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Japanese snipers + trees?

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  • #16
    Well, kudos for killing the idea before people became hopeful.
    [I][SIGPIC][/SIGPIC][/I]

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    • #17
      Originally posted by Landrik View Post
      Well, kudos for killing the idea before people became hopeful.
      Well to be honest, I found the idea kinda gimmicky
      Plus it would've been really hard to do from a level design standpoint, as from the top of the tree you'd most likely see the whole map (think of small islands like Betio as seen in the screens). That would be an optimization nightmare because you'd have to check if cull distances work for the people on the ground plus for the people up in the trees. Worst case scenario would be that the people in the trees would just see people behind static meshes that are culled from rendering because they're so far away :P
      #1 Bonzai charger

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      • #18
        yeah most of my experience for level design is from kf/ut2k4... i wasnt thinking about making the trees sway using vertex animation, i was thinking static tree bases with texosc/pan leaves, so it wouldnt be too hard to spot snipers, but hard enough for them to have an edge at least.
        plus i dont have too much experience with udk's auto-cull thing where it switches dist meshes to statics, again i was thinking of texture based obscurity.

        edit-
        once RS comes out (hoefully with sdk integration) i was thinking of making semi-contained maps, where you cant wander too far off paths into dense jungle, but i'll just wait for the release to see what i can do towards this idea, i'm just trying to think of how to make players immerse themselves in the environment, to be wary of the trees, in order for them to combine efforts when trudging through dense brush.
        i have yet to be competent in udk, so i'm still not sure how culling works, versus in ut2k4 using antiportals/zone portals/bsp culling.
        Last edited by ro_sauce; 12-19-2011, 07:03 PM.

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        • #19
          Originally posted by ro_sauce View Post
          yeah most of my experience for level design is from kf/ut2k4... i wasnt thinking about making the trees sway using vertex animation, i was thinking static tree bases with texosc/pan leaves, so it wouldnt be too hard to spot snipers, but hard enough for them to have an edge at least.
          plus i dont have too much experience with udk's auto-cull thing where it switches dist meshes to statics, again i was thinking of texture based obscurity.

          edit-
          once RS comes out (hoefully with sdk integration) i was thinking of making semi-contained maps, where you cant wander too far off paths into dense jungle, but i'll just wait for the release to see what i can do towards this idea, i'm just trying to think of how to make players immerse themselves in the environment, to be wary of the trees, in order for them to combine efforts when trudging through dense brush.
          i have yet to be competent in udk, so i'm still not sure how culling works, versus in ut2k4 using antiportals/zone portals/bsp culling.
          Everything culls in UE 3. But you can still assign specific cull distances, or use cull distance volumes which assign cull distances to actors based on how large they are and what settings you typed into the volume.
          #1 Bonzai charger

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          • #20
            Damm not getting this feature in! I always wanted to bring out my inner Farley

            chris farley beverly hills ninja @ palm tree - YouTube
            Over 4 years and still can't get signatures to run!

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            • #21
              In Pacific Assault you could climb some trees just becuase of the way they were designed. Maybe it could just be like a wall where you climb up on different branches to lay in wait.

              The tactic worked great on multiplayer.

              Climeable trees coule just be in the middle of the jungle so as not to let players see much.

              Also could be used as a tool to give japanese a bonus.
              :IS2:

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              • #22
                But MOHPA's multiplayer mapss were basically giant corridors with the occasional wide open "arena". They could afford to make trees out of brushes or as static models (without complex culling and shader effects).

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                • #23
                  Good point, I still hope we might have a few maps with trees, it seems like that along with other defensive systems will help the japanese alot, as well as being much more realistic than in DH where to make up for Germans (who didn't really need it cause of their mgs and mp44s in my opinion) always got tons more troops.
                  :IS2:

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                  • #24
                    Well i hope we will not see only USA in attack and IJA or IJN troops defending. When i read you it's like you forgot that Japanese soldiers have feet and can advance forward...

                    I more interested in the early mid- (before late 42 early 43) war scenarios, myself. When the Japanese army was (still) in attack on many fronts.
                    [CENTER][SIGPIC][/SIGPIC][/CENTER]

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                    • #25
                      How about actually adding small, camouflaged platforms in the trees, with a ladder of 2x4's leading up to the platform. Creativity with creating the platform can help it blend into the tree itself.

                      It'd be kinda like a tiny, camouflaged tree house.

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                      • #26
                        Originally posted by Vyllis View Post
                        Well i hope we will not see only USA in attack and IJA or IJN troops defending. When i read you it's like you forgot that Japanese soldiers have feet and can advance forward...

                        I more interested in the early mid- (before late 42 early 43) war scenarios, myself. When the Japanese army was (still) in attack on many fronts.
                        Whoa, way to judgemental, I was just saying it would be cool because the IJA made a lot of use of snipers.

                        I also hope that it won't always be Americans attacking myself.
                        :IS2:

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                        • #27
                          Originally posted by El Conejo Peligroso View Post
                          I also hope that it won't always be Americans attacking myself.
                          From our first released screenshot on Facebook;
                          "This shows US army fighting to defend Afua village from Japanese attackers who have just crossed the Driniumor (Hanto) river in the New Guinea campaign"

                          [IMG]http://i255.photobucket.com/albums/hh156/menneskekoed/RS-SIGNATURE-400x150-Razorneck.jpg[/IMG]

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                          • #28
                            This shows US army fighting to defend Afua village from Japanese attackers who have just crossed the Driniumor (Hanto) river in the New Guinea campaign"
                            Didn't see this. Good to know
                            [CENTER][SIGPIC][/SIGPIC][/CENTER]

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                            • #29
                              This idea is very good and I agree.. Japanese defensive lines around certain CAPs could use this.

                              Something that would great was if the Japanese had foxholes covered with leafs, grass and such. These foxholes could be spread close to trails and fully marked on the map for the Japanese team. Then it would be possible to enter/exit them, and use the animation for open/close hatch to peek out and peek in from it.
                              ''Much good work is lost for the lack of a little more.''
                              - Edward H. Harriman

                              Originally posted by Rabid Penguin
                              I would rather blowtorch my nipples off than play Action Mode.

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