Forgotten Hope Public Forum
Forgotten Hope 2 => Modding => Topic started by: Ts4EVER on 11-07-2009, 17:07:19
-
Hi
After playing in the nation cup I took an interest in designing small infantry heavy maps (for 12-16 players). Experience in the cup showed that some maps (like Gazala 16) were to small and constricted for tactical gameplay, while others (El Al) were too open.
I decided to create a map I thought was balanced and tactical, while still providing fast and fun gameplay with lots of close combat and flanking opportunities. The map is now nearing the end stages of production.
I called it nc_crete (the nc because of nations cup and crete because it is set there) and features a half destroyed airfield to fight over. ATM there are three flags, one in the hand of each team and a neutral one in the middle. The Germans start in a big hangar, the British in an administrative complex of some sort and the center of the map is an air shelter bunker with a Ju52 crashed into it. All flags are cappable, so a good team can outcap the enemy and the fighting s not too concentrated on the center flag.
Some screenshots (note that I messed around with the lighting options, so the shadows are a bit off):
(http://img189.imageshack.us/img189/3559/crete1.jpg)
(http://img23.imageshack.us/img23/7928/crete2.jpg)
(http://img4.imageshack.us/img4/8475/crete3.jpg)
(http://img23.imageshack.us/img23/5567/crete4.jpg)
(http://img26.imageshack.us/img26/1443/crete5.jpg)
(http://img23.imageshack.us/img23/7033/crete7.jpg)
(http://img4.imageshack.us/img4/9929/crete8.jpg)
(http://img22.imageshack.us/img22/8020/crete6.jpg)
The map is of course too small for public play, but smaller clans might find it interesting and if we repeat the nations cup one day it could be put to some use.
I hope to finish it next weekend.
-
Ahh this reminds me of the great Galactic Conquest event in which you gathered clans and groups together and had a tournament between them on specialized maps, looks like a fun idea TS, keep it up. :)
-
Can we get a minimap?
-
Not a minimap, but a top down view. Some objects don't show up, only the shadows, but the big ones are there:
(http://img5.imageshack.us/img5/1963/cretem.jpg)
-
Looks good but Crete isn't a desert wasteland.
-
Actually the landscape around the playable area (the background so to speak) is mostly grass. Also there are some garden areas especially to the north. The runway and the terrain around the bunker is a bit on the sandy side though. Perhaps I will bring in some more green patches around there.
-
Much more grass, much more. Also less palm trees, more common trees. Right now it looks a bit like a low detail snap shot from Sidi Rezegh.
-
I guess you're right, and I should probably add some olive trees, these always give a very mediterranian feeling.
-
Yes, that would work out really well. And logs, I always like logs. Maybe make a vineyard somewhere or an olive tree yard.
-
When taking screenshots, get rid of these Yellow things in the map.
You can desactivate them (Not needed now, but when you are heavy whit Spawn Points, vehicle spawns, etc), by clicking
Render-->Gameplay Objects-->Off
Im pretty sure it was Gameplay Objects...
Looking goood so far
-
@torenico: I know, but I'm sure many people are interested in spawn points and flagzones in the overview.
@Fuchs: I added some grassy patches:
(http://img195.imageshack.us/img195/1087/crete9.jpg)
-
The overgrowth is to orderly - it should be more randomized with direction and placement.
-
do you mean the grass?
-
Good start! But Apple is right, take a look at the right side of the grass, looks like those industrial forests planted by the government, all in a row.
-
There is some truth to that... it's easy to change.
-
@torenico: I know, but I'm sure many people are interested in spawn points and flagzones in the overview.
@Fuchs: I added some grassy patches:
(http://img195.imageshack.us/img195/1087/crete9.jpg)
Yup, you can do it in later stages, when you have nothing to show but a Town, for example..
-
argh never generate lightmaps in your parents house.... I left the laptop running over night (in the lving room so the sound wouldn't keep me from sleeping) and my father came about it and pulled the plug because he didn't want to waste electricity :( Well lesson learned, I will generate them in my own apartement.
-
Hi, I hope I will get to finishing the map (proper kits and stuff) this weekend. Here some more pics:
(http://img189.imageshack.us/img189/7442/screen009y.jpg)
The hangar flag. It's german at the start but can be outflanked and captured by a smart team.
(http://img11.imageshack.us/img11/4531/screen010d.jpg)
One sniper rifle per team
(http://img11.imageshack.us/img11/3058/screen011g.jpg)
The MG cupola on one of the planes can be used as sniping position.
(http://img189.imageshack.us/img189/9430/screen012k.jpg)
Improvised Air raid bunker and crashed "Tante Ju"
(http://img11.imageshack.us/img11/3629/screen013w.jpg)
View from the highest point of the map ;)
(http://img11.imageshack.us/img11/9426/screen014i.jpg)
British starting area, with buildings and trenches.
(http://img106.imageshack.us/img106/3429/screen017l.jpg)
This house lies in a garden area that connects the hangar with the british start flag.
(http://img195.imageshack.us/img195/2212/screen019l.jpg)
Inside the bunker. I like the light. ;D
Questions, comments? Oh and what would you prefer for the allies, Aussies or brits?
-
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .
-
Looks good TS! Maybe put some more bushes here and there, then theres some more hiding spots too.
-
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .
That's a good question, actually ;D Perhaps they stored them there (there are more on the map) when parts of the ceiling came crashing down.
-
I say Brits vs Germans.
Looking good so far dude!
-
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .
That's a good question, actually ;D Perhaps they stored them there (there are more on the map) when parts of the ceiling came crashing down.
They where standing on the roof against the damn pidgeons and when the roof came down the pidgeonhog also came down.
-
Or the brits were trying to make the hangar unusable when the Germans came in.
-
hmm I sorta hit a roadblock. The map crashes the game everytime I try to load it. The changes I made were:
- adding the low-res-texture
- Changing the british kits to the early versions with SMLE
- Changing the German kits to Gebirgsjäger
- adding the mapdata.py
What is most likely the cause?
-
Does it crash while loading? or once you are ingame?
If it crashes while loading, it is helpful to know at what point during the loading process it crashes at.
-
it crashes at the end of the loading process.
-
start fh2 in windowed mode. maybe you can recieve a Errormessage.
-
The windowed mode doesn't really work. I only have the option "Maximised", "minimised" and "normal" and all do the same thing. Probably some Vista bs. The game crashes at the start of "Verifying client data"
-
Hmmm I find that no error message can sometimes be related to a bad static object or something. Try taking a blank static_objects.con and a blank GPO.con and placing them in your map and seeing what happens.
-
That would be weird, since I haven't changed the objects recently, but I'll try it.
edit: nope, didn't work.
-
add this to your shortcut
+fullscreen 0 +szx 1024 +szy 768
its smaller Res because i want to clearly see i am in a window.
-
Bingo:
"Debug assertion failed!
B2/RendDX9/TextureManager.cpp
Text: Texture not found: menu/nametag//minimap_cp"
So the problem is the minimap? I haven't yet generated one, but it worked fine without one before... or is it the low detail map?
-
Not to be an ass TS, but what does the Stuka do on the airfield? I guess the Germans didn't move their squadrons while the fighting was still raging?
-
Yeah probably not. ;D Perhaps I will rename it to "Tunisian Airfield" or something.
Btw, has anybody an idea what the error message means and what I have to change?
-
add me to msn and ill try to sort it out.
-
thank you, I added you.