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08-05-2006, 12:02 AM #1
(Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
What: Playtest of the beta of my new map Operation Phoenix.
When: Saturday (tomorrow) August 5th, 7:00pm EST. Sorry for the short notice but I don't need a ton of people anyway, I just want to hear your opinions and suggestions.
Where: Server 2
The map
The layout and object placement is mostly done. Texturing is only half done and undergrowth (grass) in the city is pretty much not started. Still need to add props like cable poles and signs and such. And in case you're wondering, the grass in the farm area is just high enough to hide the whole body except the top of the shoulders and the head while standing.
The map uses 3 assets from AF but you do not need AF to play the map, the assets are included in the map files.
I forgot to take a screenshot of the minimap so you'll have to check it out in-game
. Map has 5 flags plus 2 UCBs (that don't count towards bleed). It's an assault type map with USMC starting with only their UCB and MEC holding the entire area.
Download:
http://www.tacticalsites.com/~kilrog...enix_beta1.zip
Installation:
Unzip Operation_Phoenix_beta1.zip into your Battlefield2/mods/bf2/Levels folder. You should now have an "Operation Phoenix" folder inside /Levels. The map does not support single player so if you wanna look at it before tomorrow, go to Multiplayer->Create Local, find and double click on any version of Operation Phoenix Beta 1 in the maplist and hit Start Server.
Screenshots:





























Last edited by Kilrogg; 08-05-2006 at 12:32 AM.
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08-05-2006, 12:53 AM #2
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
WOW! nice! I will be there.
Slow is Smooth. Smooth is Fast!
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08-05-2006, 01:18 AM #3
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
/Downloading now, will run a local and play with it.
|TG-12th|Undead

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08-05-2006, 02:11 AM #4
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
Downloading now.
Although, I'm not completely sure that I can make it to the populated playtest, however, I will definitely give it a run-through when I have a bit of free time, and I play BF2.
I think the farm looks awesome in the pics, and definitely want to see it in-game. (It looks a lot like I imagined when I suggested it).
I'll give you a debrief (so to speak) when I get a good long visual of the map.Focused
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08-05-2006, 05:42 AM #5
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
I assume you mean EDT? (Ie. you posted that at 11PM your time)
Anyway, I will be there, looks good
EDIT: Dude, this map rocks! Can't wait to get a game going on it. All that long grass kills my frame rate though...Last edited by Lorian; 08-05-2006 at 06:29 AM.
|TG| Lorian
Member since 18th February 2006




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08-05-2006, 03:17 PM #6
- Join Date
- Jul 2005
- Posts
- 1,355
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
I had a chance to quickly run through the 64 player version and I think it looks good so far. It feels different than other clear-sky city maps I've played. Maybe the city feels kind of run down or something. It's not a relatively nice city like Mashtuur or Maszarqi. I think in the early stages you talked about creating a "gritty" feeling location like Mexico City in GRAW. I've only seen the screenshots of GRAW, but I think you might have accomplished that.
The gameplay design is different. It's a mix of an Assault map, where the defenders start out with all of the CPs, and a Head-on map where both teams have UCBs. The only advantage the assaulting team will have is starting with more tickets. They won't have the advantage of being able to capture the defenders "base", where their valuable assets are, or winning by wiping the defenders off the map. It will be interesting to see how this plays out.
I noticed that the light jeeps are Chinese jeeps (jep_paratrooper) instead of MEC jeeps (jep_mec_paratrooper).
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08-05-2006, 03:30 PM #7
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
I've been told by someone that the method I used to include the custom objects in the map makes dedicated servers crash...there's a working method but it's different from what I used. So if an admin puts it on Server 2 and it ends up crashing then ignore this thread...won't be able to have the playtest, I don't have time to fix it today.
About the flags, I originally didn't have a UCB for the MEC but everyone seems to think 2 UCBs is the best way to go. And I wanted to force a big battle over the fields/abandoned village so I went with an asssault type map.
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08-05-2006, 03:35 PM #8
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
It is up and running on Server 2 now, so you can try it out.




-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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08-05-2006, 03:48 PM #9
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
Seems to be working fine.
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08-05-2006, 04:07 PM #10
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
seems to work fine for me also
Lorian + undead + pdog turned up and server was stable, no probs there.
long grass at abandoned village hurts FPS, but the fighting potential there is great
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I suggest turning off auto balance to help buggy racing if numbers are low
++++++++++++++++++++++++++++++++++++++++++++++++++Last edited by Exploding_Silver; 08-05-2006 at 04:43 PM.
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08-05-2006, 04:52 PM #11
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
My only concern, is MEC getting a UCB along with all the flags to start with, I'd at least consider giving US the Abandoned village, or atleast neutral at the start of a game. Other than that I think this map is pretty damn good so far.
|TG-12th|Undead

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08-05-2006, 05:40 PM #12
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
Meh, theres still tons of cover and area to maneuver around so i dont think the US will be running the gauntlet to get the village under their control. Maybe if there were more hay barrels or other kinds of cover on the eastern part of the farm area that would help. The city itself looks awesome.
Originally Posted by undead77
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08-05-2006, 07:08 PM #13
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
Well, I just gave the map a looksie. Took me about 45 minutes.
I have to say that it looks fantastic!
Overall, the movement is really good, flags are evenly spaced, plenty of cover around and between each flag is good, and where you would expect it to be.
By far though, my favorite part is actually the sheer amount of paths to be able to take to any flag, from any other flag. The way some of the paths are seemingly cut into the rocks, makes it feel like they're narrow, secret, mountain paths that lead into the city. Just awesome.
Just a couple of issues worth noting (and I'd like to see what you think):
1)An issue that others mentioned. The grass on the souther portion of the map, and its tendency to kill the FPS. Currently when I am in the grass, its drops me down to about 16-17-ish, and when I look at it from outside of the short walls it gives me an acceptable 20-30. I don't know how much volume there is in the amount of the grass that was used but it could possibly be brought down and still maintain a lot of that "dissapearing" effect. Or as a last resort the view distance can be changed, although I personally would not change it because the way it looks right now is just about perfect.
It may not be sucha a dramatic problem to someone with a higher end machine, but I can see how to someone with something less might have major problems.(although I noticed that even with the low FPS that I had it was still quite playable)
2)I was wondering what you had in mind for that very central compound in the middle of the city, the construction zone. My intial thoughts were that it would make a great, albeit cliche, if not totally predictable, flag placement, however, upon imagining it in TacMod gameplay, my next ideas were that it could possibly be used as a frontline, squad command outpost. As in this compound, which seems to be quite defendable by one squad, could be used as a forward position by multiple squad leaders, to launch attacks onto virtually any flag surrounding it. And considering its placement, and its distinct height advantage, doesn't seem too far fetched. I would certainly like to see what you have to say.
Other than those 2 issues, I believe that the map is in really good shape.Focused
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08-05-2006, 07:08 PM #14
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
I didn't get lag on the grass but I can always reduce its density.
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08-05-2006, 07:11 PM #15
Re: (Map) Operation Phoenix playtest - Saturday August 5th 7:00pm EST
You mean something like having the construction site area have a flag with spawns but not count towards bleed? That would keep the odd number of flags (5) for bleed but would give whoever controls that site a central spawn. Pretty good idea if that's what you meant.
Originally Posted by PhoenixxFire
Oh and also the suburbs (immediate) flag area sucks, I didn't really have any ideas on how to build it so kind of ignore the layout for now
. Or give suggestions if you have any.
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