Naval Mapping Guild? -1 reply

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terminal-strike

terminal-strike

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6th May 2004

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#1 14 years ago

I would like to suggest a naval mapping guild. The purpose would be to increase the quality of and number of naval maps available to FH players. Iv only just started learning battlecraft but would be happy to beta test maps other are working, etc. If anyone wants do to this I guess we should start a thread in the mapping forum, but thought it be better suggest it here first.




MR.X`

I'm too cool to Post

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30th April 2004

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#2 14 years ago

why? all naval maps are the same, its a matter of simply making more and more ships and carrier/sea aircraft.




Arisaka

Staff suffers from PCD

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16th August 2004

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#3 14 years ago

we need objective based naval maps. for instance allies has to get at least one (out of three) supply ships to harbour. those supply ships has destroyer support. axis may have a destroyer, but only one. the rest is up to the subs.

that kinda things. we need to create variation, and reflect real life happenings.




Myrddraal

Search function? Where?

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28th April 2004

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#4 14 years ago

convoy maps would be great and promote teamwork to win




striderx2048

DiCE/EA: Ambiguously Gay Duo

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16th May 2002

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#5 14 years ago

increase the freaking view distance and fog for naval maps, its just all flat water.




Hail of Nails

I want to be like Revenge

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13th June 2004

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#6 14 years ago
Arisakawe need objective based naval maps. for instance allies has to get at least one (out of three) supply ships to harbour. those supply ships has destroyer support. axis may have a destroyer, but only one. the rest is up to the subs. that kinda things. we need to create variation, and reflect real life happenings.

A map like that wouldn't be hard to make at all. The terrain is mostly open ocean, all but for the port, or ports. The problem would be getting it right, so no crappy cheating is involved.... The Supply ships could either spawn in an uncapturable port, or in the open ocean. All three at once, or one at a time. Both teams have constant bleed until the supply ships are either destroyed or reach port, at which point one team wins, and one team loses. A twist might be making the recieving port capturable, and the only way you can land supplies is if the port is clear. Or the recieving port is uncapturable, and you don't have to worry about the enemy trying to take it. What is a good scenario? I know the Atlantic had such patrols to defend against German U-boats while America/Canada shipped goods to Britain, but I am unsure if there were any great naval clashes during such convoys. Not sure about the Pacific either.




MrFancypants Forum Admin

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7th December 2003

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#7 14 years ago
terminal-strikeI would like to suggest a naval mapping guild. The purpose would be to increase the quality of and number of naval maps available to FH players. Iv only just started learning battlecraft but would be happy to beta test maps other are working, etc. If anyone wants do to this I guess we should start a thread in the mapping forum, but thought it be better suggest it here first.

Well, you know that I like the idea :) However Im busy with exams until October, and then I should first get some experience with all the modding tools. I guess I will decide then :)




MR.X`

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#8 14 years ago

If this thing ever takes off, here are some of the airplanes you guys need to put in: Sunderland (UK) Seafire (UK) FW200 Condor (Ger.) TBM Avenger (USA) The rest of the Japanese planes, too many to list.

Also, a code for the arresting hook of an aircraft carrier would be nice. I would be more than happy to just be a tester for it. I dont have anywhere near enough time to be a developer, but I would like to contribute somehow.




MrFancypants Forum Admin

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#9 14 years ago
USMA2010 Also, a code for the arresting hook of an aircraft carrier would be nice.

Very good idea, but very difficult to implement :)




MR.X`

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#10 14 years ago

meh. move the planes up foreward of the superstructure for takeoff, and upsize the carriers to a more realistic size. then put the arresting wire maybe 20 yards in front of the aft end of the deck. this gives plenty of room for the cable to work. shit, you could use the brake code used when you exit a vechile to simulate a rapid stop.




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