Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: Ts4EVER on 11-07-2009, 17:07:19

Title: nc_crete [WIP]
Post 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.
Title: Re: nc_crete [WIP]
Post by: Flippy Warbear on 11-07-2009, 17:07:46
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. :)
Title: Re: nc_crete [WIP]
Post by: azreal on 11-07-2009, 17:07:49
Can we get a minimap?
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 18:07:07
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)
Title: Re: nc_crete [WIP]
Post by: Fuchs on 11-07-2009, 18:07:52
Looks good but Crete isn't a desert wasteland.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 18:07:31
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.
Title: Re: nc_crete [WIP]
Post by: Fuchs on 11-07-2009, 19:07:08
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 20:07:23
I guess you're right, and I should probably add some olive trees, these always give a very mediterranian feeling.
Title: Re: nc_crete [WIP]
Post by: Fuchs on 11-07-2009, 20:07:36
Yes, that would work out really well. And logs, I always like logs. Maybe make a vineyard somewhere or an olive tree yard.
Title: Re: nc_crete [WIP]
Post by: Torenico on 11-07-2009, 20:07:08
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
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 21:07:02
@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)
Title: Re: nc_crete [WIP]
Post by: Sir Apple on 11-07-2009, 22:07:16
The overgrowth is to orderly - it should be more randomized with direction and placement.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 22:07:29
do you mean the grass?
Title: Re: nc_crete [WIP]
Post by: Fuchs on 11-07-2009, 22:07:30
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 11-07-2009, 22:07:10
There is some truth to that... it's easy to change.
Title: Re: nc_crete [WIP]
Post by: Torenico on 12-07-2009, 00:07:19
@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..
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 12-07-2009, 13:07:24
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 17-07-2009, 15:07:07
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?
Title: Re: nc_crete [WIP]
Post by: [F|H]Deek_101 on 17-07-2009, 19:07:45
Looks nice so far. One question why is there a anti-tank(hedgehog) barrier in the Hanger :P .
Title: Re: nc_crete [WIP]
Post by: Fuchs on 17-07-2009, 19:07:12
Looks good TS! Maybe put some more bushes here and there, then theres some more hiding spots too.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 17-07-2009, 19:07:25
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.
Title: Re: nc_crete [WIP]
Post by: Torenico on 18-07-2009, 00:07:51
I say Brits vs Germans.

Looking good so far dude!
Title: Re: nc_crete [WIP]
Post by: Fuchs on 18-07-2009, 11:07:06
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 18-07-2009, 14:07:36
Or the brits were trying to make the hangar unusable when the Germans came in.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 22-07-2009, 17:07:03
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?
Title: Re: nc_crete [WIP]
Post by: Wilhelm on 22-07-2009, 17:07:37
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 22-07-2009, 17:07:47
it crashes at the end of the loading process.
Title: Re: nc_crete [WIP]
Post by: Toddel on 22-07-2009, 18:07:31
start fh2 in windowed mode. maybe you can recieve a Errormessage.

Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 22-07-2009, 18:07:19
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"
Title: Re: nc_crete [WIP]
Post by: azreal on 22-07-2009, 18:07:50
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.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 22-07-2009, 19:07:04
That would be weird, since I haven't changed the objects recently, but I'll try it.

edit: nope, didn't work.
Title: Re: nc_crete [WIP]
Post by: Toddel on 22-07-2009, 19:07:10
add this to your shortcut
Quote
+fullscreen 0 +szx 1024 +szy 768
its smaller Res because i want to clearly see i am in a window.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 22-07-2009, 19:07:37
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?
Title: Re: nc_crete [WIP]
Post by: Rataxes on 24-07-2009, 14:07:10
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?
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 24-07-2009, 15:07:04
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?
Title: Re: nc_crete [WIP]
Post by: Fenring on 25-07-2009, 16:07:36
add me to msn and ill try to sort it out.
Title: Re: nc_crete [WIP]
Post by: Ts4EVER on 25-07-2009, 20:07:52
thank you, I added you.