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Messages - blander

Pages: 1 ... 12 13 [14] 15 16
196
Modding / Re: Berlin
« on: 08-03-2018, 18:03:00 »
Alright will change the Flak color then.

The green area is the second sector of the map which is completely raw, it has no detail at the moment.

To be honest I didn´t learn how to generate the minimap yet. Is it easy to do?

I still have to figure out how to re-texture town signs and how to make the static Tiger and Pantherturm. Right now I just want to finish at least the first 2 sectors of the map, I want to test it with players and check out the general balance.

About the map´s greyish look, the skybox and lightning are just test, I will look into that much later, don´t really care for the moment.

Thanks for the feedback!

197
Modding / Re: Berlin
« on: 08-03-2018, 04:03:51 »





















198
Modding / Re: Berlin
« on: 07-03-2018, 12:03:06 »
Just another minor detail that comes to my mind and that I guess I can easily implement. I will just need 2 languages here and they don´t need to match the mod´s voices.

199
Modding / Re: Berlin
« on: 07-03-2018, 01:03:53 »
What if I also modified the sound files of the tank ammo selection and reload to include voices like "load HE" and "loaded"? I wonder if the FH2 devs ever considered that and dumped it for practical reasons.

200
Great looking map!

201
Modding / Re: Berlin
« on: 05-03-2018, 16:03:19 »
I will take the idea of that picture. I saw those debris barricades on other pics and I replicated them already. I will soon post some pics, though the art is rough still, but that doesn´t matter much at this point of the map. Now I´m focusing on finishing the last touches of the balancing of the first sector.

202
Sad but true

203
Modding / Re: Berlin
« on: 05-03-2018, 06:03:36 »
The only tank (in the map) that cannot be touched from the front by an 88 is the IS-2, besides the map design allows for German infantry to reach the tank before it gets in range of the first 88. In addition, the IS-2 driver might decide not to go through the main street where the 88 is. That´s were the strategy and human factor kicks in.

There were of course different kinds of German tanks in Berlin. I do not want to place more than 2 though to generate the feel of being low in tank numbers compared to the russians. Which could those 2 tanks be... I don´t know yet. Maybe I could just go for the ones that are more rarely used in the whole FH2 map pool. The Stuka zu fuß is a possibility too, though I initially thought of giving the germans no artillery at all, to simulate the same feel as with the tanks.

The idea about the static Tiger I was to simulate the lack of fuel, the tank to be used could be a different one.

It is important to make a decision about what tanks will the germans have. Now I started to make the 2nd sector where german armor gets into battle. The design of the map should make it easier for the german infantry to defend if they only had lets say a Jagdpanzer IV and a StuG III as tank force. But if instead of that a Tiger II and a Panther were the tanks available then I should change some things in the map.

Thanks for all the help and feedback, looking forward to making an enjoyable map!

204
Modding / Re: Berlin
« on: 03-03-2018, 06:03:59 »
Oh man that looks nice but I already have to figure out lots of stuff, I did not expect to replicate a real place, I would have to start the map from 0 using a 1:1 scale to include the Reichstag.

205
Modding / Re: Berlin
« on: 03-03-2018, 02:03:19 »
Thank you, I will look into it!

206
Modding / Re: Berlin
« on: 02-03-2018, 05:03:25 »
I have a question: what do I have to do to replace an existing texture with one I made myself? For example, some buildings I used have french ads, I want to replace the original texture files and put german ads instead. Where should I place the files? How do I route the static to the new texture file?

Maybe I have to make a new static and add it to the map folder, all the same but just with a different texture?

207
Modding / Re: Berlin
« on: 26-02-2018, 01:02:42 »
There will be no planes here. The viewdistance is on the limit where you can see from one end to the other of the longest street. I know it increases lag, but otherwise tank combat would be too limited. As a general rule I used closed buildings as default. Then I replaced them with open ones only where I need them, to provide cover for the advancing/defending troops. I placed a zig-zag pattern of closed and open buildings on both sides of the street around the hot areas.

208
Modding / Re: Berlin
« on: 25-02-2018, 23:02:52 »
I read the recommendations about mapmaking. The thing is, some times I just mix up the steps, not to get too bored or saturated of one task. Some times I place roads, other times I place buildings, fix exploits, add art, place buildings, modify textures and height, etc.

I don´t want to reproduce a real location. Instead, some parts of the map (like the first screenshot) will have similarities with real photos, all over the map. So it will look like Berlin to some degree.

The general infantry/tank balance idea would be that the only way the russians could effectively advance through the streets is with tank support on the front, which I want it to be a constant factor. What will change, from sector to sector, is what the germans have to deal with the soviet tanks. In some parts only faust/explosives/schreck, other sectors AT guns and tanks. View distance is set to high for long range combat.

I thought about the idea of obsolete weapons. Maybe the main kits (K98, StG44) could be limited, so a few people would be forced to use volksturm weapons.

It´s too late to make an outskirt sector. Kickoff for the russians is the first screenshot. It has 3 streets, connected in some points. The germans have a fixed 88 and a movable Pak40. Quite little to deal with 4 heavy tanks, but that´s the whole idea.

I have the whole map layout on paper, the next sector would be an open square, used as an AA site for the germans (based on real photo).

The 3rd sector should have a main very wide street and a Pantherturm at the end of it (based on real photo). I´m also thinking about modding a static Tiger I simulating it has no fuel, only turret usable. This sector should feature a long range tank/arty engagement.

The last sector should have very narrow streets, a total meat grinder.

It is an ambitious Project indeed. The initial idea of 4 sectors might be too much as you say, I´ll see how it goes as I create it, I hope I can include all 4. I do check every possible abuse regularly.

Thanks for your comments and keep it coming, everything helps!

209
Modding / Berlin
« on: 25-02-2018, 06:02:01 »
Hello!

I started to learn how to map about 2 weeks ago, now I kicked off with a Berlin map. It´s in its very early stages.

It will have push mode, with 4 sectors to attack/defend, probably 2 flags each. I intend to create a Pantherturm with the existing Panther turret model and replace the french building sign textures with german ones.

I´m thinking about this vehicle loadout:

1 IS-2
2 T34-85
1 SU-152
1 Katyusha (after capping first sector)

1 King Tiger (after losing first sector)
1 Panther (after losing first sector)

Any suggestions are more than welcome, beta-testers also!








210
Modding / Re: Making a Map.
« on: 23-02-2018, 00:02:39 »
I´ve been working on the map. Today I opened it with the editor and for some reason many buildings I placed do not show up. To view them I have to move around with the camera, some appear and other disappear as I change angles and distances. What is going on?

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