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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield)(UPDATE 26.03.12) First gamepla
PostPosted 27.03.2012, 11:19 
Hello guys!
Yes, you are right about helicopters, planes... But I am a BIG noob in 3dMAX, and I don't know how to do usable planes. But 2 month ago I tried to use Fighters mod. But it didn't work, and I don't know why... So, but I'll learn 3DMAX and try, try and try to do smth... :)
P.S. Thanks a lot! :)


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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield)(UPDATE 26.03.12) First gamepla
PostPosted 30.03.2012, 11:46 
Trailer!

And again sorry for this small window... :sad: It's my the glitchest Movie Maker. And did it video was very hard. But I think video is not bad. :)
Enjoy!


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User avatar   Skilled Modder Skilled ModderMember since: 17.08.2011, 16:25Posts: 746Location: Genova, Italy Likes: 3
 

 Post Topic: Re: Wake Island (battlefield)(UPDATE 26.03.12) Trailer!
PostPosted 30.03.2012, 14:00 
Wooow, you're not bad at all at making trailers !
It's GREAT, though I'd have opted for another version of the song.. very good work, man ! :P


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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield)(UPDATE 26.03.12) Trailer!
PostPosted 30.03.2012, 18:06 
DevilDante, thanks a lot!
So, I think this soundtrack is boring for all.. :P


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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield) Trailer!
PostPosted 05.04.2012, 17:31 
Hello everyone! :))
Today is a very good day because Wake Island is released! It is map from legendary battlefield 2! So... Enjoy! :)
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Features:
New sounds
One new animation
A lot of trackviews
New weapons: mp5, m1911
New vehicle: abrams
New sky
New ToD
Play with BOTs
Capture flags!

In future:
I think that I'll realise the patch for my mod and you'll can fly on fighters with more smart AI! :P

Installation:

1. Open archive, copy folder Wake_Island_mod and past it in this folder: ...crytek\crysis\mods
2. Open the game, launch the mod.
3. Open console and write: map Wake_island
4. Play and enjoy!

Link:
Wake_Island.zip - 74.4 MB (sorry for slow downloading :sad: , i can't upload on other exchanger :envy: )


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User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 05.04.2012, 18:09 
Hey, you can simply attach the map to a post  ;)

Creating a project page for it would of course be sensible.


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 06.04.2012, 13:34 
Yes, you are right. :)


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User avatar   Trainee TraineeMember since: 12.01.2012, 22:36Posts: 149Location: Finland Likes: 3
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 06.04.2012, 13:37 
nice looking map you got there. :)
User avatar   Uber Modder Uber ModderMember since: 25.01.2010, 15:54Posts: 2018Location: Moscow, Russia Likes: 48
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 06.04.2012, 17:04 
Trailer and release info is looking delicious. I must download the whole map and play, i believe :))


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User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 07.04.2012, 09:20 


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User avatar   Experienced Modder Experienced ModderMember since: 14.10.2008, 20:14Posts: 505Location: Glasgow Scotland UK Likes: 1
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 08.04.2012, 22:12 
Looks like a good map will try it out for sure well done :) .
  Beginner BeginnerMember since: 03.08.2011, 23:39Posts: 64 Likes: 10
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 13.04.2012, 16:10 
I downloaded it and played it. Really cool map! :))
The trackviews are quite cool and it's really funny to fight with your teammates against the Koreans. The skyboy is great and the ocean has an amazing color. The easter eggs are very funny and there are a lot of nice spots with really nice details :)

Here are some small things you could improve maybe:
-Add sound to the jets (trackview)
-maybe use a bit darker color for the ground texture (grass). On some places, it's nearly white.
-You need to improve the AI navigation. I took a look into your .cry-file (cool that you included it! :) ), and you need to change the forbidden Areas. To make the AI not run against obstacles, draw a ForbiddenArea around obstacles, NOT around areas where the AI should run around!
And you need the NavigationModifier only in artificial buildings like houses, watchtowers or piers. On the terrain, you don't have to use it. And make sure that the forbiddenAreas don't intercsect with another ForbiddenArea. Click AI -> "Generate All Navigation" to check if there are any problems with your AI. If you check it now, there are hundreds of errors :P
-The last point, but not very important: I wouldn't enable all enemies immediately. Disable them when the game starts and enable them, if somebody (player or Marine) enters the Area where the enemy is located. This saves a lot of performance!

Nevertheless, a very nice map! Keep it up my friend! :)


User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 14.04.2012, 15:10 
Hi, maniac2109 !
Big thanks for playing! Your post is create!

Sounds - Yes, I am working about it.

About ground color - Ok. I'll change and fix this. :)

AI - Big thanks for your help about forbidden areas and AI navigations. ( I am still a big noob in Sandbox 2 :P)

"-The last point, but not very important: I wouldn't enable all enemies immediately. Disable them when the game starts and enable them, if somebody (player or Marine) enters the Area where the enemy is located. This saves a lot of performance!"
No problem! If you want I'll do it. :)


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  Beginner BeginnerMember since: 03.08.2011, 23:39Posts: 64 Likes: 10
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 14.04.2012, 17:27 
Quote:
No problem! If you want I'll do it. :)

It's not about what I want, it's important what you want, it's your map! :))
I'm giving you just some tips :P

In the current version, the performance was quite good. But if you plan to do bigger maps, or add more enemies or if you want to control them better, I would always disable them at the beginning and enable them when they're needed.

And if you want to learn a bit more about the AI, take a look at this tutorial, it helped me a lot:
http://doc.crydev.net/SandboxManual/SimpleAI.html

:))


User avatar   Trained Modder Trained ModderMember since: 09.08.2011, 08:58Posts: 334Location: Moskow, Russia Likes: 4
 

 Post Topic: Re: Wake Island (battlefield) Released !!!
PostPosted 14.04.2012, 17:58 
Quote by maniac2109:
It's not about what I want, it's important what you want, it's your map! :))
I'm giving you just some tips :P

Yes, you are right, but this map for you, for people. And I do it that you like it. :)
Thanks for link!


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