View Full Version : [Release] The Battle of Taraton!
17th Nov 06, 10:47 PM
I present, the final version of my map! The Battle of Taraton!
Note: The map has changed slightly from the pictures shown here but overall it remains the same.
So long for now!-
17th Nov 06, 10:54 PM
looking good, its a 2 player map?
17th Nov 06, 10:54 PM
It's 2v2, an HQ at each map corner.
17th Nov 06, 10:57 PM
Yea, you need to fill it up a wee bit.. I know it is supposed to be flat trench warfare, but what about adding some hills etc?
Maybe a mirage somewhere? (Small lake with palm trees)
Oh, how do you get that spoiler warning button up?
17th Nov 06, 10:59 PM
whats with these ww1 maps ??? this is ww2... trench warfare died with ww1 pretty much.
The detail is not enough, and when you get into battles on that map I can see alot of lag... wide open spaces... horrible points on the heights... it needs correcting.
17th Nov 06, 11:01 PM
The spoiler is qkjakjf were x is S.
Sneaky Ninja Edit Also: and whats so wrong with some trench warfare? Also would it really lag that bad? >.> This requires investigation!
17th Nov 06, 11:11 PM
He is wrong, you wouldn't have a problem with lag.. but he is right in the fact that this resembles more WW1 mapping.. where the sides could not move as much.. in WW2 battlefields took place in much more dynamic and demanding territories, the principle reason for this is they had more advanced equipment to start a battle wherever, whenever.
18th Nov 06, 12:40 AM
Because tanks rolled over and trench implacement. I beleive there was a bit of trench warfar on the eastern front. (When the winter came in and the german assault was haulted)
18th Nov 06, 12:50 AM
actually im right in both cases. Because of the low detail of the cuts in the ground and the wide opens pace with barely any objects on it, when it gets chalked full with units, it will lag down a machine. The frames will drop due to your video card having to generate too much terrain at once. Its kind of the same thing in bf2, when you have a map with alot of open space it generally lags peoples pc's. If there really isnt anything there to cover the wide open spaces, its bad.
If you added more detail to it, such as bushes, more houses etc... it wouldnt be so bad.
18th Nov 06, 12:52 AM
I would think that adding MORE detail would use up more video card memory, and system memory, therefore lagging more?
18th Nov 06, 1:28 AM
Well whatever the lag case is, I just got through on adding some new ground texture detail to certain areas of the map, and added some nice background. I even had the creativity to come up with a mission breifing (in my head).
Now...wether to sleep or find something else to do.
18th Nov 06, 1:35 AM
Actually thats what most people think. The thing is, is with nothing to take up space on a map thats open, the card has to generate twice as many faces, When buildings are added, it only has to generate the faces that the buildings and the existing ground provide, thus adding less lag. Think of it this way, say you have a map thats 512x512 in size and you only have no buildings added to it. Your card would have to generate the faces all over the terrain. Now say you had the same size map, but with one building added, your card only has to generate the faces that the building provides (top, front, left, right, and back) and the terrrain around that building (but not the terrain underneath it) Thus decreasing lag. In some cases detail can add lag, if its alot of teh same detail in the same spot. Like say you had alot of fire animations on a map in the same spot, that would generate lag.
18th Nov 06, 1:48 AM
Ok then, you seem like a knowledgeable person, Ill throw down some buildings (in places they fit in) and go from there.
PS: While playing over my map I have discovered an interestng "feature". The slopes on the trenches meant for vehicle crossings are to steep for the heavy tanks like tigers but not light armour like stugs.
So for the germans to OMGWTFPWN! the allies with a tank any stronger than a stug it has take the long route through the factory and tank graves.
18th Nov 06, 1:59 AM
Jawbrkr, im sorry but you are mistaken. It doesnt work that way, every instance has it's own draw distance. Now, some settings might actually make it seem like what you posted, but in generel, the more buildings, the more faces the card has to render.
Now, i bet for smaller maps, this is not going to cause lag - except of course if makers overkill it. Just look at the original relic maps filled to the tee with detail, and working properly.
18th Nov 06, 2:33 AM
The map has been update! See for yourself!
Well, thats it for now. Comments? Questions?
18th Nov 06, 4:27 AM
looks cool. however it looks like a one sided trench battle. maybe have two opposing trench systems that are symetrical?
all you people who are bagging out trench warfare as being a WW1 thing:
WHO CARES!!!??? just dont get the damn map. people LIKE trench battles! i know i sure do! and the germans at least DID use trenches, even if only temporarily as defences. the allies however were the "mobile" ones and never really bothered with trenches.
18th Nov 06, 5:06 AM
The reason I didnt set up a symetrical trench battle was becaues it's supposed to be allies attacking a light axis fortification from the river.
Also it encourages Axis Defensive Work and Allied Teamwork.
The last reason it's like it is, is becaues it allows limited armour work but the combat will require infantry.
Now I would release this as atleast a beta but I dont know how to get the map attached, or uploaded to a download site or whatever it is I need to do.
18th Nov 06, 5:07 AM
Get worldmachine and generate a decent heightmap. Is that the default terrain texture? A real desert is not flat. Even a basic height map, will generate a non flat terrain which is resonably realistic. If it looks too "steep" play around with the max height input, and with the smoothing tool.
19th Nov 06, 10:52 PM
Bump for release.
20th Nov 06, 4:35 AM
You should really make it more interesting, adding something to the plain deserts, which should at least have some height differences and maybe cpl of dryed out trees or bushes, something! Roads etc.!
20th Nov 06, 5:09 AM
maybe some craters and smoke/fire FX? dead shrubs as suggested. narrower trenches? trench walling? trench flooring (wooden slats are one type i think)
20th Nov 06, 5:12 AM
Ok then, just as soon as I get some ambition I'll get to work prettyfying the map.
Note: If you don't like the trench sizes, Im sorry but I cant help that. Any smaller and then units start getting stuck and the path finding AI gets grumpy.
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