is there anybody who would like to take care of terrain blending?


(IndyJones) #1

this is the map i’ve been working for some time, cooperated with jan. unfournatetly, i don’t have so much time lately. the biggest issue is the terrain blending on this handshaped brushes. also, around 85% of models are missing in game now, this place is more like a forest. i think it’s a perfect map for some trench wars.

map is based on ‘brecourt’ from cod2.


(MrLego) #2

I wish I had time to help, but like you I don’t have much time for mapping lately.

The map looks pretty nice so far.

Love the tree model. :slight_smile:


(Pegazus) #3

What I fear most of is the balance issue. This seems to have the same problem as Streets of Italy. You can get shot from many areas. Open field at most of the areas. Even though you called it trench warfare, which it is not currently. Mostly because there is only one trench :lol:.

[ul]
[li]Fix the open field or everyone with a bit more minor specs will swear at the lag. (Plus count in spamming artillery and you got a perfect combination.)[/li][li]Add more cover points (outside the trench), i assume it’s allies who are attacking like in cod, then they will be angry.[/li][li]Add Vis, i see none atm, which is crucial.[/li][/ul]

In total you’d really need to work on the layout to make it MP. Those were my suggsestions.
Nice is one thing, gameplay is another.


(IndyJones) #4
  • there is not much that can be done for that kind of map. the vis will only block half of the map
  • like i said before, this map is missing a lot of (mostly foliage) models, you will have plenty of places to cover (not too much, to keep it looking a bit realistic)
  • u can take a look at example gameplay (not the best one, the guy is the noob but u can see the map… in cod1 version - http://www.youtube.com/watch?v=SAVU4xoW8I8

i believe this map may bring some refreshment to et scene. definetly it’s going to run well on slow computers, but u can’t make everyone happy and it’s not a reason to limit the map, is it?

btw - http://www.youtube.com/watch?v=GJOicp0l8Wo - do u recognize music that starts at 0:10… ?

oh, and it’s just a test quick compile. even lighting isn’t proper, and the sky is just a placeholder (although i think it looks good with such open map)


(CyburK) #5

you could save a whole lot of polys on the terrain as it is flat in the most parts anyway.


(IndyJones) #6

the left side of the map is very flat, but there are no places where map is completly flat. it’s all about the hills.


(stealth6) #7

I’m interested but atm busy with thunderpwns project so :S


(Wezelkrozum) #8

If you take time to decrease the amount of tris used for the terrain I will maybe take a look at it. If you don’t, it would be a hell a of job.


(IndyJones) #9

magic will continue work on blending. he said it shouldn’t be hard, cause you mix only 2 textures (grass and mud), and in 2 places grass + plowed field.

i think for first version released (not so ‘public’) i’ll leave as it is, to get feedback from other stuff. i was thinking about ctf (imagine the butchery while running uncovered thru whole map!)… what do u think about it?


(Pegazus) #10

[QUOTE=IndyJones;213322]
i was thinking about ctf (imagine the butchery while running uncovered thru whole map!)… what do u think about it?[/QUOTE]

I’d like to have the ability to fight back. :slight_smile:

If Axis have a nice view over the terrain and just camp in the trench it’s far too easy for them. Making headshots from distance is rather easy.
I’d highly recommend you to change up the layout, to improve gameplay. Improvise or draw a plan on paper.


(IndyJones) #11

like i said before, right now most models of foliage (grass, trees, bushes etc) are missing… so althought u will have full view most of the time, u will have a lot of time to cover. :slight_smile: besides, that will require real teamplay (covertops throwing smokes, mortar guy aiming far from flag etc). if it works in cod2, then it should work in et, perhaps even more. i guess it won’t be played publicly but more on private servers…

oh and btw - i think most servers in cod2 have a setting that when u re holing objective (flag), ur hands are busy and therefore u can’t shoot… that’s interesting and would be quite cool in et as well! perhaps a lua script would do that?


(Pegazus) #12

But nature is not the best way to find cover. Sure trees will block half of the body but you can still shoot through bushes. If you could add some nice mortal holes that would act as a potential cover spot then it would be a nice change from the open field.
Well Capuzzo was built on teamplay too and that did not work out the best, most of the time people were more interested in fragging or getting killed by the incoming plane and making an “escape” on it. It was funny at first but now… not so much

Also I am curious what is your tris count on the highest peak of the map.


(IndyJones) #13

i never did -vis compile yet, so that info would be trash anyway. it’s gonna be huge, that’s for sure, but i’m aiming at details. that’s the thing wich will attract players… like italy - strategically it’s not the best map, but it’s eyecandy, has atmosphere and had interesting design, i spent so much time having my best et-life-scenes just between these streets. so, now when you can fight in real forest, with so natural terrain, with war atmosphere all over around, nazi screams, nazi flags… you are gonna jump in really soon. u will see. :slight_smile:


(Pegazus) #14

But lag on the same time will make players leave or will be spectators. Don’t you agree?
Even though i got now much more superior computer then back when Capuzzo (yes i know i referre Capuzzo a lot) was released I still intend to keep gameplay as lag free as possible. With my old computer it was easy to test how players with smaller specs will play the map.
You might now think that by year 2010 most gamers have got an improved computer but that’s not the fact. Still quite a lot of people play ET on low spec computers and those are the people you should count in too. If the tris count get’s over 25k then i would consider it a bad thing, but that’s for me. Yes, i know it limits the amount of detail, but at least it keeps the gameplay smoother for all gamers.

Like it has been saied many times. Better looks don’t make a better gameplay. I highly doubt that nazi (pardon me, now referred further as germans) screams or Reich time flags make me want to jump in to play. Also I would not go so far as to yet call it forest but we will see how it is at end :slight_smile:
Not saying that other people wont like to play this map

Besides you know how i dislike maps from other games so don’t expect to see me playing it, but I hope this won’t stop me from giving advice :tongue:

oh and btw - i think most servers in cod2 have a setting that when u re holing objective (flag), ur hands are busy and therefore u can’t shoot… that’s interesting and would be quite cool in et as well! perhaps a lua script would do that?

You should check noquarter out, it has something similar to it, but I can’t recall it’s doable that your weapons get disabled, dropped yes, but disabled hmm :rolleyes: …


(Avoc) #15

Indy, trust me when I say this, while some players really appreciate eye-candy and interesting design (me included) - most ET players simply do not.
If a map is not balanced and fun to play for both teams, the map will have limited circulation. The biggest map killers are too high tri-count and too large file size.

Remember, most of the people here which you show screenshots to are either mappers themselves or have interest in map design. There are thousands of players who have absolutely no interest and would rather just play the same old maps over and over.

That was my experience with Breakout 2.


(Destroy666) #16

oh and btw - i think most servers in cod2 have a setting that when u re holing objective (flag), ur hands are busy and therefore u can’t shoot… that’s interesting and would be quite cool in et as well!

In Domination (Powerball) mod weapons are disabled when you hold ball.


(twt_thunder) #17

the map looks great indy, keep it up i love your maps…detailed and with atmosphere :smiley: :smiley:


(.Chris.) #18

Oh dear, to attract is one thing, to keep them playing is another, streets of itally was a terrible map gameplay wise. It’s easier to make a map that plays good look nice than it is to make a map that looks nice play good.


(FireFly) #19

Wow, Very nice screenshots, Good to hear that Magic is helping you out with the terrain blending.

Personally I use 28-30k as a max for my maps: fueldump and radar has areas that exceed 32k tris.

The problem with a huge open area is that you can’t use hint brushes so you will soon run into problems - high r_speeds / low fps - However there are still some ways to increase fps:

  • adding some fog for distance culling

  • turn some of the models into LOD models - particular the flack model & tree models -

  • simplify the terrain, I’m not sure what size you are using for the terrain, I’m guessing 128128, but you should use 256256 and 512*512 for the outer terrain.

With al respect Chris, I don’t think it’s very fair to say something like that: He already posted a thread when he released his ‘streets of italy’ map 1.5 years ago. If you have any comments or suggestions you should have posted it 1.5 years ago in that particular thread. You’re not helping him by saying it’s a terrible map without explaining why you seem to think it’s such a terrible map…


(FireFly) #20

Wow, Very nice screenshots, Good to hear that Magic is helping you out with the terrain blending.

Personally I use 28-30k as a max for my maps: fueldump and radar has areas that exceed 32k tris.

The problem with a huge open area is that you can’t use hint brushes so you will soon run into problems - high r_speeds / low fps - However there are still some ways to increase fps:

  • adding some fog for distance culling

  • turn some of the models into LOD models - particular the flack model & tree models -

  • simplify the terrain, I’m not sure what size you are using for the terrain, I’m guessing 128128, but you should use 256256 and 512*512 for the outer terrain.

With al respect Chris, I don’t think it’s very fair to say something like that: He already posted a thread when he released his ‘streets of italy’ map 1.5 years ago. If you have any comments or suggestions you should have posted it 1.5 years ago in that particular thread. You’re not helping him by saying it’s a terrible map without explaining why you seem to think it’s such a terrible map…