---------------Map IDEA------------------------ OKOKOK... now i sudgested this a while ago, but i think i got lost somewhere in the labyrinth that is the empires forums.... the thing i would absolutely lurve to see would be a jungle map for Empires! think about it. Dense foliage surrounding all, a convoy of tanks travelling along a mud road, only to be ambushed by 5 grenadiers hiding in the foliage. i know the canopy wouldnt exactly be the best for building but hey we can work around that. I was thinking mayb... little areas for building, (mayb grasslands) connected by roads. (it would make the game a lil mor linear but LINEAR Pwns! it would b just like take well defended islands on Empire Earth. From my mapping experience, the foliage wouldnt be too hard... just do what Battlefield 1942 did: Make one tree, and copy and paste it 1000 times throughout the map rotating it so they dont all look the same, as for frame rates, just change the render distance to something handleable. Chuck in A few Bushes here and there, maybe a dead plane or 2 and terrain, Hey this is sounding pretty decent already! Anyone tell me if im being tooooo ambitious here and feel free to post ur own map ideas in here! I WOULD MAP FOR EMPIRES BUT A 16MB G-CARD IS LIMITING! grrrrrrrrrr
well the trees wouldnt work. belive me i have tried it before, its extreemly fps taxing even with not too many trees. What you would have to do is put in some fog that starts pretty close and fade the trees out as the fog fades out, but then it wouldnt be as good cos there couldnt be particually long range fighting.
What jungle has long range fighting anyway. I'd think a foggy jungle is pretty suspensefull. As long it wont turn into another lagfest.
amen.... i think we've all played vietcong ... i couldnt see 3 feet infront of me in that game... fog sounds like the best way to do it as for long range fighting... that would suck in a jungle map neways... in my opinion :D
I could kind of see this happening, kind of like District, except replace all the urban settings with a dense, humid jungle; with paths trailing off to avoid the map getting too bogged down (if it was linear that is).
Make it a island or valley, with the fog being only on the lower terrain, and the canopy obscuring the ground from view from above... would make it interesting... -Sheepe
I seem to remember reading somewhere that forests wouldn't work, something about loads of overlapping alpha channels confusing the engine or summat. That may have been for HL1 though, I can't remember.
I dunno, Source does have a tendency to draw overlapping transparent objects incorrectly... Adam Foster recently bitched about that in an interview, I believe. I can really see how a forest level could be living hell. But then again, looking at the Episode 2 trailer, Valve is trying for some forest-y areas... So basically my point is that I really have nothing productive to contribute to the conversation.
Aint there one map that uses fog and is extremely laggy? I forget the name of it but to me the maps with fog always tend be a bit laggy even though the fog is supposed to reduce the line of sight.
Fog doens't reduces the line of sight, it simply adds to the atmosphere of the map, worldspawn controls maximum line of sight.
well it really depends on how thick you want the forst to be. I know in bg2 there was a smallish forest/wood done that worked quite well but nothing along the scale this would be bg_woodland
I'm going to make a jungle map using cs_jungle's resources, which Shiroko has generously released: http://faq.dune2k.com/cs_jungle.html
Artillery would just ruin this map... Unless the top of trees are solid or there's a roof. It would however make a scout's job more important. I don't know... I'm just seeing an instant turret spam around rez nodes/main base and arty/long range/HE. Maybe it can have a couple bunkers like emp_crossroads does.