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Topics - Nerdsturm

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Suggestions / Unnecessarily Movable AT Guns
« on: 17-06-2018, 21:06:15 »
A few maps, such as Lenino, have a lot of AT guns in the movable configuration even though their placement makes moving them rather pointless (they start in a reasonable position and would need to be moved a long way to get anywhere new). The annoyance is that these movable AT guns are a pain to use - they can't turn and they slide around after every shot, requiring you to constantly switch to the movable position to correct the direction the gun is facing.

I think these movable guns should generally be replaced with the static version except when mobility is absolutely necessary.

2
Modding / [Map] Faid Pass
« on: 23-08-2013, 18:08:36 »
This is an update to my previous map Sidi Bou Zid, which was in need of an update since there is now an official map of that battle.

This is currently a WIP version, although it should be playable. Mostly all it needs is new lightmaps, but I decided to release an initial version first to find mistakes before I regenerate those, and I also wanted to see if anyone experiences crashes or lag on the map, which I haven't had any recent problems with but I have a relatively powerful computer. If at least a couple people could try loading it and see how it runs it would be helpful.


Download Link
Alternative Link
Updated 17 Sept 2013

I decided to go for a layout similar to FH0.7's Desert Rose, which I always really liked. Namely, it has two mostly independent areas of the map, where the city is more important to capture in terms of bleed, but the airfield flags grant useful equipment.

Minimap.

 The French Battery flag is capturable by whichever team holds the airfield, even though the red 'X'  always is displayed. The airfield is the only flag at which aircraft spawn, but each main base has an airstrip for rearming aircraft.

Other images.








3
Modding / [Map] Sidi Bou Zid
« on: 25-01-2012, 02:01:41 »
I used to map a lot for some RTS's so I figured I'd give FH2 a shot. It was  originally going to be based off of this battle(http://en.wikipedia.org/wiki/Battle_of_Sidi_Bou_Zid), but due to some problems with the terrain I had to redesign it a bit part way through, and as a result it's not at all historically accurate.

Constructive criticism is welcome as this is my first map for a FPS.

Download Link:(updated 18 Feb 2011)
http://www.gamefront.com/files/21347123/Sidi_Bou_Zid_v1.01.zip

Minimap:


Other Screens





4
Off-Topic / Computer Recommendations
« on: 26-03-2011, 20:03:05 »
My dad is getting a new computer and asked me how much RAM he needed, and seeing as I really don't know that much about RAM I was wondering if someone on here had a suggestion for how much was a good amount for the system.

He was looking at either 8GB or 16GB @ 1333Mhz, or 4GB @ 1866Mhz.

The other important system specs will be something like:
OS: Windows 7
Processor: Core-i7 2600K @ 4.1 GHz
GPU: Radeon HD6870 1 GB (he may get two of these, I don't think he's decided)
HD: 1TB at 7200rpm

Any other suggestions on the system would be welcome too.

5
Bug Reporting / [Maps]-Mersa Matruh flag bug
« on: 04-07-2009, 15:07:54 »
The other day West Matruh flag on Mersa Matruh wouldn't switch over to the German team when it should have. The flag dropped, turned to German, and was raised to full height, but on the map and in the spawnscreen it stayed British. I was sitting and watching the whole thing from the 6-lber in the flag radius, as I was waiting for a Pz. III to turn the corner. Once the germans got kicked out again, which wasn't long since the British could still spawn on the flag, the flag got greyed and corrected itself.

Normally I wouldn't bother reporting this as it seems like it may just be a one time thing but I seem to remember it happening before.

6
Suggestions / Repair Delay for Static Weapons
« on: 31-05-2009, 16:05:13 »
Would it be possible to add a short period, maybe 1-2 minutes, after a static AA or AT gun is destroyed in which it cannot be repaired? This is mostly just because some weapons are so close to spawnpoints that the player can just respawn and repair them within a minute of the gun being destroyed, a problem on maps like Crete where the Stuka is the only real weapon against them and it takes longer to land and rearm then it does to get the gun active again.

As an indication to players guns that can't be repaired could just be marked by smoking or something.

7
Suggestions / Unarmored Vehicles
« on: 25-05-2009, 00:05:01 »
Currently I feel that soft-skinned vehicles like the Opel Blitz are too resistant to small-arms fire, in particular from SMGs. It takes about 50 rounds point blank to the cabin or engine compartment from either the MP40 or Thompson to kill a Opel Blitz-a volume that's practically impossible to get off even with the barrel-fed Thompson given the trucks' speed.

I can't really claim this isn't realistic since I have no idea how much punishment the engines on those trucks could take, but I've worked with miniature aircraft engines and while they're not fragile, I can't imagine them standing up to getting shot 40+ times, and the engine is probably to toughest component of the truck. Plus, softening up trucks would promote people to use halftracks, which are currently pretty underutilized, and stop people from trying to blitz through enemy lines in supply trucks.

8
Suggestions / Cupola style view for AT guns
« on: 18-04-2009, 00:04:13 »
Is there any way to add the ability to look around to AT gunners similar to the way tank commanders can look around in all directions via their cupola or pilots in their cockpit? I constantly find myself hearing something behind me while I'm in a AT gun but cannot look behind me without exiting and reloading the gun or turning the whole thing around. It  seems like an open AT gun should at least have better visibility than a tank.


Sorry if this has been addressed before, I tried searching the olds forums but didn't really know what to search for and kept getting tons of unrelated stuff.

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