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Off-Topic / Re: Picture of the Day
« Last post by Leopardi on 19-02-2019, 12:02:21 »

Google search says Finnish troops with a 20mm flak turned into a tripod cannon?
Off-Topic / Re: Picture of the Day
« Last post by Kasztelan on 19-02-2019, 11:02:53 »
Quite famous photos of heavily armed Fallschirmjagers in Ardennes. Even one guy with Sten (or maybe Gerat Potsdam?).

Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Kasztelan on 19-02-2019, 11:02:36 »

LRRP operator with Sten Mk IIs in Vietnam
Off-Topic / Re: Picture of the Day
« Last post by nysä on 19-02-2019, 08:02:38 »

Modding / Re: Berlin
« Last post by blander on 19-02-2019, 07:02:28 »
That´s a lot of good stuff.

So far I have done the following:

- Reduced the amount of tanks and increased spawn times
- Removed the spawnable Geballte Ladung to even up the fact that tanks will appear less frequently
- Replaced statics used only once or twice
- Reduced viewdistance a bit
- Replaced poly heavy buildings with lighter variations and ruins

Still pending (in the next few days):

- Fixing the russian main
- Working on ground textures
- A grimmer skybox and according light settings
- A few building layout modification to improve gameplay
- Limiting grenades

I´d like to finish these things in order to have another play-test some time before the next CMP campaign starts. Could be in a month or so.
Modding / Re: Berlin
« Last post by Matthew_Baker 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

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.

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.

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 :)
General Discussion / Re: Feedback Thread: Motovskiy Bay
« Last post by Ts4EVER on 18-02-2019, 21:02:44 »
Thanks for the feedback. The Soviet unit had actually more SVT40s than Mosin Nagants. Not as many smgs though, so those wont be unlimited as they usually are.
General Discussion / Re: Feedback Thread: Motovskiy Bay
« Last post by LuckyOne on 18-02-2019, 20:02:38 »
I played 2 rounds, mostly on the Soviet side.

I quite liked the map. It proves that interesting maps are possible in the Battlefield 2 engine that use mostly the terrain to drive the gameplay.

I also agree some spawn points could use more cover, mostly on the middle and northern flags.

I liked how the map allows for a wide range of flanking maneuvers. The eastern part of the map didn't seem to be used much but occasionally the focus shifted there.

I'm not sure how it will play with full pickup kits but it kinda seems the Soviets have too many semi-autos.
Nvm just read up on the battle and the availability seems accurately represented.

Off-Topic / Re: Picture of the Day
« Last post by Seth_Soldier on 18-02-2019, 20:02:36 »
Off-Topic / Re: Picture of the Day
« Last post by Kasztelan on 18-02-2019, 13:02:57 »
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