Dubrovnik_fp released


(]UBC[ McNite) #41

@ muffin man: I see your point with regard to detail, and I think what you r talking about is what bugged me about venice too: its way too “clean” (best example: look at the bottom of the canals: not deep enough and hey, have u ever been to venice? u def expect something else than a clean sandy bottom in those canals… and it will feature bones in it)
What got me off was you stressing the immersion by detail in MP :smiley: . What you pointed out is pretty right how it works for single player though cuz the detail will be a large part of what creates the atmosphere (remember the first 3 mins of RtCW SP… already GREAT atmosphere).

@ the opinion of comp players about maps: well I always wondered y they never started to like venice cuz it offers a variety of tactics… maybe that s y they reject it on the public pro-servers… its not simple/straight enough for them

@ if: mmm i don’t think coverts are widely used in comp gaming… its a popular feature of publics so they ll like it (and play with 5 covs again) but for comp? Players won’t start to play a class just for 1 map, if u know what I mean. Cov is a class that hasn’t much firepower doesn’t offer too much to its teammates imo and i d say someone who is a good long range shooter with smg is a lot more use for giving cover than a snipe.


(boomart) #42

> ]UBC[ McNite"]
i agree with you on most part. One thing tho about the cov ops. Most cov ops i come to play with on pubs think that its only purpose is to snipe . WRONG. Snipe& disguise many times dont worth it (except to take out the guy on the roof shooting with mg42 or under the wooden bridge of radar map). the features that are ALWAYS useful for teammates is smoke & landmines spotting. Too few players keep that in mind.

dont forget details, they do the job.


(Ifurita) #43

Yes, and that’s why I said the map forces a tactical decision to trade off firepower for speed. If you don’t run a covert, you will add at least 30 seconds onto your SW time, which for this map is a big deal.


(Ifurita) #44

Woo hoo, got a new church from Firefly.

I really like the tiger and PW222 models from Detoeni, but I’m thinking of pitching them because it would shave 2 Mb off the file size. Thoughts?


(boomart) #45

is the church essential to your map ? dont the tank and the pw22 have less tris ? units like tanks bring life to architecture, a church doesnt… choice is yours… how heavy is the church btw ?


(Ifurita) #46

the church is where the objective resides as well as being an architectural landmark on the map. And things like churches do bring life to the map … ask Blushing Bride. It’s not going anywhere. The vehicles would be replaced by other vanilla vehicles, like the halftrack and the jagdpanzer


(]UBC[ McNite) #47

same here… i luv the models from Doetoni, but they are just too big in filesize… as I already have a lot of custom textures in my map I m afraid I ll drop the Opelblitz for filesizes sake :frowning:

For your map: I d trade the models for the church… the church is a much more important part of the map than the vehicles. If u need more “life” in your map I d suggest some more vegetation and maybe more changes in texture/colors and/or damaged buildings, a burning roof, somthing like that.


(.Chris.) #48

finaly had the chance of playing this with teams, must say its a very nice map indeed specially after the generator part, cuz i think i was only person who knew where genny was :p, the idea to have the church door satchelable speedens up game play, like that alot, the layout of streets provide great places for shootouts, shame there isnt a few more roof tops.
keep up the good work


(fattakin) #49

Had a quick run last night and i really like the map. Dont know much about the detail arguement as i thought it was lovely looking as it is!
Think it will really play well at my clan’s LAN parties as we need good 5v5 maps and this looks just the ticket! looking forward to some games on it.

p.s. When the key is put in the generator is it fixed or can axis remove it?