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Dutch Forces Discussion pertaining to the PR Dutch Forces faction.

 
 
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Old 2013-06-23, 16:35   #11
Rabbit
Default Re: [WIP] COOP support for Raid At Dawn

Quote:
Originally Posted by SShadowFox View Post
Not the SM, I mean the ambient sound, at about 3:44 you can hear it.

BTW, I need to talk to you on XFire.
Sounds like bf2s cricket ambient.

Great job guys, looks real nice.
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Old 2013-06-23, 18:49   #12
Glimmerman
Retired PR Developer
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Default Re: [WIP] COOP support for Raid At Dawn

Awesome vid AD!

Im here in Spain on vacation and im missing out on all the fun!

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Old 2013-06-23, 18:55   #13
Pronck
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Default Re: [WIP] COOP support for Raid At Dawn

Well done guys! I am really looking forward to see the rest of the things!
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Old 2013-06-24, 05:34   #14
waldov

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Default Re: [WIP] COOP support for Raid At Dawn

Man ive never seen this map, it looks awesome could make a very good map for a taliban attack against and outpost.
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Old 2013-06-24, 05:48   #15
AfterDune
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Default Re: [WIP] COOP support for Raid At Dawn

Yeah, that's what this is basically. The idea behind the map is based on a real life event. The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).


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Old 2013-06-24, 13:48   #16
[R-DEV]​melonmuncher
PR:BF2 Developer
PR Server License Moderator
Default Re: [WIP] COOP support for Raid At Dawn

Nice man, good to see someone else taking an interest in those crappy bf2 bots.
Out of curiosity how large is your navmesh? with a 1km map you can add bot support to the entire map if you have enough patience.
Also did you use the navstatics?
Great work though, definitely better then my first mesh.

Quote:
Originally Posted by [R-DEV]AfterDune View Post
The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).
I've actually thought about doing something like this before, having the bots spawn in all directions from around the defense point, the defending team having about an eighth of the attacking teams tickets.
And the bots AI is perfect for those swarm rushes.
Only problem was the bots who were supposed to defend were kind of useless.
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Old 2013-06-24, 22:10   #17
Rabbit
Default Re: [WIP] COOP support for Raid At Dawn

Quote:
Originally Posted by [R-DEV]melonmuncher View Post

I've actually thought about doing something like this before, having the bots spawn in all directions from around the defense point, the defending team having about an eighth of the attacking teams tickets.
And the bots AI is perfect for those swarm rushes.
Only problem was the bots who were supposed to defend were kind of useless.
I did this for my current level a playtest ago, it was really love it or hate it.
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Old 2013-06-28, 02:06   #18
40mmrain
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Default Re: [WIP] COOP support for Raid At Dawn

looks like a solid little infantry map, like asad khal, I enjoy those every once and a while
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Old 2013-06-29, 10:38   #19
Darman1138
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Default Re: [WIP] COOP support for Raid At Dawn

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Yeah, that's what this is basically. The idea behind the map is based on a real life event. The Dutch were doing a raid on some compound and then get ambushed by the Taliban. So they hold up in a compound and defend it from incoming Taliban (they attack from all sides).]
So would this map be a good candidate for that new Defense game mode or whatever it was?
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Old 2013-07-10, 16:58   #20
Otvaga
Default Re: [WIP] COOP support for Raid At Dawn

Navmesh expanded and 64P layer added, see first post
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coop, dawn, raid, support, wip

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