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Messages - blander

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181
Modding / Re: Berlin
« on: 15-03-2018, 00:03:25 »
The outskirts - suburb - quarter - town center is a nice setup for the map but since I started out with lots of tall appartments it´s already too late to go for that, unfortunately I didn´t think of that when I started the map.

I can leave the SL spawn but I am definately limiting the wrenches, maybe even just to a few pickups. Think of Ramelle. A guy sitting on the Tiger spamming F2 F3 F4 to dodge bullets like in Matrix while repairing a tank on the move in the middle of a fight in a clogged up street? I don´t want that for my map. It´s not about my likings, it´s about avoiding exploits.

About the T34 76, I saw a picture with one in Berlin. It´s just an idea, nothing final.

182
Modding / Re: Berlin
« on: 13-03-2018, 00:03:26 »
It is indeed a good idea, but it is the opposite to what I planned. I expected to have a tank-to-tank battle around the last 2 sectors. I expected it to work the opposite way, the more the map progresses, the more vehicles become available.

This is what I have in mind so far for soviet tank/arty loadout:

* 1  IS-2
* 2  T-34/85
* 1  SU-152
* 1 Katyusha (after capping 1st sector)
* 1 T-34/76 (after capping 2nd sector)
* Maybe more arty for balance

German loadout:

* 1 Panther G (after losing 1st sector)
* 1 Tiger II (after losing 2nd sector)
* 1 Nebelwerfer at 2nd sector
* Multiple PaK40 and 88mm Flak
* Static Tiger I and Pantherthurm
* Maybe a Stuka zu Fuß if necessary for balance

There will be no wrench kit. Once static guns are destroyed there is no coming back to life. Tanks and other vehicles will have a long respawn time. The idea is to have players play smart and not waste the equipment. That´s an important flaw I find in some maps. I will also remove SL spawns. Distances are not long so there will not be too much boring running times, it´s all about playing smart and as a team, that is what I want to encourage.

183
Modding / Re: Berlin
« on: 12-03-2018, 22:03:54 »
Thank you! I will look into that. Gracias Rayder!

I have 2 sectors left to make, I thought that one could have a wide street or boulevard (Unter Den Linden stylish???) to have a less claustrophobic battlefield. It could include more open spaces like a square as you said, Slayer.

I wanted to save the huge building flag for last, but it could be done in the third sector. If that is the case, I have no idea of what to do (different) in the fourth sector. I have to take into consideration that all sectors have to be at least relatively tank-friendly. If I make a flag where tanks play no role then the logic says tank drivers would ditch them as soon as they get to the infantry-only area. The flag has to be made in a way that tanks can participate, even if they can´t get into the flagzone themselves. I did this in the first sector but it would be harder to do in a huge building. Maybe it could be layed out in a way that russian tanks still play a role cutting off german respawning players attempting to get into the flag building.

I would love to replicate a real place but it wouldn´t look good since I lack the specific statics.

All ideas are welcome to improve the map!

184
Modding / Re: Berlin
« on: 12-03-2018, 22:03:26 »
Double post

185
Modding / Re: Berlin
« on: 12-03-2018, 16:03:59 »
Where can I get more info about the CMP campaign? I need to speak to someone in charge of getting the maps set for the server and for distribution among the players. I suppose it´s done via Community Updater, right? How can I get to talk with those guys?

186
Modding / Re: Berlin
« on: 12-03-2018, 07:03:10 »
I´m working on those details now... at least until I figure out what to do for the third sector. I thought about a river crossing but the bridge could end up being a new Ramelle, which I don´t want. Maybe it could be just for the looks, with no real fighting on it.

I guess it will take me 4-5 months to finish it 100%.

I can upload it whenever testers are available. Sector 1 and 2 are playable right now.

187
All very nice! The map, the statics, the new vehicles, the new faction... just excelent!

188
Modding / Re: Berlin
« on: 11-03-2018, 09:03:17 »
I made the second sector a bit bigger for more flanking. Here are some raw pics.

First flag:



Approaches:





Second flag (will probably become a hospital):






189
Modding / Re: Berlin
« on: 11-03-2018, 00:03:55 »
I thought about having the main rifle kit without any grenades to simbolize the supplies and ammo shortage. It could also be limited to 1 grenade per kit as you say, I guess it needs testing with actual players to see what´s best.

190
I bet you can download FH1 from the FH main page. I think you would have to retexture the plane to make it work in FH2, I don´t know that for certain though. You would also have to code it. I´d take an already existing plane in FH2 as base code and modify it accordingly.

191
Hi! I did some basic model and texture modifications back in FH1. I tried to download 3dsmax to try do some stuff for FH2 but I can´t even find a download link. If you are able to figure it out you can probably use FH1 models http://forgottenhope.warumdarum.de/vehicles.php?country=6&type=2

192
Modding / Re: Berlin
« on: 10-03-2018, 02:03:46 »
So much design reading got me dizzy. Will this be a meat grinder? Well, to a degree, yes. If the situation turns out to be unbareable I planned to just keep all building placements but move/remove flags and spawnpoints. That´s the main way I have here to balance the map after testing with players.

Since this could become a grenade fest I will probably limit grenade kits, at least on the german side. I tried to place open buildings in a way the defenders should have to occupy them all and the attackers would have to clear every house as they advance.

Maybe the map is already needing some testing, I wouldn´t like to add more art and details if say another street needs to be added to decompress the meat grinder.

193
Modding / Re: Berlin
« on: 09-03-2018, 21:03:39 »
Buildings on the top left are not showing but you get the idea. Note you have to scroll right to see the whole pic.

First part has 3 long streets to go through, connected together in some points.

Second part has short streets, it´s gonna be more difficult for the tanks to survive there. There is also an anti-tank ditch and tank blockers. As a tanker I would sit on the open green part and soften up the first line of german defense. As russians conquer the first sector german tanks should spawn at the other end of the map. They should reach the second sector if the infantry manages to hold it long enough.


194
Modding / Re: Berlin
« on: 09-03-2018, 17:03:57 »
I thought that minimap would appear in-game but it doesn´t, its only in the editor. I guess I can take a screenshot from the editor so you can have a look.

I just extracted all the CMP files and was glad to see that they have a lot of great statics, now I have a wider set of buildings to place, the map is looking much nicer now since it was getting too reppetitive. I think no other map so far has so many clumped up buildings like this one.

I guess I will figure out how to make the textures and the new vehicles I need since I just need to modify existing stuff and I´ve done this in FH1. Nevertheless it would be great if somebody wanted to help me with that so I can finish the mapping faster.

The textures I need are:

- Replacing all existing french signs with german ones (ads and such things on buildings).
- Modifying other signs to make them unique for this map and sticking them to specific buildings around the map (Hotel, Restaurant, etc)
- Just a few building skins could have different touches to make them unique.
- Minor details to german and soviet vehicles.

195
Modding / Re: Berlin
« on: 09-03-2018, 00:03:32 »
Quote
With your map open in the level editor go to the Editor>General Bar on the right, click on the generate button, to get a very basic minimap.

I don´t find the generate button. I haven´t investigated at all about the minimap generation. Unless it´s something easy I don´t want ot waste too much time on it since not even half of the map´s main layout is done. I expect to finish that this week.

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