I'm really pleased with the reaction this map has got so far.
I know that it is about as big as a map can get in RO and still be playable, but this was my intention from the beginning. I spent some time working out just how big it could be based on the engine limits (~1000m draw distance) as well as the spacing between objectives. You can just about see adjacent objectives from any other, but no more. One of the reasons for the size is that at 200m range most tank shells are the same. At 900m range there is more difference so the relative strenghts etc of each tank are more pronounced.
Obviously the first version had some mistakes, bugs and bits that could be improved. eg the infamous floating trees and tank loadout. I put it out in a bit of a last minute rush before I went to china so that when I got back I would hopefully have a little feedback on it. I didnt expect the reaction it got. I have been reading as many posts on it as I can find in the forums( thanks for the large amount of suggestions ppl). I am trying to incorporate as many of them as possible, especially the forward spawns.
The map is being worked on as fast as I can ( not counting TES OBLIVION - THAT GAME IS too GOOD, MY 6600gt IS not enought GODDAMIT!!). Im also getting slowed down by work. I will get it out as soon as I can, It will be largely in the same vein, but with the bugs removed, and some additions.
Im not sure if most ppl realise that it takes about 1-2 hours minimum to test a change in the map, as the rebuilding takes 30 mins with pathing, and it takes ten mins just to drive into the action (depends on what Im testing) and at this point Im at version 85 of the beta 2/Final.
Until I release it could this thread become the default "Next Orel Map" thread to prevent a billion threads?
Glad you mostly all like it.
I know that it is about as big as a map can get in RO and still be playable, but this was my intention from the beginning. I spent some time working out just how big it could be based on the engine limits (~1000m draw distance) as well as the spacing between objectives. You can just about see adjacent objectives from any other, but no more. One of the reasons for the size is that at 200m range most tank shells are the same. At 900m range there is more difference so the relative strenghts etc of each tank are more pronounced.
Obviously the first version had some mistakes, bugs and bits that could be improved. eg the infamous floating trees and tank loadout. I put it out in a bit of a last minute rush before I went to china so that when I got back I would hopefully have a little feedback on it. I didnt expect the reaction it got. I have been reading as many posts on it as I can find in the forums( thanks for the large amount of suggestions ppl). I am trying to incorporate as many of them as possible, especially the forward spawns.
The map is being worked on as fast as I can ( not counting TES OBLIVION - THAT GAME IS too GOOD, MY 6600gt IS not enought GODDAMIT!!). Im also getting slowed down by work. I will get it out as soon as I can, It will be largely in the same vein, but with the bugs removed, and some additions.
Im not sure if most ppl realise that it takes about 1-2 hours minimum to test a change in the map, as the rebuilding takes 30 mins with pathing, and it takes ten mins just to drive into the action (depends on what Im testing) and at this point Im at version 85 of the beta 2/Final.
Until I release it could this thread become the default "Next Orel Map" thread to prevent a billion threads?
Glad you mostly all like it.