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Messages - blander

Pages: 1 2 [3] 4 5 ... 16
31
Announcements / Re: Motovskiy - public map test
« on: 15-02-2019, 01:02:55 »
Same for Berlin.

32
Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 05:02:40 »
I wouldn´t mind having a look at it some day.

33
Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 04:02:16 »
I bet it needs loads of new content, right?

34
I think some maps should have less ammo per kit to resemble shortages. As a rifleman it is very rare in FH2 to run out of ammo.

35
Modding / Re: Berlin
« on: 02-02-2019, 22:02:48 »
Yeah, it is from Stalingrad. The first and last sectors are small but they are supposed to last the shortest. Middle sectors are wide and should be where most of the fighting goes on.

36
Modding / Re: Berlin
« on: 02-02-2019, 09:02:54 »
We should be testing the map again on february 16th along with other maps.












37
Modding / Re: Berlin
« on: 24-12-2018, 14:12:44 »
Alright, will do. I noticed during tests that tanks have trouble going through some places. Problem is statics like lamp posts, little crates and barrels completely block tanks, which does not happen IRL. The solution I came up with is making enough room for tanks to maneuver. I could probably put on the streets objects with colmeshes that don´t affect tanks. What I don´t like about that is that you have to guess which objects have "antitank" colmeshes and which are free to roll through.

38
Modding / Re: Berlin
« on: 24-12-2018, 05:12:15 »
Some more destruction and cover for infantry








39
Off-Topic / Re: Old School BF1942 Xmas
« on: 17-12-2018, 08:12:42 »
Brilliant.

40
Modding / Re: Berlin
« on: 16-12-2018, 23:12:53 »
Thank you for coming and for your feedback, it´s going to help improve the map a lot.

About smoke and flames. After the first test I removed around 40 smoke effects and 10 fire effects. As a result of this, performace improved a whole lot during the second test.


- There is a tankditch in the SW corner of the map, I think it's a cool feature but it's also a bit useless because you can just drive into teh next street and pass the ditch that way.

I put the ditch there to prevent tanks from spamming the german spawnpoints, which are right after the ditch. It has a gameplay purpose and also the germans IRL blocked some streets to bottleneck the russian tanks into traps so it doesn´t look so off to me. If you still think it looks off then I could just replace it with a row of buildings to protect the spawnpoints, let me know what you think about it.

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- The Hospital building is a bit too big, it's almost a map in itself. I would close a part of it, so people will only go into the relevant parts. Also, the flagzone is a bit too low atm: vehicles can cap from outside

"Hospital" is just a placeholder name, btw. The buildings that were there on the previous test-game were just as big. It didn´t look bad in my oppinion with enough players, last time we were just too few to test properly. I like how this building has a lot of room for fighting, I really think closing areas would be a waste and would become too grenade spammy on a full server. Capzone will be higher and smaller, yes.

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- I also gave some examples of stuff which doesn't seem natural or logical, like a street full of destruction with nice and tidy trees growing in them. I'd replace those trees with burnt treest wherever possible, so the complete picture looks better.





Does it look so different? There is a lot of trash and rubble though also trees.





There doesn´t seem to be much destruction here either.





Not the best looking but decent I think.

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In the testing the Boulevard flag was being defend by one KT and the flanking options were non-existent. Of course this needs to be tested with more people, but keep in mind that it might be too much of a bottleneck, maybe open up some small sidestreets for infantry so they can flank the big cats and faust them.

In the previous test Boulevard flag was way too easy to capture for the russians (15 vs 15). To improve this I added an unlock timer and a fixed defensive MG42. Keep in mind that the russians have about twice (or more) as many tanks as the germans so a single KT shouldn´t be a match for 4 tanks flanking it. Of couse it is not the same in a 6 vs 6 scenario.

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All in all good job on this map so far, it really feels like a big city, it doesn't really feel like Berlin (yet) but you would need mapspecific statics for that. Maybe you can find some modeler willing to make a Berlin building or two for you, that would be great.

After I release the map for public play I intend to learn modeling and make some optimized custom assets to enhance the map´s performance. I could attempt a specific building but which one? The map is not historically accurate, it´s just an invention. What building (non generic) do you think could be a good addition for the map?

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With that being said, I think it is going to be hard for the Russians to capture 2 flags at the same time (especially the hospital) in order to move on the next zone. Why don't you make it so that each flag is not recappable by the German?
In addition, I would love to see more Panzerschreck. I was only able to find one.

Russians are favored to win, in both play-tests. I think making flags non recappable would make it just impossible for the germans. I will add more pickups in general for both sides. I didn´t care much about that for the tests because those details can be address in the final stages.

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On a performance note: I forgot to mention that I had fps between 100 and 200 mostly, average of 140, with some peaks to above 250. That's quite nice considering this map has so many statics.

I opened many buildings in Meshviewer and sorted out the most optimized ones. The ones with missing LODs or just too poly-heavy were discarded or reduced in numbers. I´m glad I reached a playable level.

My plan now is to optimize the map even more, add more destroyed buildings, add more rubble and trash on the streets, fix all textures, lightmaps and little details.

After all that is done (will take at least 2 months) maybe we can have a final playtest in search of any kind of mistake or bug, not just gameplay.

41
Clicking the zip-link gives me an antivirus warning and after that a "Page cannot be displayed".  ???

I just checked the link, it´s working fine. Probably just your antivirus blocking it.

42
Modding / Re: Berlin
« on: 13-12-2018, 12:12:56 »

43
Gameplay video by Radiosmersh

https://www.youtube.com/watch?v=Ikce7b4jW18

44


Join us this Saturday 15th December at 18:00 UTC and fight in the streets of Berlin for the second time! Help us test this map to get the right balance and gameplay sorted out. Once this has been tested then it will be time to finish the map with final textures and lightmaps.

It is a sector push map. The Germans start with no tanks. As sectors become captured by the Russians, additional tanks will spawn on both sides. Russian tank spawn locations are moved forward each time a new sector is captured to prevent long drivings from the main base to the frontlines. It is all setup for an action-packed experience but yet enough flanking possibilities and tactics to be applied


Map creator: Blander

Map and CMP minimod download:

Download our new Community Installer

https://s3.cmp-gaming.com/files/fh2-community-installer.zip

Read the Tutorial:

https://cmp-gaming.com/topic/1715-new-community-updater-tutorial-and-download/

Post any bugs or issues you might find, this is still a work in progress)

Server:
CMP - FH2 Battle Server IP: fh2.cmp-gaming.com:16567
Teamspeak:
CMP - Teamspeak Server : ts.cmp-gaming.com



Battle for Berlin was the final major offensive of the European theatre of World War II  led by the soviets. Their Red army had temporarily been stopped 60km to the east of Berlin. On 9 March, Germans established its defence plan for the city, called Operation Clausewitz. On 16 April, two soviet armies attacked Berlin from the east to the south, as a third one attacked north of Berlin. Berlin was then encircled by 2,500,000 soldiers better prepared and equipped this time, against some disorganized divisions of  Wehrmacht and SS, together with Volkssturm and Hitler Youth, who were not really trained. The rest is history, but still skirmishes were going to be house-to-house fighting



45
General Discussion / Re: It's that time of the year again!
« on: 09-12-2018, 23:12:06 »
voted

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