mr burns 132 Posted September 16, 2006 Think it´s time to dig up my supposed "Hexenkessel" replacement once again. Started working on this map almost 2 years ago (had many breaks) because i always liked the Hexenkessel concept but not the map itself. So i began with some farmland objects (hence the name) and during time more and more addons were added. As of now there´s 1180 handplaced objects and regarding the framerate i reckon it should´nt get more than this. My main goal was to develop a house2house fighting environment with many places to take cover, but also tried to make it as fair as possible by adding counter positions for all places (i.e. if someones hiding in the mill you´ll find at least 2 advantageous positions to lay fire on the mill guy). As stated in the title i´m in desperate need of help because the game modes i´d like to see in it are way to hard to accomplish for me. Here´s what i thought would be nice: Quote[/b] ]Capture & Hold - defend/attack specific points on the map classic TDM classic CTF If you´d like to help just PM me, i appreciate it, really don´t wanna see this wasted. Finally some pics to (hopefully) wet your mouths a little bit The cemetary (idea from Vietcong2, afair..) Looking down main road towards West base - worst fps on the whole map Airports car lot - (only used BIS vehicles, the challenger comes from my replacement) looking towards the mall & club which are covered in fog Required addons: Quote[/b] ] "FML_objects", "f3wx_o1_version1", "map_heaps", "jof_objects1", "editorupdate175noe", "F3WX_industrial_pack", "ags_industrial_pack", "sity_objpack_v1_0", "FML_isleobjects", "AGS_build_r2", "editorupdate102", "uwar_grass", "kla_conkit", "aef_reallights" Do you think that´s too much for one MP mission? I know it´s a bunch of addons but from my view they´re most important for the atmosphere and i didn´t want to place the BIS houses over & over again.. This is my first time posting WIP stuff so likely i forgot something, if you need any more info feel free to ask Share this post Link to post Share on other sites
imutep 0 Posted September 16, 2006 looks realy nice, Burns. You mean the needed Addons are too much for MP? I hope not, because our upcoming Campaign needs much more Addons. I hope we see and hear more soon. Greetings imutep Share this post Link to post Share on other sites
mattxr 9 Posted September 16, 2006 it sounds really nice.. maybe one day when my knowlodge of the description + scripts becomes too the next level i may be able to help you. Share this post Link to post Share on other sites
kungfucheez 0 Posted September 17, 2006 Hmmm, It looks nice, but I don't see what the problem is with the addons? It'd be nice if there was a A&D sort of objective to play in a co-op match. However, it'd have to be tested for framerate because I know that my comp tends to slow down alot when it comes to cities and such Share this post Link to post Share on other sites
sanctuary 19 Posted September 17, 2006 Is this a new island, or have you placed all the buildings/vegetations by hand in the mission editor ? From what i read, placing objects in the editor is a lot more performance eating that placing them directly in a new island with one of the wrp editor available. So if you have 1180 handplaced objects and notice framerate problems, i think you should try to build a very small island with those 1180 objects it should then be nearly lag free, unlike mission editor placed objects. Share this post Link to post Share on other sites
mr burns 132 Posted September 17, 2006 It´s all placed on desert island. I´ve thought about adding everything into a .wrp but some of the objects did´nt work with wrp-tool. And honestly, i would´nt do this all again from hand .. maybe if there is a possibilty to convert the positional data from the mission.sqm into a .wrp .. that would be sweet! Otherwise i´m afraid it´s gonna stay like that and we must hope for it running better in ArmA Quote[/b] ]However, it'd have to be tested for framerate because I know that my comp tends to slow down alot when it comes to cities and suchThe main road really is the only fps eater, all other areas perform surprisingly good.Think i´ll be adding the most necessary stuff (kill zone + fence, etc.) during next week and try to release a beta with just the TDM part first, should be doable even for me. Thx for your feedback so far Share this post Link to post Share on other sites
kungfucheez 0 Posted September 17, 2006 Well, I'd have to say I can't wait I really shouldn't complain about framerate though, I should be used to it by now Share this post Link to post Share on other sites
mr burns 132 Posted September 18, 2006 Kill zones done already but respawn doesn´t wanna work Trying to test it online now and if it works gonna release as is for anyone who want´s to develop further. Share this post Link to post Share on other sites
Commando84 0 Posted September 19, 2006 looks really great! Hope to see more of your work. Share this post Link to post Share on other sites
mr burns 132 Posted September 27, 2006 Alright just tested and it seems as if it´s working, i soooo got shot by Jonny Here goes: FML-CQB_beta.7z 33MB; 7zip archive / required addons included You know the drill with betas, don´t blame me for anything. Would like to see it being improved further but as stated in the readme im quitting work on this. Have fun Share this post Link to post Share on other sites
Johannes 10 Posted September 27, 2006 really great work. I had much fun with this. Its always fun to kill mr.burns Share this post Link to post Share on other sites