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Messages - [KamiKaze] Destroyer

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16
Modding / Re: Yet Another D-Day
« on: 09-10-2012, 17:10:28 »
There's realism.. and then there's realism. You are not gonna get "realism" in all aspects of the game, well, because it's a fricking game. But there are certain things, features, that should be kept true to life.

Map rotation is definetly not one of those =)

There actually are cardinal points on the map... well, not on the map itself, but there's a compass right under it. And if you say you're likely to turn the map in the direction you're walking, why don't you enable the dynamic minimap in the game then? Because that's a feature in the game, you know that right? If you enable that, the map turns to where you walk... so for defenders the attackers would come from "north" and for the attackers the map would show they're walking "north" as well. Win-win. With that in mind, the static minimap should be a map where the actual north is top of the map.

Dynamic minimap just creates distraction. You are not turning your map every time you turn around, you are keeping it to the direction of the target ;)

I dont agree about north must be north on mini-map. Its secondary, most important is that the map is easly accesable for the ones that will use it. Running forward on the ground and backwards on the mini-map is just akward  ::)

I know this won't get changed on any of the existing maps, because it would require redoing the map basically from scratch. It's only an opinion of some of the people out there that can be taken into consideration by mappers in the future.

I hope not! Ofcourse it depends on the map, if the map is more "open game play" where no push is present, then it doesint really matter. Assault maps, like Omaha & Stalingrad (if its done in Omaha style like FH1 Stalingrad) should definetly keep the "normal" way of doing assault maps =)

17
Modding / Re: Yet Another D-Day
« on: 09-10-2012, 15:10:58 »
So is your opinion. If we compare the real life map and this map, then the cardinal points won't match - it's a mistake, if you're trying to make something based on real life. It's a factual error. Doesn't matter if it was designer's decision or God's fuckin will, it is a 'mistake'. One that doesn't break the gameplay, but if you lived there and knew a little bit of Geography, then chances are you would find it weird.

Well, then i am glad the makers of those great FH1 maps i mentioned made this error, even through they did so intentionally probobly =)

Real war is not fun, really. War games are fun through. People that live there are probobly 0.01% of the whole community if they even exist here. If we made the map 100% realistic one would end up digging trench for 20 hours, then when one was finally done, he would get shothead killed while drinking tee, that would be rather boring experience.

About ingamemap, like Rabbit said, the north-south is more likely to be decided by Sun location then how you hold your map, there is no north and south written on the ingamemap. As when you are running up the beach you are more likely going to turn your map up to where you are walking forward. That is why you have a tool called compass, becouse the map itself is local map that can be rotated freely. Its not like you are thinking to yourself "where is America from the beach if i hold my map this way, left or down?". Earth is round not flat like on a atlas map!

Now if we look at maps like those mentioned, Omaha, Goldbeach, Stalingrad. All of them are where one side is attacking and other defending. It is natural that the map is turned this way, as it is those that attack that would prefer it that way, that is how they would probobly turn their map when they walked up the beach forward. Defenders dont really need to go anywhere, therefore for them the map is of less importance, therefore it is also natural to favor attackers with the map rotation.

Rabbit, if you really want i suggest to put a compass on side of the map or something with correct North there... Not that it really matters, but at least it will be clear that it is not an error, rather a choice  ;)

And overally, i would say that the map rotations are a mistake of FH2 developers on many maps rather then the other way... But ofcourse, we all got our opinions =)

18
Modding / Re: Yet Another D-Day
« on: 09-10-2012, 14:10:15 »
Rabbit, if you dont release this map i will be sad ;P This map will definetly gain my vote for next map pack =)

I said that it is common mistake mappers do...
Calling someone's intentional decisions mistakes is rather an subjective opinion...

19
http://fhpubforum.warumdarum.de/index.php?topic=18066.0

Check out this thread =) A lot of maps are uploaded thanks to RADIOMERSH =)

20
Yes for me too.... Very sorry for this :( But i take this as a lesson for future! Next time a detailed closed testing needs to be done, so we dont run into this kind of problems again!

21
So, as mentioned, Voting is completed!  ;D

Download Community Map-pack #1 here
Install instructions: Remove existing versions of the maps (to be 100% sure everything goes right), then put all maps into your fh2/levels folder, nothing special =)

Final results are following (Bolded names are the ones that made it to the map pack):

7 Points = Warsaw Uprising
6 Points = Battle For Stonne
5 Points = Bloody Beach, St Mere Eglise
4 Points = St. Fromond

3 Points = Sedan Breakthrough
2 Points = Monte Cassino, Carentan
1 Point = Berchtesgaden
1 Point = Saaremaa
1 Point = Kasserine Pass
1 Point = Valkenswaard
1 Point = Blood D-Day
1 Point = Operation Dynamo
1 Point = Arnhem
1 Point = Operation Nordwind FH1

We were considering 7 maps, but the size was just too big :/ But, there will be more map packs i think, so dont worry! =)

Eitherway, VBIOS #2 is up and running, everybody welcome =)
Server information: If you have disconnection issues you might need to disable your Hamachi network, on XP you do like this: Start->Settings->Network Connections->Right click on Hamachi->Disable
If you still have problems, then make sure you delete old versions of maps that are in map pack before installing it.
-----------------------------------------

If you have any suggestion how to improve voting in future then please write here.

22
Modding / Re: Community Map Pack #1
« on: 08-10-2012, 15:10:58 »
I will play today in two hours or so =)

RADIOSMERSH, awesome download speed.... 1,20 mb/sec  :o

fun to see my map is #2  :)

Yeah, i say the same :D A bit positivly shocked to find my map most voted on acually =)

23
Modding / Re: Community Map Pack #1
« on: 07-10-2012, 18:10:56 »
...

Yupp, sorry, fixed link now! ;)

Sedan seems to be number 1 map for next map pack looking at the results!  ;)

Maybe the poll would be more "smooth" indeed =) This gave me an idea, maybe like this: First, votes on which maps should be included in the poll, then make a poll based on those votes to choose final 5 =)

Thanks for appriciation =)

24
Modding / Re: Community Map Pack #1
« on: 07-10-2012, 18:10:26 »
Voting Ended!  ;D

Annoucement: Now we will have to test all maps, clean any encountered errors, it might take a day or so =) When its ready, i will post a link, current estimated size is 215 mb, might change during testes through =)

Final results are following:

7 Points = Warsaw Uprising
6 Points = Battle For Stonne
5 Points = Bloody Beach, St Mere Eglise
4 Points = St. Fromond

3 Points = Sedan Breakthrough
2 Points = Monte Cassino, Carentan
1 Point = Berchtesgaden
1 Point = Saaremaa
1 Point = Kasserine Pass
1 Point = Valkenswaard
1 Point = Blood D-Day
1 Point = Operation Dynamo
1 Point = Arnhem
1 Point = Operation Nordwind FH1

We were considering 7 maps, but the size was just too big :/ But, there will be more map packs i think, so dont worry! =)
-----------------------------------------

I wonder if anyone got any suggestion on how the voting went? What was good, what was bad, maybe something could be improved? =)

25
Modding / Re: Warsaw Uprising 1944
« on: 07-10-2012, 17:10:41 »
Download Warsaw Uprising 1944 version 0.97 Here
=================================
Changelog
Fixed - Optimized, around 8mb less zipped size
Fixed - Added game mode description explaining in short how the flags work

Notes: Just a quick small update, hardly an update acually =) Optimized size for map pack ;)

26
Modding / Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« on: 07-10-2012, 15:10:42 »
Hmm... Indeed about more "grey" =)

TODO list:
- Make terrain more "Grey"
- Make water more darker little less transparent

27
Modding / Re: Yet Another D-Day
« on: 07-10-2012, 15:10:33 »
that's why dice did it this way but to be honest I've never had weird feeling of running downwards, and I don't think others did, especially those with minimap following player. Btw, aren't you with  Rabbit032 on this because you made your omaha upside down as well?  ;) Anyway, it's not a game braker, but very common mistake with beach landing maps, that's all.

FH1 team did the same, both on Omaha and on Gold Beach, even Stalingrad! Becouse of the reason i stated above. It just feels right  8)

Have in mind that if you stand anywhere, then turn around, you are still looking forward...

Eitherway, thats why dice is well known company, while you are just a forum whiner =)

28
Modding / Re: Yet Another D-Day
« on: 07-10-2012, 06:10:22 »
Immersion is biased, depends on knowlage. If i look on France, then US must have came from west side :D I might be an idiot, but, honestly, you guys are talking about things that Rabbit did right.

What i mean is, any offense is by intuition right if happening upwards, if it would go southwards it would feel weird! Upwards = Achivment, advance, Downwards = Denail, defence, un-agressive

All in all, to keep it simple for those that didint get the middle, which soldier running towards enemy through the beach did think... "Holy fuck, i am running south!"?

29
Modding / Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« on: 07-10-2012, 06:10:56 »
I tried to make colours more neutral, aswell i would like to show some features that are currently:


Improvised half-destroyed safe passage.


Water more dark? :/


Beach colour ok?


Cliffs are looking good?


This is alternative passage, that doesint require bangalors. You need to crawl however, and it leaves you valurnable to enemy fire.


Two sandbag defensive positions infront of bunkers for Germans, the above position is just by this one, including shotgun and mortal. Mortal has only one life, idea is that Germans if fast enough might possibly have ablitity to shot at boats, which would be very intensive experience for Allies.

Well, those are ideas, feel free to say your point on them as its a port! =)

30
Modding / Re: Custom Maps list
« on: 07-10-2012, 06:10:14 »
Update!

Added:
- Argentan 1944
The last objective to close the falaise pocket. The allieds had to push the Germans out of the city Argentan and liberate it.
- Moerbrugge
The allieds have to capture a bridgehead in a small village named Moerbrugge in Belgium.
- Operation Blackcock
An operation to clear the ruhr triangle towards Germany.
- Operation Nordwind FH1
"Just a Fh1 remake of operation nordwind" I (Destro) would like to add, one of more epic maps of FH1 glories history!
- Bombing The Reich
Remake of the FH1 classic bombing the reich but on this version both sides get an objective to destroy.

Info: Thanks to Muratti for sharing his maps aswell as providing download links together with detailed information! =)

Is it possible for someone to change the Kasserine Pass vehicles to American ones,
since 2.45 has them?

Did it manually, as the vehicles does'nt appear in BF2Editor. Here
You are doing great work for the community RADIOSMERSH! I really appriciate your efforts =)

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