Alliedassault

Alliedassault (alliedassault.us/index.php)
-   MoH Maps, Mods & Skins (alliedassault.us/forumdisplay.php?f=11)
-   -   Pegasus Bridge TDM Beta (alliedassault.us/showthread.php?t=31503)

Uber_Soldat 10-29-2003 03:28 PM

Pegasus Bridge TDM Beta
 
This is a map me and T.Hunter have been making for about a year, and a few other people have helped along the way aswell I think.

Anyway, its a map of Pegasus Bridge, a bridge the British Paras captured on D-Day, and also where the first building to be liberated on the invasion (cafe gondre) is. This is as close to the real place as it could be, but its hard to find good photos, info etc to get it exact.



Heres the read-me:



___________________________________________



10/28/03
Pegasus Bridge TDM (BETA) For MoH:AA and MoH:SH
By: Uber_Soldat & T.Hunter
Credits: Uber_Soldat, T.Hunter, Rafo and everybody @ modtheater.com forums

To Install:
Place PegasusbridgeTDMBeta.pk3 in Moh/Main or mainta

To Uninstall:
Remove/delete PegasusBridgeTDMBeta.pk3 from Moh/Main or mainta



Map Info:
Pegasus Bridge is for TDM ONLY. It has 20 axis and 20 allied spawn points it supports
a total of 40 players.

>>>>>>>>>>>>>>>>>>>>>>>>!!!!!!THIS MAP DOES NOT SUPPORT FFA!!!!!!<<<<<<<<<<<<<<<<<<<<<<<<<<<

This is a historically accurate map of Pegasus Bridge. This map takes place In Normandy,
France in the early hours of D-Day. This map has taken 1 1/2 years to complete and
everything is guaranteed to be 95% historically accurate. Alot of time has been spent
on this map and we hope you enjoy it.

In the future we might release a FFA And OBJ version but dont hold your breath.
We still need to VIS it to get the FPS higher so if your interested e-mail us.

-----------------------------------------COPYRIGHTS-----------------------------------------

NO PART OF THIS MAP IS TO BE EDITED WITHOUT OUR PRIMISSION

------------------------------------------CONTACTS------------------------------------------

UberSoldat: me004e4180@blueyonder.co.uk
T.Hunter: yzkid6@hotmail.com



________________________________________





It is still beta, so email me or T.Hunter with any bugs etc. VIS hasnt been done, so dont send emails/post on fps problems, except areas with very low fps that could be fixed later on.




I'll upload some screenshots later, but heres a link:

http://www.edwards124.pwp.blueyonder.co ... DMBeta.zip

T.Hunter 10-29-2003 03:35 PM

[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge2.jpg[/img]
[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge3.jpg[/img]
[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge4.jpg[/img]
[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge7.jpg[/img]
[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge5.jpg[/img]
[img]http://www.you-are-a-huge-nerd.com/public/freepix/PegasusBridge6.jpg[/img]

biggrin:

HeadUp 10-29-2003 03:37 PM

looks awesome!
AA compatible?

Uber_Soldat 10-29-2003 05:00 PM

yes

10-29-2003 05:01 PM

i love it man good work. i like the night effect, gives a more releastic theme to it rock: beer: fire2:

T.Hunter 11-01-2003 12:46 AM

bump

T.Hunter 11-05-2003 07:37 PM

bump x2

HeadUp 11-05-2003 07:53 PM

looks a lot like the pegasus bridge from cod, but the graphics are better

Tystnad 11-06-2003 08:40 AM

Quote:

Originally Posted by DJHeadUp
looks a lot like the pegasus bridge from cod, but the graphics are better

Which would mean that they are both very realistic, since Hunter and Uber began this map before CoD had even announced its existance..

HeadUp 11-06-2003 10:39 AM

yeah

there should be a concrete mg bunker at one side of the thing

newt. 11-06-2003 02:28 PM

its very small.... u should have some planes flying across map maybe crashing...... have bridge be usful as in going up and down....

I like that basement on nazi side with nice stuff in it... maybe add on to that?

HeadUp 11-06-2003 02:32 PM

actually, there is the bunker i didnt see it
nevermind then
this map is totally haxxorzzzz!!11

Ralph Wilson 11-06-2003 03:54 PM

This map does not load...
 
I think I am having the same .min file problem.

Oh well, I played it on my roomates PC and it is really neat. Those red rooms are vibrant.

Dragonwraith 11-06-2003 03:55 PM

shame it's not objective

Slyk 11-07-2003 12:04 PM

Uber_Soldat: nice map. I played around in the beta a bit. Couple questions:
- Did you use VIS groups?
- I had some areas with ok FPS while just running around, but with a full server I'd worry about them. VIS and a shorter far_plane would help maybe.
A couple suggestions:
- wire obstacles or something to block off moving into the 'instant death' triggers you have. I just found that to be frustrating that for no reason I just died by crossing into some invisible zone. Would 'feel' better to me.
- a little more cover on the river banks, even if it's just bushes or a few crates around.
- a couple z-fighting problems in the bunker mg windows.
- soften the lighting level a bit for the red lights, may cut down on some of the bleed through around the door frames, etc.

The glider are top notch! I love the house details. The bridge is awesome! Nice to see some guys put a LOT of time into a map to make it look, feel and run great. Good job, and PLEASE, finish it off. It'll show.

Uber_Soldat 11-07-2003 06:32 PM

Quote:

Originally Posted by Slyk
Uber_Soldat: nice map. I played around in the beta a bit. Couple questions:
- Did you use VIS groups?
- I had some areas with ok FPS while just running around, but with a full server I'd worry about them. VIS and a shorter far_plane would help maybe.
A couple suggestions:
- wire obstacles or something to block off moving into the 'instant death' triggers you have. I just found that to be frustrating that for no reason I just died by crossing into some invisible zone. Would 'feel' better to me.
- a little more cover on the river banks, even if it's just bushes or a few crates around.
- a couple z-fighting problems in the bunker mg windows.
- soften the lighting level a bit for the red lights, may cut down on some of the bleed through around the door frames, etc.

The glider are top notch! I love the house details. The bridge is awesome! Nice to see some guys put a LOT of time into a map to make it look, feel and run great. Good job, and PLEASE, finish it off. It'll show.

So far there arent any leafgroups, and not really many places to use them anyway. for the final release ill try and use some though. The farplane is already brought as close as it can be, it was more than what it is now, but if it was left like that then you could see the edge of the map. as it is now, you can just about see the cafe and farmhouse windows from the allied trenches, if its any nearer then those wont have much use.
The map is supposed to be as close to the real thing as possible. ive noticed the sniper trigger thing is a bit fast, so ill change the speed of it later, so theres more delay between someone shouting 'sniper' and the player being killed.
i know about the z-fighting in the bunkers, shadow caulk should be able to stop that, and the z-fighting should be fixed for the final version aswell.

btw, nothing in this is based off the cod version. this was started over a year ago, before cod was even started. this is also supposed to be as close to the real thing as possible, the cod one isnt and is changed for gameplay.

Slyk 11-08-2003 09:43 AM

Ok, sounds like you've got a plan to tweak it. That's good. The VIS thing can work better than you know. It should be used. You can set up a dozen large zones. What you need to do is a little math. Figure out the width and depth of the map. Then note your faplane. What you should try to do is have the VIS groups sized to the same dimesion that your far_plane is, so if the far_plane is 3000 units, the VIS boxes should be 3000x3000. At least the ones in the center areas of the map. What will help FPS is the areas, for example, where the gliders are... you can't see them from the German side of the bridge...so why not VIS them out? That will save you a lot of brush and model trouble and your FPS will go up from it.

Using that logic will only make your map play faster and better with a fair to large number of players! I know several servers hoping to host the final version, and speed is the key! IF you would want any more specific input on VIS, please ask. Be glad to help, it's a great map, maximize your potential.

DON 11-08-2003 03:08 PM

hey guys i love da map maybe some c47 flying over the map and some aa guns if they where stationd there, and wich server is running this map

thanks for this very awsome map and thanks for future responses

Small_Sumo 11-09-2003 04:04 PM

Looks real good. I am very impressed.

Doc Hayward 11-09-2003 04:07 PM

looks good guys. But i expect it could be alot bigger!

Uber_Soldat 11-11-2003 11:16 AM

I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side.

There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly

Sgt.Lipton 11-11-2003 11:30 AM

wow dude !!! nice !!! rock:

Doc Hayward 11-11-2003 02:31 PM

[quote="Uber_Soldat":76e21]I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side.

There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly[/quote:76e21]
sounds good

Dragonwraith 11-11-2003 04:16 PM

[quote="Uber_Soldat":1c904]I'll try and use those vis blocks then, and see how long a full compile would take, which should help the fps indoors a bit.
The map couldnt be any bigger, its less than 128 units from the edge of the grid. the triggers for killing the player were around 3000 from the edge of the map, except the allied side, where you can just about see the edge of the map. the other end of the map past the destroyed half track was supposed to have a straight road, but had to be curved so there would be room at the allied side.

There were MGs firing into the sky behind the cafe aswell, but they were giving too many errors, and had no sound, so they were taken out for this version. they might be back in for the final release though, if they work properly[/quote:1c904]

any plans for an Obj ver?

T.Hunter 11-11-2003 10:48 PM

Quote:

Originally Posted by Dragonwraith
any plans for an Obj ver?


been thinking about it, but dont hold your breath

might do some kinda obj where the allies have to run across and capture the bridge while the axis try to stop them by blowing the bridge up via plunger in pillbox


All times are GMT -6. The time now is 02:28 PM.

Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.