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H-Hour

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Posts posted by H-Hour

  1. Just got in and played around with this map. Absolutely gorgeous! I bet it could still be gorgeous if he removed half of the foliage to make it more playable. Still, really beautiful. Would love for it to be playable.

  2. Sleeper, the issue you brought up has been around in every modding community ever, I think. Ok, that's an exaggeration, but it's around a lot. In communities like U2 and Q3, these maps are called "vanity maps". In fact, with the new U2 engine, vanity maps are coming close to theatrical quality. I wish I still had screenies, but I saw two in particular that were just amazing. One was of an old Chinese village and another of this really moody cave/tech thing.

    But what is understood about these maps is that they are purely eye candy, and are not meant to be played. You'll always have a small minority of people who want maps like this, because their computers can run it. But it's just that - a small minority.

    While I am all for leaving the decision up to the modder themselves on what tech-level to shoot for, it is important that they understand that building above the majority's tech level means their creation will not be played by most.

    I would say, Sleeper, don't worry about it. These maps always produce a sudden surge of interest, but it's the Ossetian Woodlands, Frostbite, RSV (they said it was gonna be low-poly right?), etc. maps that get the most appreciation from the community - modders and players.

    I am a big fan of Tof's Columbia map. I enjoy it quite a bit. But until I got my new computer, I simply couldn't play it. That's why I'll never script a mission on it. It's too bad in a sense, but I'll still admire the Columbia map for looking good, and if that is the kind of map Tof wants to make then at least he is mapping.

  3. I took a walk through the whole gallery and man, contrasting those older shots of the castle with the newer ones there's such a huge difference. You guys have really polished this map off with the textures. Looks 100x better.

    Nice dark lighting in shots 7 and 8.

  4. Er... I don't know how experienced a mapper you are, so I hope don't  insult you or anything... but... you don't have to build your ground one polygon at a time., if that's how you do it.

    For example, in top view of Max, lay out a plane of maybe 20 by 20 segments. That's a 400 poly ground.

    Then Modify tab, select Edit Mesh, select Vertices.  select some vertices and pull them up, selct some others and pull them down and voila! A bumpy terrain in 10 mins.

    No, you didn't insult me. :) I've tried that method, but I found it really tough to get the terrain just the way I wanted. It seemed like certain spots were wasting polys and other spots needed more polys then i had vertices.

    Huh? Rocks are kinda easy to make... are you talking about a special kind of rock? What I'm gonna say, you prrobably already know, but, just in case, here it goes:-  ...

    Thanks for that tip! Very helpful. :)

  5. Sleeper, you say that map only took you a couple hours to do. Does that include those rocks? I'd love a quick tut on how to get bigger rocks like that, if you so happened to have the time. :)

    Was the ground generated at all or did you just lay each poly? I laid all the ground for my map by hand and it took me 20-30 hours to get through it all. Maybe I'm just a slow mapper. I always was slow with other games, too.

  6. I tend to like missions that maintain a lot of the same gameplay style as the original missions, so my suggestions are based on that and the limited amount of custom content I've played.

    I would recommend the three of en4rc's missions that I have played. They are "Desperate Measures", "Harm's Way" and "Disavowed". Each of them has good gameplay. There are some good feature twists, but the gameplay still remains very much in the regular GR style.

    Another solid mission I played was "Tenebrous Storm" by Mot. Again, a good mission all around and some great cinematics.

    I've played a lot of the Postcards from Peru campaign in Coop and found them very good. They're very story driven and are all, of course, well scripted by Jack57.

  7. Here's a couple things I think GR could use:

    -More large base maps, like Airbase, Docks and POW camp. These are excellent maps because they fit right between CQB and long-range fire, and they provide for excellent storyline opportunities for mission mods.

    -More small town/forest mixed maps. I personally think M04 Village has a cool style. The gas station, bridge and ruins really break up the forest well. But what ruins it's replay value for me is that half of the map is effectively cut off from the other half. So rather then being one cool map, it is basically two small corridors of fire. I think taking the style of M04 Village and creating a more workable layout would create an awesome map.

    -A huge estate with a nice mansion in some South American country. Get a nice big house for CQB, big fields and dense forests surrounding it, a tennis court, maybe a small factory or shipping area tucked away somewhere. Spread it out over a hole 400x400 map and I think it could be pretty cool. I'm thinking drug cartel or foreign political leader or something along those lines.

    -Have you ever considered doing smaller insertable objects? It might be a nice diversion from the big map projects, and I think a set of objects that mission modders could use in their missions would expand the possibilties of the RSE maps. What I mean by objects are simple things tagged as vehicles so the modder could place them anywhere on the map. Objects like supply boxes, file cabinets, computer stations, field radio stations, etc. Previously "dead" areas of a map could become useful. It could also help with making random objectives, so that the object for the objective could be placed any number of places.

    Well, that's just what came to me right now. If you can't tell I tend to like variety in my maps. I like it when there's enough long-range and close in, enough opportunities for stealth and firefights, enough opportunities for different missions and strategies. I know how you feel about keeping motivation up. It's especially hard when you can't show off your progress. :)

  8. What about the accuracy comparison? How much accuracy is lost with this Simunition? I would think that effective engagement ranges would be something they would want to maintain during training. Just curious, because I've looked a lot into paintball and airsoft and always wanted to extend the accuracy to longer ranges.

  9. I'm pretty sure he got it figured out. He was using some actors from the MP platoon part, and I think that's what was causing the problem. I might be wrong though. I think he got it worked out, though, cause I helped him test it and he submitted it to the TG Mission Scripting contest.

    DID I SPEKE WEL FER U FREEGE?

  10. Can't know for sure unless we see your scripting, but it sounds like you should be able to do this by using groups.

    Put all of the blocks for Actor 1 into one group and all of the blocks for Actor 2 in another group. Then, script in a group disable into each trigger that turns off the other group after one has been triggered.

  11. No, sorry, I perhaps shouldn't have used the word campaign. It is 8 quick missions, intended for multiplayer Coop. But there is a storyline that plays out like a campaign would. If you want to make your own campaign file for it, the missions are:

    tg3-01

    through

    tg3-08

    If you need help setting up a campaign file and I can explain it to you. It's pretty easy (you use notepad).

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