[preview] RO-Deckung

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Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
Hello,

as requested some information about my map, its in the middle beta stadium and i exspect it to be launced in two weeks as public beta 1. actually its playable, but the terrain needs to become more eyefriendly, bot support is missed and i need to optimize the FPS, as well need to add a translated version of story and orders.

the story:

(imaginary)
a heavy soviet scout battailon aproaces in the early days of 1945 a training ground of the axis forces, the axis suprised by the assault, wich imidiatly began, trys to form a line of defense and hold the enemy from taking over the barracks, a operating supply items depot and a Feuerleitbunker (dont know the word in english, a bunker from where the fire of weapons will be directet from).


screenies:
this is the axis spawn, a shooting range, from a turrent where paratroopers do their first “jump” and slide down a rope:

the barracks with the kitchen building in the middle, to the right you can see a FlAk tower, its on a tower to prevent destruction by bombs that wont hit direct:

the operating supply items depot with a tank driving school in the background:

and the Feuerleitbunker, wich is not imaginary, this is a common bunker type used at the west wall, will be a hard nut to crack as soon its occupied. In the background are artellery positions.

i hope you enjoy.
[edit]
removed links, you find pic link future down.
reason: sideway scrolling made me crazy
[/edit]
 
Last edited:

Moz

FNG / Fresh Meat
Nov 21, 2005
1,773
1
0
good start.

Your terrain looks alittle high res but the process needed to reduce the resolution, (alot of exporting and reimporting and middleware) is very advance, remember next time even an orel sized map uses a 256x256!

Use the tex scale tool in the terrain tool set to stretch those ground textures out, it will make them look alot better.

If you make that grass in the deco layer, set litdirectional=false (I think) in the terraininfo decolayer properties which will fix the strange lighting.

Also look in the sky static mesh packages and look for a sky ring. Or just load up a stock level and steal it's skyring. Place it in your skyzone and set the fog to the same colour, it will make your fog look a million times better.

Cheers
 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
sorry abut the links, they work fine with my Firefox.

those barrels are from the industry package, the same stuff you find at the petrol yard in krasnyoctjabir for example, they might be a bit bright yet, that makes them shine this way, later the depot will get a roof, that should take care of that problem.

and about the texture scaling: omg! that will save me a lot time, as first i thought about putting more diffrent grasstype textures every few meters to prevent it from looking that repeated, now i think it will be enugh to put rocky textures at the hills and foilage near the trees, prohably a little diffrent gravel on the roads, thank you.

i think ill change the grass to the arad grass kind, i want it to be more covered, and prohably at a longer distance, i liked to have it not fade out to give the infantry something to hide in, but it lowers the FPS to drastical yet, more things need to be tryed about this matter.

thumbs up, thanks for the feedback, guys.


 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
thanks,

i have a problem that i cant find a solution for..
http://imageigloo.com/images/3534shadow.jpg
the pic shows my fence around the barack, there two parts of the fence darker as the rest, those are brushes, the brighter ones are static meshes.
why do the brushes have a darker color and how can i fix it?
(its not cause of the tree nearby, that phenomen appears at each brush part in the fence)
 

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
945
0
Elitist Prick Nude Beach
Isn't it a bit too early to show off one's map at this stage? Make it look really good first before releasing screens,
I bet a lot of people will click away when they see a map that is only 3% finished.
 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
as you may see at my first post someone asked me to hand out some details, and i did. and you may future see that im pretty noobish with the editor.
but im not the person that is frightened about this, cause i know that each of you had **** in some diapers before they launced some cool stuff. my first plan was to develop this map in complete silence and keep only my clan and a friendly clan (D.a.L and [project]) involved, aside that i saw that my private beta 05 actually beats some of the stuff thats out as final allready, so my worrys are more concerned at the gameplay at the moment as at the extremely detailed looks, or whatever you may interpret from these few screenshoots. future you have to realize that i do a combined arms map with about three times in size of arad and there from im a little limited with details and smooth running, but i also think i do a good job there, while having in mind that there is room for improovements while i learn the capabilitys of the engine and editor.

here is the right time to say thank you to the mighty tutorial writers and other people that spread their wisdom out at us poor newbs, we need your feedback and suggestions are welcome. thank you.
 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
RO-Deckung will soon go Public.

as im about to release my map soon i want you have a little preview and give you the opportunity to give feedback while im able to change some things without having major trouble.

the storry:

At the dawn of January 14th 1945 the armored scout battailon "Nastrovje" aproached a valley near Sachsenhausen, as they moved in Formation a Spoter reportet a Barrack in close distance, imidiatly the the Commander ordered the light Tanks to Attack the Barrack itself while the heavy Tanks should make a left and try to Flank it. As they moved they found light resistance at a operating supply items Depot. The Germans now allerted ran to their Tanks, in hazle trying to counter attack the Russian assault at the Barracks and send a few Tanks to Flank them on Left, as well some Infantry was send to hold a Command Bunker all costs as it had the long range Radio.

Unit description Axis:
Training Group and Instructors, 1st Quartal/45 Wehrmacht.

Unit description Allies:
Amored Scout Battailon "Nastrovje"


previev sources:
http://video.google.de/videoplay?docid=6410249987066469439

http://imageigloo.com/images/2750Shot00008.JPG
http://imageigloo.com/images/8226Shot00010.JPG
http://imageigloo.com/images/8136Shot00011.JPG
http://imageigloo.com/images/30Shot00015.JPG
http://imageigloo.com/images/6619Shot00027.JPG
http://imageigloo.com/images/8173Shot00032.JPG
http://imageigloo.com/images/3391Shot00034.JPG
http://imageigloo.com/images/960Shot00037.JPG
http://imageigloo.com/images/6998Shot00038.JPG
http://imageigloo.com/images/9183Shot00042.JPG
http://imageigloo.com/images/4297Shot00043.JPG
http://imageigloo.com/images/9257Shot00044.JPG
http://imageigloo.com/images/5840Shot00045.JPG
http://imageigloo.com/images/8025Shot00046.JPG
http://imageigloo.com/images/5269Shot00047.JPG
http://imageigloo.com/images/7443Shot00048.JPG
http://imageigloo.com/images/361Shot00050.JPG

enjoy.
 
Last edited:

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
thanks. yes, as first i thought the T60 as infantry support tank, but i saw its able to destroy every tank exept the tiger and the panter just from behind, but it kills relatively quick, prohably faster as a panzer 4 would need to reload. so its more dangerus to unbalance the map as having the "useless" tag.
but i think the first few tests on a public will show if its reasonable to keep it.
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
56
Penryn, Cornwall
If all those chairs in the dining hall are static meshes it may be a bit of a fps-killer to go in there (assuming you zone off the hall - otherwise it may be an fps-killer full stop.)
 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
i had the same worry at my first test run there but suprisingly, the FPS arent lowered noticable at any time inside or around the kitchen.

with 32 bots i have overall yellow FPS on the whole map with a 3,6GHZ P4, 2GB RAM, Radeon X800 256MB.
now it would be interresting to see how that works with players, since i would then save the bot calculations. also, none of the testgamers seem to have trouble with FPS, but i dont know their system specs.
 

Rich_Zap

FNG / Fresh Meat
Aug 8, 2006
251
0
0
Your fog doesnt look good where it meets the skybox. Have a look at the official map you got the skybox from, it should have a fogring in there as well as a sky sphere. The set your fog colour to exactly what they have it set to. This should make your fog blend flawlessly into the background.
 

Ruprecht

FNG / Fresh Meat
Aug 29, 2006
211
0
0
Ulm
hehe, Rich_Zap youre my hero :).
as i looked closer at the skybox Tripwire made i found the solutions for 2 problems i previously had. first the fog didn realy fade the things out, they always appeared pretty sudden, thats now fixed. and there was a spot on top of the skydome that looked triangular, i found that they had put clouds in front of that to cover it.
thanks a bounch.
 

ZBrisk

FNG / Fresh Meat
Mar 24, 2006
159
0
0
It looks a bit bare right now, but it could be a good map. I suggest smoothing some of the terrain. Those pokey pyramids of grass look funky.

Uh oh. Did I see a ladder? Try to avoid using those.