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Messages - Matthew_Baker

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Hop on our discord https://discord.gg/hU878P4

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Off-Topic / Re: Picture of the Day
« on: 20-02-2019, 19:02:58 »
Very cool, thanks :)

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Off-Topic / Re: Picture of the Day
« on: 20-02-2019, 13:02:26 »
New Zealand soldiers from 3rd NZ Division, sometime during Solomon Islands campaign. Note their makeshift camouflaged uniforms (khaki drill sprayed with pattern more suitable for jungle warfare).

Very cool, didn’t know they made their own like that. I’m guessing this is probably a recon or scout attachment? Or was it actually widespread?

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Off-Topic / Re: Picture of the Day
« on: 19-02-2019, 15:02:20 »


A German halftrack in British service with what seems to be an American 50cal surrounded by American vehicles :)

Markings are Guards Armored Division

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Modding / Re: Berlin
« on: 19-02-2019, 04:02:07 »
So I wanted to comb through each area of the map to see where I think improvements could be made to various things. Imo, that's a good thing to start doing; start polishing up static placement, performance, textures, effects etc... as well as making other gameplay tweaks from the feedback you're getting. This is mainly aesthetic stuff, and you can take or leave these suggestions, but I think they'll help.

I started with the Russian Main Base

Spoiler
Statics:
In the main base, you really don't need many areas for the player to go. Just letting them access the street is fine, since this is a place for assets & players to spawn and move out.


A roadblock or some sort of wall blocking the rear areas does a few things:
A) denotes to the player that they can't go back there
B) blocks the line of sight in most places from infantry. meaning you can get rid of the trucks etc...


It also allows the area behind it to be less noticable so you can repeat statics and remove the Italian ones, reducing the unique static number. Also, replacing those walls with other closed buildings won't be as noticeable with a wall blocking the view.

There's also an open building in the OOB back there that I forgot to screenshot. This can be replaced with a ruined facade, or better yet, another closed building without an interior.

The Pegasus Cafe should be replaced with something more generic as well. Ruins or just copy the other buildings. This would not be too redundant imo, especially in the main base near the OOB area.



Right now there are areas where the players can wander into destroyed buildings. These areas could be blocked off in the above way, with a couple of ruins and modified terrain to show rubble piled in the doors and windows (similar to how Brest does it). This keeps it simple, uses less statics, and reduces the areas that a player can go where you have to then block their line of sight to out of bounds areas.

Spawns
Keep it simple, there's no need for players to spawn in covered areas in the rubble.


Keep vehicles on the right, players on the left. No need for protection or clever spawns in an area where the players aren't in danger of anything. This also allows you to block off those rubble areas.

Also turning the tanks 45 degrees is just a minor way to make it easier for players to get in and drive off quickly.

Textures
Some minor comments on textures here;


I feel as if the 'rubble' areas would be better with the 'rubble' texture. Seeing bricks laying on top of parts of a building that were pounded into a fine sand seems strange.

I'll try and go through the other parts of the map as I can. But I think this type of stuff will greatly help performance and overall quality if it'sdone slowly in each area of the map :)

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Modding / Re: Berlin
« on: 17-02-2019, 05:02:13 »
Also, some other notes to piggy back on Slayer's comments. He's right that the first sector should be easy to take (want to keep that progression going). It's good that Germans get no tanks in this sector. But to make it a bit easier on the Russians I can suggest 2 things.

This first flag (I forget the names, sorry)


A second path to attack from the other side would be wonderful. This way the Russian's can come from 2 sides instead of being bottle necked down one road.

Yard, if you make the flag zone a bit larger to encompass these buildings, it will give the Russians a better chance. I noticed that I couldn't cap until way into the flag zone well within grenade range of the Germans where our tanks couldn't help us too much.


Also, what Slayer was saying about performance intense statics.
For example: the chateau next to Fueldump and the church next to Square: it is nice to have them open, but performance is not good on this map.

These two;



These statics are large, with interiors that then need to be decorated and lightmapped. That makes them very performance intensive. These are best served as 'set pieces' in a flag zone where players can cap the flag from and will fight over constantly.

Right now they're just used as cover for Germans defending outside the flag zone. I'd replace them with the typical destroyed ruins that will serve the same purpose and won't ruin the atmosphere or look repetitive imo.

Also, as I said before, I think it would be great to limit frag grenades to 1 per kit on this map.

Just some more thoughts. :)

7
Modding / Re: Berlin
« on: 17-02-2019, 00:02:21 »
Feedback from the test session 16/2/19:
That map was way more fun than I thought! :) gj on the layout. The map reminds me a lot of Ramelle, which imo is a pretty good city map. It certainly seemed to flow a bit better than Ramelle, but we didn't have a full 100 players afaik. I think this map will play a lot more like Ramelle with 100 players, so it could get stalemated very easily, or flow nicely and be more fun.

For what it's worth, Ramelle is (imo) the 2nd best urban map in the mod right now. So that's saying something. (Fall of Tobruk is my favorite)

Gameplay Observations
-In general the map seemed to progress nicely, but there just never seemed like enough time for the Russians to cap the whole map. I think removing the last sector could fix this. Adding tickets or adding assets could make it drag on or be spammy.

-There wasn't as much spam from the heavy tanks as I thought there would be. It seemed to be at a good level imo. Maybe some grenade limiting to 1 per kit couldn't hurt tho. That's usually the standard.

-The streets are more open than something like Brest which is really nice and allows the tanks to move more freely.

-I still got lots of FPS drops in areas. It's way better than before, but will need some more optimization

-Fighting in the BGF static in the 'Store' flag gave me 'Grain Elevator' feels :) that was nice.

Suggestions
-I think that maybe the last 2 flags could just be an uncapable main base, and the Altona and Square sector could be the last sector. This would shorten the map and give the Russians a chance to actually win. Altona would maybe need to be moved in this scenario.

-I think Boulevard should be uncap after it falls. It's already tough on the Russians. Don't want to have a person sneak back there, pop out a squad, and then the Russians lose a bunch of momentum having to go back and get it. It's a tough flag to take and the map should be straight 'sector push' imo.

Overall this map was way better than I expected. I'll be honest and say it was my favorite map of the night, so great job. It's clear that you put a lot of work into it and I'm really happy you've decided to test the gameplay as thoroughly as you have.

Towards the Future
Honestly, I would like to see this map become official one day (even if that day is months or years in the future). That would take a lot of work and dedication (as much as you've already put into it) but I think it could be done.

I'd like to comb through the map sometime and list out the things needed for it to be polished. From there, it could give us a better idea of if it's feasible to make it a 'real' Berlin map. I believe that with a few custom statics and other stuff, it could become convincing. Not to make it sound like it would be easy, but the map plays well and has lots of potential imo.

Let me know what your plans are for the future with it :D

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General Discussion / Re: Feedback Thread: Motovskiy Bay
« on: 17-02-2019, 00:02:19 »
Feedback from the test session 16/2/19:
I played 2 rounds and had a pretty good time on both of them :) I played 1 as Russian and 1 as German. I'd say that I had a lot more fun as Russian but the German round was broken up by a disconnect from a bug and also no one was allowed to use the pickup mortars :-\ so it kinda killed the flow of the round. Sadly, both times I played the server crashed before the map was fully completed.

However, I do think that the test showed that a map like this could have a place in the rotation. It makes you play differently and is very unique. I know there were a lot of people in the chat talking about how much they loved it the first round (less so on the 2nd round :P ) It wouldn't be my favorite FH2 map ever, but it's unique and I think it would be a nice change of pace when it came up in the rotation.

Gameplay Observations
-In general the gameplay was very chaotic. The flags were changing hands a lot and whenever you were assaulting one position, enemies would seem to pop up behind you in places that you didn't expect. I did get spawn killed a few times but that's bound to happen on a map like this. However, it was sometimes frustrating when you spawned right in front of an enemy's assault on the flag you were spawning at :P I don't honestly think that much can be done about that tho. More covered areas for spawns would make them recognizable for campers and landmarks for people who are assaulting flags looking for cover. Just as long as there's a lot of spawns for each team on each flag. This way the randomizer won't spawn you in one place all the time.

-The 2nd round was a hard stalemate, but I think that had more to do with the pickup kits crashing the server. When we had mortars and deployable MGs in the first round, the flags changed hands and it was a lot more fun. The pickup kits certainly make this map more dynamic. Idk what the issue was, maybe it had something to do with CMP's server itself. It doesn't crash me on local and didn't when we beta tested it before iirc.

-I'll also say that the heightmap was surprisingly varied enough where I could find cover more often than I thought.

-In general it didn't seem like Landebucht got fought over very much, and Herzogstein only changed hands a few times. The fighting was very much concentrated in the Western area of the map.

-The 2nd round confirmed that I would get frustrated on this map having to face people with markedly better ping and skills like Achtungsnow :P

-I love the availability of the G33/40 & SVT-40 :)

Suggestions:
-I will say that I think the areas between the North German Main and Herzogstein could use some more cover. In the form of walls and rocks. We got locked into our main pretty easily there and our only recourse was to go the 'long way' to attack the two western flags from behind. The area between West German Main and Obersteiner was nice.

-Maybe make the flag cap times longer. Time to drop the flag to neutral can stay short, but time to get the flag the other way could be maybe a few seconds longer. Like I said the flags changed hands quite quickly and sometimes lead to that situation where you took a flag, then moved on and in  a minute or two you'd lost it and were getting shot from behind.

Otherwise, it wasn't a bad map. And I think it has a place in this mod. It's a unique scenario where, once the atmosphere and aesthetics are done, I'll enjoy the history of it a lot more and be able to enjoy the change of pace in gameplay.

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Off-Topic / Re: Picture of the Day
« on: 16-02-2019, 16:02:41 »


Panzerjager I in Rostov on November 22, 1941.

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Off-Topic / Re: Picture of the Day
« on: 14-02-2019, 14:02:27 »
“Bison’s” in France?

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Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 05:02:45 »
Not necessarily. We have a good amount of stuff that also fits the Summer of 43 setting. Reskins can do the trick

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General Discussion / Re: Post your FH2 Screenshots
« on: 14-02-2019, 01:02:16 »
Hot damn that's big :o

A tip, in the image code put width=700 to keep it on the page. So [img width=700] before the url

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Developer Blogs / Re: The road to Prokhorovka New Update
« on: 14-02-2019, 01:02:50 »
Prok is still out there, in the beta files... lurking... waiting for it's next victim to try and finish it before it spits him out of the FH2 community forever

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Announcements / Re: Motovskiy - public map test
« on: 13-02-2019, 20:02:35 »
Make sure to load up everything before Saturday. Can even jump on the maps in local to make sure they don’t crash you out before joining the actual test. :)

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Off-Topic / Re: Picture of the Day
« on: 11-02-2019, 05:02:13 »
American Soldiers march behind an M10 in France 1944


I don’t often see the Bazooka with the deflector shield in use in the field. Seems that soldiers ditched them outside of training.

Also he’s armed with an M1 which seems like a lot to carry.

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