Page 1 of 2 1 2 LastLast
Results 1 to 20 of 39

Thread: Mp_beach---->Sp map

  1. #1
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Lightbulb Mp_beach---->Sp map

    Hello everyone. I am thinking about making a sp map using mp_beach as a base. I plan to delete all of the mp stuff off of the map, and use sp stuff. I just hope my xp desktop comp can handle such a big map.
    Any ideas or feedback would be appreciated.

  2. #2

    Re: Mp_beach---->Sp map

    Quote Originally Posted by ronboy View Post
    Hello everyone. I am thinking about making a sp map using mp_beach as a base. I plan to delete all of the mp stuff off of the map, and use sp stuff. I just hope my xp desktop comp can handle such a big map.
    Any ideas or feedback would be appreciated.
    The beach is in the saboteur and trondheim

  3. #3
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    I am thinking about putting the player on the beach with a bunch of partisan soldiers. I'll be giving them different weapons like sniper rifles, panzerfausts, etc.

  4. #4

    Re: Mp_beach---->Sp map

    ronboy, what configuration of the your computer?

  5. #5

    Re: Mp_beach---->Sp map

    I once too wanted to make for a long time a beach

  6. #6
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    Quote Originally Posted by Eugeny View Post
    ronboy, what configuration of the your computer?
    My computer should be able to handle mp_beach. My computer is 5 years old, and I only use it for mapping purposes.
    EDIT: Why don't you go ahead and make a beach map. Or if you're lazy like me, use mp_beach as a base.

  7. #7

    Re: Mp_beach---->Sp map

    Quote Originally Posted by ronboy View Post
    My computer should be able to handle mp_beach. My computer is 5 years old, and I only use it for mapping purposes.
    EDIT: Why don't you go ahead and make a beach map. Or if you're lazy like me, use mp_beach as a base.
    I then used the beach.

    There is certainly a laziness in me. And if not it can the project-x already was is ready.

  8. #8
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    I guess we're related. jk. I'll be starting on it sometime next month, because right now I am still finishing up on an airport map.

  9. #9

    Re: Mp_beach---->Sp map

    All has ripened. Today has downloaded sand structures. I will draw in a photoshop a map of heights and I will make tomorrow a beach, the map will be as a project part.

  10. #10
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    I am almost finished with the airport map that I have worked on for a month. After it is finished and submitted, I will start on the beach.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  11. #11

    Re: Mp_beach---->Sp map

    Hello, Guys.
    Please, let the map mp_beach in peace.
    I saw that the author Yo$hik is using it on his project called "Vendetta" on map France3.
    I've seen various sp clones using mp_beach as base.

  12. #12
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    Quote Originally Posted by vicpas View Post
    Hello, Guys.
    Please, let the map mp_beach in peace.
    I saw that the author Yo$hik is using it on his project called "Vendetta" on map France3.
    I've seen various sp clones using mp_beach as base.
    Fine, I guess this thread was a waste of time. I guess I'll make a beach map from scratch.
    Last edited by ronboy; 28th Jun 2010 at 13:46.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  13. #13
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Lightbulb Re: Mp_beach---->Sp map

    Sorry for the bump. Vicpas and I are working on a sp version of mp_beach to make it like the video in this link: http://www.youtube.com/watch?v=Mjo37...el_video_title

    This idea was brought up by Vicpas. This will be his map, but I'm helping him with it.
    This map will be included in the mappack celebrating Rtcw being 10 years old, according to Vicpas.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  14. #14

    Re: Mp_beach---->Sp map

    Hello. Mates.
    I changed my mind and made a SP mode for map mp_beach.
    I am posting it here for testing, because here have many excellent testers.

    About the map:
    The gameplay is based in "stealth" mode like in the original map "Forest".
    Note: The stealth mode is removed when the allies invade the beach.
    I know many players get bored with this mode, but to invade this Fortress without direct confrontation i chose this way.

    The gameplay is similar to the actions seen in the video RTCW_Commando: http://www.youtube.com/watch?v=Mjo37fw0QrY

    Known bug: On video option "Vertex" i am not getting to fix Terrain.

    Take it here: http://www.mediafire.com/?9j42i97f4caejen

    Have Fun.

  15. #15
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    Great work, Vicpas. There aren't many sp maps out there where stealth is mandatory.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  16. #16

    Re: Mp_beach---->Sp map

    To be honest, i always hated stealth maps in games, if i want to play stealth, i would play one of these stealth games. The same goes for babysitter missions, where you have to escort some stupid, suicide-seeking asshole through a boring mission.

  17. #17
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    Quote Originally Posted by Staatmeister View Post
    To be honest, i always hated stealth maps in games, if i want to play stealth, i would play one of these stealth games. The same goes for babysitter missions, where you have to escort some stupid, suicide-seeking asshole through a boring mission.
    It's true that it's easy to get caught during a stealth mission, and the mission fails. But that is what saving the game is for.
    It's also true that the ai are not so smart during "babysitter missions", but it makes the level more challenging, in my opinion.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  18. #18

    Re: Mp_beach---->Sp map

    Really, if saving the game, an try and error is the gameplay tactic, and that is mostly the case in such missions, then the game designer made a big mistake. I can remember, that the forrest map was hated back, when the game was released. Not only, that the stealth stuff showed the common flaws of such a poor idea, it broke the game flow. It's like ducking in a Doom game, or political correctness in a Duke Nukem game.

    In my opinion, babysitter missions, and especially the ai flaws make a level not challenging, but frustrating. Can you remember that infamous sniper village in MoH:AA? I bet, the designers was too proud about the idea, to realize, that it does not work. Everyone in the world hated that mission, because the artificial idiots were always running forward, and get shot by the well hidden snipers, long before you even had an idea, which way the AIs had taken.

    If an idea does not work, one should trash it. They have done that, as they realized, that the SP of ET does not work as expected, and i guess, it was good to do.

    Have you ever played RtCW MP with bots? I had, and the bots on axis side always made the ame stupid bull****. Right after starting, the call airstirkes via binocular near the south radar. That means, you can not defend the south radar, because the airstrikes of your own buddies will kill you, while trying. South radar is always lost by default. Idiotic, but a great example how AI works, a program without any real flexibility.

    As long as you can not provide a better AI, do not think about counting on it, minimize it's use for any buddy stuff. It is nice for improving atmosphere, like back then in Call of Duty, but let the players success depending on it, is always a bad idea, with lots of potential for being frustrated.

  19. #19
    #360NoscopeHeadshot ronboy's Avatar
    Join Date
    May 2010
    Location
    United States of America
    Posts
    1,441
    Most Recent Awards:

    Re: Mp_beach---->Sp map

    Quote Originally Posted by Staatmeister View Post
    Really, if saving the game, an try and error is the gameplay tactic, and that is mostly the case in such missions, then the game designer made a big mistake. I can remember, that the forrest map was hated back, when the game was released. Not only, that the stealth stuff showed the common flaws of such a poor idea, it broke the game flow. It's like ducking in a Doom game, or political correctness in a Duke Nukem game.

    In my opinion, babysitter missions, and especially the ai flaws make a level not challenging, but frustrating. Can you remember that infamous sniper village in MoH:AA? I bet, the designers was too proud about the idea, to realize, that it does not work. Everyone in the world hated that mission, because the artificial idiots were always running forward, and get shot by the well hidden snipers, long before you even had an idea, which way the AIs had taken.

    If an idea does not work, one should trash it. They have done that, as they realized, that the SP of ET does not work as expected, and i guess, it was good to do.

    Have you ever played RtCW MP with bots? I had, and the bots on axis side always made the ame stupid bull****. Right after starting, the call airstirkes via binocular near the south radar. That means, you can not defend the south radar, because the airstrikes of your own buddies will kill you, while trying. South radar is always lost by default. Idiotic, but a great example how AI works, a program without any real flexibility.

    As long as you can not provide a better AI, do not think about counting on it, minimize it's use for any buddy stuff. It is nice for improving atmosphere, like back then in Call of Duty, but let the players success depending on it, is always a bad idea, with lots of potential for being frustrated.
    I don't map for nor play multiplayer, because single player can provide a more interesting story line with cutscenes, music, etc...
    I understand what you mean about the ai flaws, but that doesn't make Rtcw sp bad. I believe an ai's intelligence mainly depends on how well scripted they are in the .ai file for the map.

    For example, you could script an ai to have poor or perfect accuracy, good or bad hearing/reflexes, etc...

    Sp isn't that bad, but the ai could use some improvement.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  20. #20

    Re: Mp_beach---->Sp map

    What i mean is, that you must make sure, your ai design fit the gameplay. In the Sniper village in MoH that means, they had two possible solutions, and they choose none of them. One would be, to make a more strict flow, where the friendly ai have to hide their asses until you have cleared the environment, or that you can give the friendly ai some basic orders, just like you can give to your sidekicks in Daikatana.
    Both solutions would make sure, the success will depend on the player, not some luck, or the F5 button.

    And for the forrest in RtCW, they should have create more alternative ways, where you can circumvent the enemies. And it should have took place by night. Nobody would go on such a mission by day, where your enemies can see much more.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •