Author Topic: Berlin  (Read 13798 times)

Offline jan_kurator

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Re: Berlin
« Reply #300 on: 17-02-2019, 18:02:01 »
Both 1st and 2nd sector had either too many tanks or their spawn times should be increased. About the statics: make a tiny bit of difference here and there and overall performance will improve significantly, you have many duplicates, static on top of statics etc and some of them can be easily cut out. I still believe that fog can be added and view distance reduced too, so lots of stuff won't have to render far away. Sometimes you need to sacrifice what you like about the map and go for solution that will make it work well.

Offline Slayer

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Re: Berlin
« Reply #301 on: 17-02-2019, 23:02:31 »
I can remove a few open buildings but I know it won´t make a big difference because I have tested it already.
And what about those non-FH2 statics? Are they ABSOLUTELY necessary? Or can they be replaced with a closed FH2 static with a different skin/texture? Replacing those might help a lot, why not make a copy of the map and do it on that just to try it out?

Offline Matthew_Baker

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Re: Berlin
« Reply #302 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 :)

Offline blander

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Re: Berlin
« Reply #303 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.
« Last Edit: 19-02-2019, 07:02:36 by blander »

Offline nysä

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Re: Berlin
« Reply #304 on: 20-02-2019, 17:02:59 »
Do you think you could move the dugin Panther to the Boulevard area?

Historically, twelve panzers (Panther Ausf. D, A, G, Panzer IV Ausf. H, J, G) from Panzer Kompanie Bodenständig Berlin were placed in strategic intersections, such as Chausseestraße - Dankeskirche – Wedding, Badstraße - Pankstraße - Wedding, Bismarckstraße - Sophie Charlotte Platz - Charlottenburg, Wilmersdorfer Straße – Kurfürstendamm - Charlottenburg etc.

Just an idea. Anyway, keep up the good work  :)

Offline blander

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Re: Berlin
« Reply #305 on: 20-02-2019, 19:02:29 »
The Panther already is in a strategic intersection. The russians have to go through its line of fire in order to capture any flag from the sector. I´ve changed the german tank spawners so that tanks will come into battle only after Boulevard is taken. If I added additional defense (like the dugin Panther) to Boulevard it would be impossible to cap by the russians.

Offline blander

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Re: Berlin
« Reply #306 on: 13-03-2019, 03:03:30 »
We will probably have a new gametest next saturday. Some improvements:

- Darker sky and lighting.

- Better optimization (less objects, less unique objects, less poly heavy objects, 10 mts. shorter viewdistance).

- Less tanks on both sides, more limited spawnable AT kits and 1 grenade max per assault kit.

- More cover for infantry everywhere and added gameplay among the ruins.

- Boulevard flag is now non-recap and German heavy tanks only spawn after it is captured.

The general idea is to give the infantry more prominence with improved cover and less explosions everywhere.




















Offline Slayer

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Re: Berlin
« Reply #307 on: 14-03-2019, 20:03:18 »
Sounds promising, I hope the lighting is not too dark now, but we'll see :)

Offline Ivancic1941

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Re: Berlin
« Reply #308 on: 14-03-2019, 21:03:07 »
Pictures look very nice! Good job
Floppy Wardisc or Floppy Wierdbear

Offline blander

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Re: Berlin
« Reply #309 on: 21-03-2019, 09:03:26 »



Offline nysä

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Re: Berlin
« Reply #310 on: 25-03-2019, 12:03:47 »
Nice work on the custom skins.

However, I'd use standardized factory cam on the Panther instead of eh, "1945" version. Funny thing, in-game version Panther Ausf. A (late) seems to be fairly accurate presentation of the late war factory camouflage.

The ambush schemes were just more laborious variants of the standardized ex works cam - and very short-lived, especially on the Panther: only from late August to early October 1944. All the assembly firms stopped applying disc / dot patterns by late 1944, with the exception of Henschel & Son and their Tiger II.

Statistically, the average age of most German tanks was less than 2-3 months (minus what they could pull from the reserve) in April 1945. So it would be next to impossible to find an AFV with the ambush scheme after the Ardennes Offensive or after the first phase of the Ruhr Pocket. Going off-topic here, but some early Bulge maps could use certain vehicles with the disc / dot camo, instead of all being thoroughly white-washed. Surely there weren't any white Tiger IIs.
« Last Edit: 25-03-2019, 13:03:44 by nysä »

Offline blander

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Re: Berlin
« Reply #311 on: 25-03-2019, 17:03:38 »
One of the Panthers had a different skin but I was told to make them all 1945. I was thinking about this in the future:



Pz.Kpfw. V Panther Ausf. G, coded “333”, of 5th Panzer Battalion, 25th Panzer Grenadier Division; area east of Berlin, April 1945. [Painted by Arkadiusz Wróbel]

Offline nysä

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Re: Berlin
« Reply #312 on: 25-03-2019, 21:03:16 »
MNH factory camo. This particular Panther "333" met its end at Küstrin-Kietz area, while escorting a Tiger II from sSSPzAbt.502 (both disabled by mines and finished off by captured Panzerfausts)


Offline blander

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Re: Berlin
« Reply #313 on: 26-03-2019, 03:03:43 »
I would appreciate pictures for the map loading screen, if you want to collaborate.

Offline nysä

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Re: Berlin
« Reply #314 on: 26-03-2019, 08:03:30 »
Sure thing, just tell me what you need.