[CSM] [CSM] 128 Planes map [UPDATED - 'GIANT FLIGHT MAP']

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128 Planes map [UPDATED - 'GIANT FLIGHT MAP']

Postby fo0k » Mon Jun 03, 2013 5:08 pm

updated version - April 2019

The original upload for this did not contain the 'working' Ai. This version below does.
Please help if you can to finsh this map and make something of it. Very long range artillery / long distance cargo style gameplay is needed..
Seperate thread related to this map and Ai : http://bfmods.com/viewtopic.php?f=6&t=1686&start=10


IN A STROKE OF GENIUS I DECIDED TO RE-NAME THE MAP TO 'GIANT FLIGHT MAP'

giant flight map

Map Size: 32km x 32km
View Distance: 15km
Heightmap Resolution: 2048x2048
Ai Support: Very primitive Ai is working but hopefully someone can take this on as a project to integrate better Ai and also some long range artillery.


Download: http://www.bfmods.com/giant_flight_map.rar
Map needs to be run in CO-OP mode
Please read the included readme.txt

Its currently running on our new 'BFMODS' server..
dedicated 10 slot server.. with gameservers.com
Server: BFMODS.COM/MAPS
Address: 173.199.75.25 Port: 14567


Direct Link: http://www.youtube.com/watch?v=m4CMilywF3k


Direct Link: http://www.youtube.com/watch?v=VznhL4nHCT8


click it.. n zoom it.. n drag it..


Ive heard a few cant run this at all. this is probably down to the double size heightmap texture.. (probably.. might be something else but its basically standard after that.)

Ill get a version uplaoded with a lowerres heightmap and would be good to hear if it runs better.

Im sure someone here was trying to make a dora canon a while back??
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Re: The 128 Planes map by fo0k

Postby Swaffy » Tue Jun 04, 2013 3:42 am

WHOA THIS MAP IS JUST WOW.

I felt like this was as big as a Historical Battle map from War Thunder. HUGE. I didn't run into any lag, but the weapon animations were shaking. Like they were scared. The pistol slide was shaking left and right opposite of the base, so it looked funny. But I liked the shake in the cockpit view of the plane! It felt like the plane's engine torque was shaking the plane.

Wish we can get some high-quality planes on that map, that would be SICK. (Hint hint FH planes hint hint.)

FH planes can be added map-side, right? The map's file size would increase, but who cares.
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Re: The 128 Planes map by fo0k

Postby Apache Thunder » Tue Jun 04, 2013 5:09 am

Adding additional objects would have negligible impact on game performance. Unless you are adding a ton of high poly stuff in one area. If your game doesn't lag from the map's terrain. Then adding more vehicles isn't going to make things worse for you. :P
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Re: The 128 Planes map by fo0k

Postby fo0k » Tue Jun 04, 2013 12:02 pm

good news swaffy, thanks!

There IS a high poly version of the mustang in the map files currently in fact... I got half way through converting it. you should be able to spawn it :)

I said heightmap texture above which was a bit misleading. I mean the heightmap greyscale image - for the record.

and yeah as Apache said, the heightmap is basically causing the extra strain on system. a 2048 heightmap has over 4 million segments for Bf to optimise and throw around the screen.. The maximum for any normal bf map would be 0.25 Million segments to manage..

Maye a v2 might arrive with just 1024 segs!
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Re: The 128 Planes map by fo0k

Postby Swaffy » Tue Jun 04, 2013 7:11 pm

Wow, that really is a high-poly model. Is it a P-51b or P-51c Mustang? It definitely doesn't have the air scoop traits of the "a" model.

The canopy seems to "bubbly", you can see here how it's fairly flat along the canopy's topside.
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Re: The 128 Planes map by fo0k

Postby Diamondback » Thu Jun 06, 2013 4:30 am

Anyone thought of special uses for this map? Perhaps an objective map, i.e. destroy the huge ass humonguous rail cannon that fires shells 100 miles away?
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Re: The 128 Planes map by fo0k

Postby fo0k » Thu Jun 06, 2013 10:39 am

I was thinking maybe have each team need to escort a large, slow, flying vehicle to the other corner of the map,
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Re: The 128 Planes map by fo0k

Postby one » Thu Jun 06, 2013 5:33 pm

Fantastic!
I couldn't get rid of feeling that mountains are smaller than they are, don't know why :)
I have a question - what does resourceManager.memoryLimit do?
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Re: The 128 Planes map by fo0k

Postby Vilespring » Thu Jun 06, 2013 5:56 pm

well, I like the idea of big maps too. I lots of tactical things to do in that case. That is when you need lots of players, and some very good vehicles/weapons to do some work. Like the M8A1 Tank Destroyer, a 76mm gun on a M5 Stuart chassis. Made for hit-and-run type of attacks. Fast, hard to hit, and deadly.
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Re: The 128 Planes map by fo0k

Postby Swaffy » Thu Jun 06, 2013 6:42 pm

fo0k wrote:I was thinking maybe have each team need to escort a large, slow, flying vehicle to the other corner of the map,

I really like this idea. Like a US Boeing B-29 or a Japanese Kawanishi H6K4. And a sprite emitter effect can be added to the damage effects that emits a warning symbol and/or a warning sound that players can hear throughout the map.

"Warning, the Allied bomber is under attack!"
or a really big exclamation point (sprite) pops up above the bomber.

But how can the players become dependant on the bomber? I was thinking of a way spawners can be attached to the bomber but spawn objects/players at their main base (that way the spawners will disappear when the bomber dies). Unless there is a fighter spawner attached to the bomber, with players spawning into the fighter, and is attached high above the bomber using the "hold" code (but that means players spawning where the bomber is at).

Also, f00k, can you add the server's name to the front page? I couldn't find the server by searching the IP address, I found it by searching "bfmods".
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