Post Topic: Re: Wake Island (battlefield)(UPDATE 26.03.12) First gamepla
Posted 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!
Post Topic: Re: Wake Island (battlefield) Trailer!
Posted 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!
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!
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!
Post Topic: Re: Wake Island (battlefield) Released !!!
Posted 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 -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!
Post Topic: Re: Wake Island (battlefield) Released !!!
Posted 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 )
"-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.
Post Topic: Re: Wake Island (battlefield) Released !!!
Posted 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
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.