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30th July 2004

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#20 15 years ago

yeh no worries mate, it should hpopefully be done (that is the beta) by sunday, atm im just sorting out skins, loading screen, kits and retexturing some stuff then it ought to be done.