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| Level Design Working On A Map For Red Orchestra? Post Screenshots And Release Your Map Here. |
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#1
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[FONT=Arial]So ive got an idea for a CA map that ive been thinking about for a while (still needs a name though if anyone has a suggestion). It will be a fictional battle where the Allies are defending a town and a river. There are 5 objectives in the battle, the allies initially spawn closer to the first 2 in order to set up defensive positions before the axis arrives. However they then spawn further away to make it fairer for axis attackers. Either bridge (OBJ 1&2) can be recaptured by allies until both bridges have been captured. Once axis take the Flak position (OBJ 3) they will spawn half their force closer to each bridge (as shown). The Allied spawn also gets pushed back. Victory comes once the axis have captured the factory and the town hall, allies can recapture either objective until both are captured.
The river is considered uncrossable by vehicles or infantry except at the bridges. ![]() Well thats how the level will hopefully play out, now for the team setup: Axis: Vehicles: 2 Panzer Main Battle Tanks 2 HalfTracks (Once flak is captured 1 Panzer is spawned at each spawn, no more half tracks spawn). Classes: 1 Commander 2 Assault Troopers 2 Semi-Auto Riflemen 2 Anti-Tank 1 Sniper Unlimited Riflemen 1 Tank Commander 5 Tank Crewmen In addition the Axis have 4 Artillery bombardments available Allies: Vehicles: 1 Tank Destroyer 2 Armoured Cars (When spawn moves back to second position, Allies only get 1 Armoured car in addition to the tank destroyer) Classes: 1 Commander 3 Assault Troopers 3 Semi-Auto Riflemen 3 Anti-Tank 1 Sniper Unlimited Riflemen 1 Tank Commander 1 Tank Crewmen In addition the allies have 2 Artillery bombardments available, also PanzerFausts are located within the town in small numbers, at flak also. The vehicle selection is deliberately unbalanced because the allies have significantly more defensible positions than the germans, also i want allied players to run in fear of the german panzers when they have no way to destroy them. So thats it, any suggestion ? Any problems you can see ? Please tell me now before i start work ![]() [/FONT] Last edited by Rich_Zap; 08-18-2006 at 09:54 AM. |
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#2
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I have a few questions.
-By Panzer main battle tanks, you mean Panzer IV? -Will all the buildings be enterable, and therefore, make the position more defensible? -I'm guessing that the dark green circles are trees. How much underbrush are you planning on using. Without it most of the Russian defenses are useless. -Why would there be a factory in a village that small? Would it not make more sense for it to be a granary/storage facility?
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"So do all who live to see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given to you." -Gandalf |
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#3
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Yep i have the same questions. Gameplay looks good. By tank destroyer yo u mean the su76?
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#4
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Yes i did mean both those tanks, apologies im not too well versed in make and type yet
.All the structures within the battle zone would have some interior components , i would prefer not to make them totally enterable though because the tanks would be much less of a threat then... I want to achieve gameplay comparable to Kharkov or Berlin, the old maps from the mod. There will be plenty of cover for defenders, low walls, smaller structures not shown on the map and soft cover like grass. Quote:
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#5
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I'm also guessing you didn't assign the MG class because there are MG's on the Halftracks, BA-64's, and the Panzer IV?
Also, make sure that the "resupply points" (if you do add any) are easily accessible for the Allies. Those PTRD's run out of rounds quickly and replenishing them will certainly be necessary. (Although I've never had problems taking out a Pz IV with a PTRD. BOOM- 1 shot kill.)
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"So do all who live to see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given to you." -Gandalf |
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#6
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Actually i forgot about the MG class completely XD, but your point is valid, there will be a lot of MG's in the vehicles anyway so no real need... Although it might be good to let the allies have one.
There will be resupply points near each objective, so no worries there. Ive started work on it now but im trying to get the terrain sized up correctly first because i dont want it to be too large or too small. |
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#7
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Here are some early pics from Korosten, im currently working on the bridges and i have the west bridge (OBJ1) nearly completed. It still needs polishing and a lot more vegetaion, bushes and such but the layout and main features are there.
Looking towards the bridge from the Axis attack route ![]() High view from the allies side of the river. ![]() |
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#8
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wow, your map looks good. I especially like your first screensgot! keep it up
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#9
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please, please, please, change the water surface.
Have you ever seen such a crystal clear water in a river? next to a battle? |
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#10
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Screenshots look nice, and the layout of the map looks very promising.
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#11
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Nice looking and well thought map, looking forward for it
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#12
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Looks very nice! And I agree about he water surface a murky greenish colour would look nicer. This maps looks like it could be great fun to play
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#13
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I don't know why mappers always use transparent shaders for deep water, it looks like grabage.
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#14
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Thanks for the comments !
I agree about the water, i was intending to change it as being able to see the bottom of the river doesnt make sense. Unfortunately i dont know where such a water texture is and i dont have the materials/texturing skills to make an acceptable ne myself. Anyone any suggestions ? ^^ EDIT: Although if i found a general opaque texture and combined it with an alpha mapped murky texture then put a subtle cube map on top that might do it. |
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#15
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For those of you who started vomiting at the sight of the transparent water, you can take your sick bags away now...
![]() The greeny colour was the best i was able to find that represented water, it does still use a cube map so it looks a bit better in game. Its no longer transparent at all so near the edges of the river it wont look quite right but thats the only way i can do it and make it so you cant see to the bottom of the river. On the right you see the first axis spawn point a farm... You can also see the gorse bushes which provide the advancing axis forces with cover so they dont get sniped too badly from the far bank of the river. |
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#16
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From the screen shots this map is looking really good.
My only small suggestion would be to maybe add some rocks around the river, they are appealing to the eye and add cover for troops. On Berezina I played ring around the rosy with a tank around a rock, was able to drop a satchel but had to expose myself so that he would stop over it. He got me but I got 2 kills for my efforts. If it plays as nice as it looks you have a winner. Keep up the good work. Lex |
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#17
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Good suggestion, thanks ! It will also help break up the shore line.
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#18
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Well, i hadnt been able to work on the map for a few weeks but over the last few days ive been getting back into it. Here are 3 screenshots, 1 is of an area already seen but updated, the other 2 are new. Note this is still WIP. I also decided to change my original plan for the map and make it much more rural overall. I now have a church instead of a refinery and im going to have a Village instead of the town hall. I felt this would create a more atmospheric feeling and also i felt i could make that better than a more urban setting.
The Western Bridge ![]() The Eastern Bridge ![]() The Church ![]() I welcome any comments
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#19
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D:
It's looking really nice!
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Nice work so far man.
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Tripwire Interactive |
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