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jakerod

What would you like to see in an island?

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just an idea within the realms of possibility for large map:-

1. Create cities, vegetations, roads by sectors as addon packs

2. create a plain island.

3. add in the habitations addon in your sector of operations.

4. in the event u need to move out of your sector....set up triggers to either respawn a new sector or setdammage the previous sector.

5. this manner u will be able to save up on cpu processing and have a very large island map.

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I like Trenchfeets idea...We should think of the Playability..not the eycandy...RAZISLAND or Chechen ..these two island for example ..blow the top of my pc.

They are just TO detailed. (even nogova)

I could never play CHechen with 10 Blackhawks in MP...my PC would crash almost imidiatly.

A rather big map with canyons and airfields and desert vegitation is really Dope for my PC wink_o.gif

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just an idea within the realms of possibility for large map:-

1. Create cities, vegetations, roads by sectors as addon packs

2. create a plain island.

3. add in the habitations addon in your sector of operations.

4. in the event u need to move out of your sector....set up triggers to either respawn a new sector or setdammage the previous sector.

5. this manner u will be able to save up on cpu processing and have a very large island map.

I think in the end that would actually create as much lag as if they were all "hardwired" into the wrp file.

As for the person who wanted a WW2 style city with destroyed buildings etc, I beleive that a Stalingrad island will be out soon.....and the pics look fantastic!

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I'd like to see trenches alongside the roads like in real life. These could give good additional cover especially in flat areas. And it would be nice to have the roads even, so they're not tilted along mountains etc. Also roads shouldn't be steeper than 20 - 30°.

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Yep I mean four lane roads instead of two lane roads

I imagine that the AI would struggle with the concept of having One Way thouroughfares, IE the cariageway of a Highway.

AI would likely defeat the point of having four lane highways, as it would, at least to the AI, be just two two lane roads side by side.

We see two lanes to go one way, two lanes to go the other way.

AI would see, one lane goes this way, one lane goes that way, one lane goes this way, one lane goes that way.

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@corporal_punishment- I actually don't know if i can do 4 lane roads now. I think its possible and wouldnt be too hard but i already have a town in the center and i dont think i can make the roads any bigger or it would look weird sorry.

@Sxep- I dont know how well it will work on your comp then. I have never played chechen or RAZ though so im not sure. I dont think its any worse than nogova probably a bit less actually except for a few areas. I actuall had a 100 building town at one point but i brought down the number cuz i decided ill try to make the map like BIS maps so that everyone can play

@Acecube- Dont think that trench idea would work since we are only allowed 50x50m squares. If i figure out a way to make one as an object ill try it out though. Roads are usually flat not all the time sometimes they are a bit off.

@ozanac- I agree

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please, whatever you do, use resistance style buildings and objects (including trees, bushes forrests, etc) and resitance land textures. I don't think there is a single complete island out there that has these features

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Ya dont worry bout it they arent normal CWC ones they are Res ones. Eventually they will probably be Custom ones though. Check out my map Llandno its small but its Res stuff. its over at ofp.info.

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Looking at the screenshots, I'll second Avon's vote for more of the "old" vegetation that one can actually hide from the AI in.

There's no "either or". Please have some of both types of vegetation, the "good for screenshots" Resistance kind and the usable "sneak up on unsuspecting AI:s" variants.

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I dont think that would look right killswitch having two different types CWC and Res.

Option #1: Leave as is

Option #2: Make custom ones that look good and AI dont see threw

Option#3: Two Versions (One with Res one with CWC)

#2 and #3 are the most likely (#2->#3->#1)

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I dont think that would look right killswitch having two different types CWC and Res.

Option #1: Leave as is

Option #2: Make custom ones that look good and AI dont see threw

Option#3: Two Versions (One with Res one with CWC)

#2 and #3 are the most likely (#2->#3->#1)

Have you tried having both types of "shrubbery"? As you say, it might look and feel strange, but if there's any chance at all that it might look acceptable,

I'd welcome more concealing vegetation.

Of course, #2 sounds nice. #3 will probably just lead to servers having the one most suited for the mindless hordes of 5-minute-PvP-respawn-fest players, i.e. the "looker variant". sad_o.gif

Thanks for considering our suggestions, Jakerod! The island looks real nice from the screenshots.  biggrin_o.gif

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Hey thanks killswitch it will probably end up being #2 cuz i have been wanting to do a completely custom island. I may actually end up doing two of them cuz i dont know if one will be big enough for the mod cuz we have a lot of great stuff planned. If anyone would like to help me out with getting this done PM me, instant message me or email me. (Email/MSN Jakerod80@hotmail.com, AIM: Jakerod90)

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I plan on using the res high~res terrain~textures but using the trees and buildings (mostly) from OFP, I don't like the way that res forrests 'stutter' even on a highend~ish PC (Radion9700, 2400+ 512MB DDR @ 400mhz on an NF7S) If it runs like shit down a wall on my rig, what will it do on anyone who's is slower? rock.gif . The only problem with using both Res & OFP 'data/data3d's is you have to include them in the map when you compress it to a PBO file(I think anyway!) It leads to a chunky file if you want to upload it biggrin_o.gif ...

I'm not far forward enough to even think about making a finished island, let alone helping in a mod. I've just started to learn Oxygen and am indebted to Colenal Klink for his Piper Cheyene Tutorial (bottom of page) , the first clear veiw of what's involved in 3D modeling smile_o.gif ...

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Anything else anyone can think of?

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my last bump before i stop checking this thread

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