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06-19-2006, 04:37 AM #31
Re: Inishail Forest v1.2 FINAL Released!
At the farthest north part of the map there are a bunch of mountains. Tonight, a sniper squad was up on that hill and from certain positions, it looked like they were floating in mid air. If i shot at them, id see the bullet mark in midair and it was not hurting them.
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06-19-2006, 05:06 AM #32
Re: Inishail Forest v1.2 FINAL Released!
If your climbing the ladder to the suburb it does something funky to you and your inside the wall and the ladder and can see everything thats going on, on the other side of the wall. I saw santa one night and knew what he was doing, I was like what the hell.
|TG-12th|Undead

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06-19-2006, 11:59 AM #33
Re: Inishail Forest v1.2 FINAL Released!
Killrog, after playing your map yesterday in tacmod, I have to say, it's the best map I've played on BF2. You use the props very well for creating cover, and I also love the terrainfeatures, with elevations and depressions creating opportunities for cover and concealment. In America's army I learned to always walk just under the crest of a hill to move without being seen. this is so important on your map.
+rep.What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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06-19-2006, 06:51 PM #34
Re: Inishail Forest v1.2 FINAL Released!
Thanks
. Santa that's because of the way the game renders terrain, it happens in every map, it's just accentuated in that area of my map. It uses less polygons for terrain that's far away, so it needs to be smoother and the renderer kind of flattens terrain a bit. What you see are people prone on top of the hill, but it's rendering the hill lower than it is because you're far away. Basically it's showing whats behind the real hill. I can't do anything about it but you can just get on top of the hill to either the left or right of that place and shoot em down.
The ladder at suburbs is angled so it's a bit weird. Putting an angle on ladders in BF2 makes your view go thru the object...it's not really a big deal with the way the ladder is positioned anyway, I wanted a "secret" ladder up the wall so the stairs weren't the only way up and I had to angle it to make it fit with the wall
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06-19-2006, 07:01 PM #35
Re: Inishail Forest v1.2 FINAL Released!
Yeah, it doesn't bother me, it does blend in very well.
|TG-12th|Undead

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06-20-2006, 07:55 AM #36
Re: Inishail Forest v1.2 FINAL Released!
Was cleaning out my fraps folder and found some footage of the first night the map was on server 2. Thought i might as well compile it to give those who have never seen or played the map a little more flavour.
http://www.tacticalsites.com/~jimmy2hand/inishail.wmv










Originally Posted by Ribbons
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06-20-2006, 03:10 PM #37
Re: Inishail Forest v1.2 FINAL Released!
lol i like beatnik's giggle at the end
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06-20-2006, 03:42 PM #38
Re: Inishail Forest v1.2 FINAL Released!
lol Man that laugh was a total 'answering machine moment'. Do I really laugh like that?
Originally Posted by Kilrogg
I've got to get a cooler laugh. Or stop having so much damn fun in game. That was a great match.
Beatnik

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06-20-2006, 08:46 PM #39
Re: Inishail Forest v1.2 FINAL Released!
From what I can tell it's your "victory" laugh
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06-21-2006, 12:19 PM #40
Re: Inishail Forest v1.2 FINAL Released!
Fantastic map. I've only gotten to play with people once or twice, but I did take a solo spin on the map last night and can't believe the detail and nice touches you have added. I still have lots of work to do
|TG-12th| SHINER









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06-24-2006, 05:38 AM #41
Re: Inishail Forest v1.2 FINAL Released!
I agree, this map has a ton of potential. I've only played the map twice, both times 64 player, and I see a couple of problems I'd like to shed light on.
Originally Posted by Shiner
The first thing is that the 64 player map has six capturable flags and really needs to have an odd number.
The way the flags are layed out really gives the PLA an enormous advantage. Here's one example, with the "X"s being the position of each of China's five infantry squads.
Impregnable Line
As you can see, if the PLA move their squads to defend a line from the Suburbs, to Outpost, and finally to Power Plant they can defend all those flags without needing to defend the Farm at all. To swim across the pond in the middle of the map is suicide for USMC, as is the narrow defile to the east of the pond (moving south from Fortification). This is going to be the case in both TacMod and vanilla, with the increased damage in TacMod spelling the end to USMCs advance and using mounted .50 cals towards the rear of the Chinese line firing over the heads of PLA infantry will do so in vanilla. The only real viable option available to USMC is to rush 3-4 squads to Suburbs and attempt to overwhelm the defenders there.
If that defense sounds too "risky", the PLA could also have the following setup:
Fast Response
The fifth Chinese squad, located in between their UCB and Outpost, could be sent to any contested flag to reinforce the defending squad when the flag in question turned grey.
The USMC can't capture any combination of flags that offer the same level of "internal movement" as the PLA can achieve.
A "quick fix" would be to remove the Outpost flag completely. That would help level the field.
Another suggestion would be to move the out-of-bounds further out on the eastern part of the map, though not significantly if it proves to be a hassle. The real bonus would be to add more foilage to the hills east of Power Plant and west of Suburbs so that any flanking maneuver is not immediately spotted by the defenders of those two flags.
I really haven't messed around with any of the other flags but I imagine if they're the same, they could probably use more foilage between the CP and the out-of-bounds demarcation as well.
Excellent work, Kilrogg, I just hope to see the USMC have a fighting chance on this beauty at some point in the future...
|TG-1stMIP|Coridon

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06-24-2006, 11:07 AM #42
Re: Inishail Forest v1.2 FINAL Released!
Good writeup Coridon!
I guess your only assumption is that USMC doesn't get any flags right out of the gate... It's actually a hair faster from Village to suburb than it is from N.Farm... and the USMC UCB looks more out-of-the-way than it really plays... (due to the jeeps and fast roads)
oh.. and I guess of the 15+ rounds I've put on the map, only 2 have been in TacMod, and only 1 has been w/ >50 players. So I guess I'm mainly commenting on how it plays in vanilla... with the increased lethality in TacMod, your points may be more applicable.
|TG-12th|WhiskeySix
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06-24-2006, 12:24 PM #43
Re: Inishail Forest v1.2 FINAL Released!
I agree it tends to be slightly PLA favored in TacMod but in vanilla it played fine (the round we played recently ended kind of bad for USMC but it was because of the teams, they were getting raped all night. The map was made for vanilla not TacMod
. I would change things but I don't know if I will be able to since it would mean updating the map in a next iteration of TacMod and depending on what I change (especially adding statics, modifying terrain or adding trees), it could increase the file size considerably.
The problem is the map didn't get any playtesting before it was released because I just didn't have time to do it before the contest deadline. I'll make sure to have my next map actually playtested.
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06-24-2006, 02:08 PM #44
Re: Inishail Forest v1.2 FINAL Released!
So you are creating another map? Excellent!
|TG-12th| jmaker

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06-24-2006, 02:17 PM #45
Re: Inishail Forest v1.2 FINAL Released!
You should check the tac mod forums more often :P
Originally Posted by jmaker
http://www.tacticalgamer.com/battlef...enix-long.html
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