[WIP] COOP support for Raid At Dawn

Discussion pertaining to the PR Dutch Forces faction.
Otvaga
Posts: 24
Joined: 2013-06-14 16:31

[WIP] COOP support for Raid At Dawn

Post by Otvaga »

Hello there :-D
As some of you may have noticed, I have been working on some things here :) Mosly tasks that Glimmerman has given me, but recently I've found the time to perform an initiative of my own :razz:

No vehicles, just infantry.

"Battle collage"
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32P:
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64P:
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A video made by afterdune (32p layer)


A video made by me (64p layer)
Last edited by Otvaga on 2013-07-12 15:55, edited 4 times in total.
Reason: map has been updated and so has this post
PGT_Hubbard
Posts: 57
Joined: 2012-09-17 02:13

Re: [WIP] COOP support for Raid At Dawn

Post by PGT_Hubbard »

Now this is very cool. Great way to show the progress of the faction, and the map is looking nice. Good work.
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [WIP] COOP support for Raid At Dawn

Post by Glimmerman »

Awesome job and a great initiative!
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [WIP] COOP support for Raid At Dawn

Post by AfterDune »

Cool stuff 8-) .

Didn't know you could navmesh too :-D .
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AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [WIP] COOP support for Raid At Dawn

Post by AfterDune »

Tiny vid:

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SShadowFox
Posts: 1118
Joined: 2012-01-25 21:35

Re: [WIP] COOP support for Raid At Dawn

Post by SShadowFox »

Which sounds are that? I mean, the ones that seems like someone digging or such, those are also on a FH2 map, it's annoying as hell.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: [WIP] COOP support for Raid At Dawn

Post by Kevokpo »

OMG that sound of the A-10 doing a gun run, so epic
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AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [WIP] COOP support for Raid At Dawn

Post by AfterDune »

SShadowFox wrote:Which sounds are that? I mean, the ones that seems like someone digging or such, those are also on a FH2 map, it's annoying as hell.
It's the soundmod. Sounds fine to me, but I do favor v1.0 sounds :p .
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SShadowFox
Posts: 1118
Joined: 2012-01-25 21:35

Re: [WIP] COOP support for Raid At Dawn

Post by SShadowFox »

Not the SM, I mean the ambient sound, at about 3:44 you can hear it.

BTW, I need to talk to you on XFire.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [WIP] COOP support for Raid At Dawn

Post by Rabbit »

SShadowFox wrote:Not the SM, I mean the ambient sound, at about 3:44 you can hear it.

BTW, I need to talk to you on XFire.
Sounds like bf2s cricket ambient.

Great job guys, looks real nice.
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AfSoccer "I just don't see the natural talent."
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Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [WIP] COOP support for Raid At Dawn

Post by Glimmerman »

Awesome vid AD!

Im here in Spain on vacation and im missing out on all the fun! ;)
Pronck
Posts: 1780
Joined: 2009-09-30 17:07

Re: [WIP] COOP support for Raid At Dawn

Post by Pronck »

Well done guys! I am really looking forward to see the rest of the things!
waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [WIP] COOP support for Raid At Dawn

Post by waldov »

Man ive never seen this map, it looks awesome could make a very good map for a taliban attack against and outpost.
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AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [WIP] COOP support for Raid At Dawn

Post by AfterDune »

Yeah, that's what this is basically. The idea behind the map is based on a real life event. The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).

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melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: [WIP] COOP support for Raid At Dawn

Post by melonmuncher »

Nice man, good to see someone else taking an interest in those crappy bf2 bots.
Out of curiosity how large is your navmesh? with a 1km map you can add bot support to the entire map if you have enough patience.
Also did you use the navstatics?
Great work though, definitely better then my first mesh.
[R-DEV]AfterDune wrote:The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).
I've actually thought about doing something like this before, having the bots spawn in all directions from around the defense point, the defending team having about an eighth of the attacking teams tickets.
And the bots AI is perfect for those swarm rushes.
Only problem was the bots who were supposed to defend were kind of useless.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [WIP] COOP support for Raid At Dawn

Post by Rabbit »

[R-DEV]melonmuncher wrote:
I've actually thought about doing something like this before, having the bots spawn in all directions from around the defense point, the defending team having about an eighth of the attacking teams tickets.
And the bots AI is perfect for those swarm rushes.
Only problem was the bots who were supposed to defend were kind of useless.
I did this for my current level a playtest ago, it was really love it or hate it.
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AfSoccer "I just don't see the natural talent."
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: [WIP] COOP support for Raid At Dawn

Post by 40mmrain »

looks like a solid little infantry map, like asad khal, I enjoy those every once and a while
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: [WIP] COOP support for Raid At Dawn

Post by Darman1138 »

[R-DEV]AfterDune wrote:Yeah, that's what this is basically. The idea behind the map is based on a real life event. The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).]
So would this map be a good candidate for that new Defense game mode or whatever it was?
Otvaga
Posts: 24
Joined: 2013-06-14 16:31

Re: [WIP] COOP support for Raid At Dawn

Post by Otvaga »

Navmesh expanded and 64P layer added, see first post
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