[Map] Feyzabad - discontinued

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kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by kevlarorc »

codered makes the best maps imo. this looks awesome. as long as we get humvees so we can go offroading in the mountains..
CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

kevlarorc wrote:codered makes the best maps imo.
Thank you but I've only made ONE map :-P
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markonymous
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by markonymous »

the map looks really Awesome!!! good work!
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Cptkanito
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Cptkanito »

cant wait to see what vehicles are on it....
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

I have to report some bad news guys, after a few weeks of testing and reading tech discussions the bf2 engine cant handle 4km maps with the vertical aspects I have. Works great in the editor but once in game the terrain acts totally different. This means I will have to shrink it down to a 1k or 2k. Still need to do a bunch of testing. But too much work has been done to scrap it.

The terrain warps way too much. The warping is where say a cliff far away will look one way, but when you get closer it will morph into the correct terrain. Same thing happens on larger maps when you see a player or tank floating but this is even more drastic with the elevation changes I have. The outcome would be a player could be shooting you but from your point of view you would just see terrain. This wouldn't be fun or a PR quality map.

So the idea of the map is not dead, just needs to take a different path. The good thing with shrinking it down is I will be able to put more detail into the map kinda in the same way Korengal was packed with detail. Which at the end of the day might be a good thing.

Pros:
Same idea but smaller
Insurgency will work better
Map still comes out

Cons:
A10 or equivalent support will most likely need to be removed
Maps not scrapped
Hit the bottom with the BF2 engine

Sorry to all those that were dreaming of a map like this, I'm not happy about it. But at least we know where the limit is :-D
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Priby
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Priby »

NOOOOOOOOOOOOOOOOOOOOOOOO!
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Rudd
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Rudd »

burning torch...check
Pitchfork...Check

TO EA HQ!
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Mora
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Mora »

Cant you make hills and rocks with statics? I mean building the map with static rock blocks and hills would make it possible to render things in the distance.

All you need it a large pack of static terrain if you know what i mean.

Sure it would take more time then usual but if it works they way i think it will it will be worth it.

If not, then this map will just be as Korengal :(
hall0
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Joined: 2007-06-09 17:20

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hall0 »

Hmm bad news. :(
Cptkanito
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Joined: 2008-08-31 12:06

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Cptkanito »

Was looking forward to Jet CAS on this map, nevermind. I'm sure it was done for the best anyway.
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Mora We've really looked into it and while not imposable its not reliable.

I'll be re looking at the map and doing a bunch of R&D before I start again.

Korengal clone....maybe, or more like what I wanted Korengal to be :-P
Last edited by CodeRedFox on 2008-10-21 21:38, edited 1 time in total.
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azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by azreal64 »

you know, if you make it a 2km you could still have air support. if not a jet than a cobra perhaps?
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

;-)
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=Romagnolo=
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by =Romagnolo= »

At least post here the screenshots ? :D
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Tirak
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Tirak »

[R-DEV]CodeRedFox wrote:Mora We've really looked into it and while not imposable its not reliable.

I'll be re looking at the map and doing a bunch of R&D before I start again.

Korengal clone....maybe, or more like what I wanted Korengal to be :-P
At what range does the terrain begin to warp from the player perspective? Is it something that could be masked with a fog effect and a lower than PR average view distance?
CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Not anyway that would look good. Look the engine has limits and I hit it. Simple as that :-D but seeing as this map was in a long development cycle i have time to keep reading up on bf2 technology.

i'm a little busy with korengal fixes, so I might not be posting any changes with this map for a while. But you all know you'll be the first to know when it does work :-D
Last edited by CodeRedFox on 2008-10-22 02:03, edited 1 time in total.
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Raniak
Posts: 968
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Raniak »

How about you code a new engine ? I know you could do it !!


Just kidding. Good luck with making the map, I hope you will be able to make it as you planned. It sound really awesome.
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Outlawz7
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Outlawz7 »

Interesting, the same thing occurs on Kashan (hovering soldiers that are actually behind a small hill) but I thought it was because the hills were made using the Randomize tool meaning there's tons of little peaks and holes that blend into each other at distance into something more level.
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Yeah its just an old engine never intended to do maps at this size. If there were not any limitation, you all would be seeing 16km maps :-P
Last edited by CodeRedFox on 2008-10-22 17:05, edited 1 time in total.
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"apcs, like dogs can't look up" - Dr2B Rudd
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