Author Topic: Map. (teaser)  (Read 6382 times)

Online Matthew_Baker

  • FH-Betatester
  • ***
  • Posts: 1.315
    • View Profile
Re: Map. (teaser)
« Reply #15 on: 29-07-2014, 15:07:32 »
Ohhh very unique for a map idea 8)

can we see something of a minimap or 'game plan' like TS showed in his devblog?

Interesting. Historical background?

and this too ;D

The forrest feel looks very nice. If you can keep updating your progress and ideas here, then everyone can give some crits and feedback on this from the start. Maybe it could become a nice map making tutorial for anyone messing around in the editor.

Offline sn00x

  • Hero Member
  • ****
  • Posts: 2.404
    • View Profile
Re: Map. (teaser)
« Reply #16 on: 30-07-2014, 00:07:17 »
Interesting. Historical background?

Basicly a part of Operation Veritable, i considered it better to create a smaller part of it than the whole operation, hence why i kept it to the Reichwald and outskirts and parts of the surroundings to create the atmosphere.

From what i can understand from the battlemap from the specific area, the battle was carried out by the 2nd canadian inf div (2 canadian corp), 15th Scottish inf.div and the 53rd Welsh inf.div (30th british corp). It doesnt contain what german divisions was in this area, but im sure i can find that out soon enough to get an correct as possible load out. Ill try not to kill the map with tanks, you know how i love them ::)

Schottheide, attacking from the west.
http://www.canadahistory.com/sections/maps/military/wwii/D-day-Germany/images/Rhineland%20Operation%20Veritable%20Feb%208-21%201945.jpg


Incredibly WIP minimap, not sure if thats how i want the forest.
« Last Edit: 30-07-2014, 02:07:51 by sn00x »

Offline TASSER

  • Jr. Member
  • **
  • Posts: 625
    • View Profile
Re: Map. (teaser)
« Reply #17 on: 18-08-2014, 04:08:26 »
Looking great sn00x! You making this for tourney purposes? Potentially for the official map list? Who cares TASSER I'm making it because it's a cool map idea and am passionate about it? :)
BOOM! BOOM! BOOM! BOOM!
BOOM! BOOM! BOOM! BOOM! –ping       <3

Offline valleyman

  • Jr. Member
  • **
  • Posts: 78
    • View Profile
    • My Art Blog
Re: Map. (teaser)
« Reply #18 on: 18-08-2014, 12:08:39 »
Yes, please keep it up snoox and keep us updated on your progress  :D

Offline sn00x

  • Hero Member
  • ****
  • Posts: 2.404
    • View Profile
Re: Map. (teaser)
« Reply #19 on: 18-08-2014, 21:08:13 »
Oh there shall be light.

Ah rather shamefull question i must ask.. I have been using the older FH2 version creating this and have lost completly track of the new systems in fh2.

Now i am setting up a new editor version and i must wonder, one still does extract the .zip as usual?
No dark magic here considering the amount of .zips?

And now, might someone be as kind to point me in the right direction for making the SL kit work, and exactly how the map compressing that is needed work? I am really out of shape after these changes....

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: Map. (teaser)
« Reply #20 on: 18-08-2014, 21:08:23 »
Well you unpack zip files to the same folders as usual. Don't know the reason why there are some many zip files though...

And I think you don't need SL kit in mapdata now... I think it somehow works without it...

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.547
    • View Profile
Re: Map. (teaser)
« Reply #21 on: 18-08-2014, 22:08:23 »
The zips were split up to facilitate updates with the launcher. Otherwise you would have to download the whole zip file for every little change.

Offline Stubbfan

  • Developer
  • ******
  • Posts: 438
    • View Profile
Re: Map. (teaser)
« Reply #22 on: 18-08-2014, 22:08:32 »
For map packing, use the pack-map.py. As for SL kits for custom maps, you should still add the python mco stuff into mapdata like this http://fhpubforum.warumdarum.de/index.php?topic=17746.0
IIRC atleast.

Offline sn00x

  • Hero Member
  • ****
  • Posts: 2.404
    • View Profile
Re: Map. (teaser)
« Reply #23 on: 21-08-2014, 15:08:16 »
Thanks for clearing that.

two more editor pics of a german checkpoint.




Offline hitm4k3r

  • Developer
  • ******
  • Posts: 1.116
    • View Profile
Re: Map. (teaser)
« Reply #24 on: 21-08-2014, 15:08:15 »
Looks really nice,

so keep it up!  ;)

Offline jan_kurator

  • FH-Betatester
  • ***
  • Posts: 2.059
  • Magnificent Mustard
    • View Profile
Re: Map. (teaser)
« Reply #25 on: 21-08-2014, 22:08:52 »
Looks promising. Waiting for some more screenshots  :D

Online Matthew_Baker

  • FH-Betatester
  • ***
  • Posts: 1.315
    • View Profile
Re: Map. (teaser)
« Reply #26 on: 22-08-2014, 00:08:36 »
The detail looks well done 8) you got any sketches of how you want the gameplay to workout? How you hope the map will play? :)

Offline valleyman

  • Jr. Member
  • **
  • Posts: 78
    • View Profile
    • My Art Blog
Re: Map. (teaser)
« Reply #27 on: 22-08-2014, 04:08:40 »
I'm really liking the details you're adding.  I'm sure the lighting isn't final but I'm also liking the mood/atmosphere. 

Offline jan_kurator

  • FH-Betatester
  • ***
  • Posts: 2.059
  • Magnificent Mustard
    • View Profile
Re: Map. (teaser)
« Reply #28 on: 22-08-2014, 11:08:27 »
I'm really liking the details you're adding.  I'm sure the lighting isn't final but I'm also liking the mood/atmosphere.
These are editor pics so lighting looks bad on them, check comparision of editor vs. ingame screenshots in Dukla Pass Devblog (Nissy's post IIRC)

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: Map. (teaser)
« Reply #29 on: 22-08-2014, 17:08:57 »
I simply suppose that these objects aren't lightmapped yet, so that's why they don't look so great yet...