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America's Army => mAAp Project => Topic started by: Jared on Monday, January 09, 2012, 23:46:49 PM

Title: mAAp Shimpment
Post by: Jared on Monday, January 09, 2012, 23:46:49 PM
After playing with blue tonight on shipment, i was would like to make a request for loadout change.

No SFMOD and NO nades, flashes or smoke. Guns only. This would make the map a lot more fun and harder to play
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 10, 2012, 00:30:02 AM
While trying to change these, I opened Shipment and I can't see the mesh containers. Open the same map file in AA and they're there. My editor has M-Equipment.usx. Blue, are you able to see the containers in the editor?
Title: Re: mAAp Shimpment
Post by: [Nifty]-mister on Tuesday, January 10, 2012, 06:14:37 AM
After playing with blue tonight on shipment, i was would like to make a request for loadout change.

No SFMOD and NO nades, flashes or smoke. Guns only. This would make the map a lot more fun and harder to play

 I havent played it but i agree with you, i played this map on MW and it does suck with nades.
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 10, 2012, 06:50:40 AM
While trying to change these, I opened Shipment and I can't see the mesh containers. Open the same map file in AA and they're there. My editor has M-Equipment.usx. Blue, are you able to see the containers in the editor?

1 or 2 of the static mesh containers is missing for me. However all the BSP containers you made have the default bubble texture, but UED doesn't tell me that there's missing textures.......
Title: Re: mAAp Shimpment
Post by: Koden on Tuesday, January 10, 2012, 09:33:57 AM
I havent played it but i agree with you, i played this map on MW and it does suck with nades.

I've only seen this map being played with shotguns (e.g. polish WTF server). Of course it's going to be tough to play with any automatic weapon set other than a shotgun or a pistols, there are also too many chances of killing or wounding teammates with nades or such.
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 10, 2012, 15:13:51 PM
1 or 2 of the static mesh containers is missing for me. However all the BSP containers you made have the default bubble texture, but UED doesn't tell me that there's missing textures.......

Same here... I might have to get the meshes/textures from MP6 and re-add them to our packages.

This is so odd. Even with the MP6 textures and meshes, the staticmesh boxes are still gone. The boxes with null textures look like anti-portals but they're green instead of orange. I think I'll have to do some overhauling on this map.

Silly Spanky. Had to go to groups and check group "containers" because they were hidden :P
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 10, 2012, 15:41:38 PM
What kind of changes would you guys like to see on Shipment? I've seen a few sessions of it being played. Jared brought up the fact that the spawns are too close. I could put one spawn outside the chain link fence, kind of an assault like pipeline.
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 10, 2012, 16:39:24 PM
Well If the amount of players on the server are 10 (so 5v5), the spawns are at a fine distance. The map has a very nice CQB style.

Jared believes nades should be disabled, I also agree. Also the sf spawns should be switched to the standard class (although I really enjoy the sf guns with the acog ironsights).

All the spawns should be inside the playing area, unless you were to expand the map, then I think there would need to be an SE edition.


Otherwise I'm good the with map, everything is pretty balanced and I always enjoy playing it.
Title: Re: mAAp Shimpment
Post by: Jared on Tuesday, January 10, 2012, 16:40:43 PM
What i was telling nate is last night when we were playing my gun was still loading when i was seeing you in mid... i think if you moved them further back people could shoot and play right when they were seen
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 10, 2012, 16:43:50 PM
Yea I get you. Spanky would have to make the player area a big larger so he can move the spawns back some.
Title: Re: mAAp Shimpment
Post by: Jared on Tuesday, January 10, 2012, 16:45:25 PM
yeah he said that would blow. so he would just make a "like pipeline" spawn.

But all of this is just what i thought so what does everyone else think? i mean its fine for small matches 4v4 or less.

Has anyone played with more?
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 10, 2012, 17:23:24 PM
Most I've played with is 5v5, at this point nades are thrown everywhere. However the map has enough spawn points for 13v13.
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 10, 2012, 17:25:42 PM
I modified playerstarts to have the M16A2 for all slots minus 1 nade and 2 flashbangs. I kept the smoke though (if they come with M16A2). I also re-did the anti-portals and added more grass and debris.
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 10, 2012, 23:08:32 PM
Shipment is pretty much done IMO. M16A2 with 7 clips, Pistol with 4 clips and 3 smoke nades. Should be fun and fair. It's uploaded on dropbox right now for you guys to check out.
Title: Re: mAAp Shimpment
Post by: Spanky on Monday, January 16, 2012, 23:55:38 PM
Added some rain and ambient sounds to the map. What do you guys think?
Title: Re: mAAp Shimpment
Post by: Jared on Monday, January 16, 2012, 23:58:16 PM
is it still in the day time? or is it now night?
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 17, 2012, 00:00:10 AM
Same time of day, same brightness and everything, just 12 more fog particles and about 1200 rain particles. You can't hear footsteps around you but you can hear gunfire. Kind of like a rainy dock :)
Title: Re: mAAp Shimpment
Post by: Jared on Tuesday, January 17, 2012, 00:02:32 AM
rgr i think dockside is a great map!
Title: Re: mAAp Shimpment
Post by: Jared on Tuesday, January 17, 2012, 00:43:12 AM
nate can you post a ss?
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 17, 2012, 01:07:32 AM
Rains more visible ingame

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F2059%2Fsarmy20120117000118.jpg&hash=816d1d95fcdab0a39f29256525b9b025)
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F2756%2Fsarmy20120117000202.jpg&hash=7215dba685a8364d12f4ae219fb758c7)
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 17, 2012, 01:18:13 AM
Here's a video:

http://youtu.be/wcciAEHAGSs?hd=1
[youtube]http://www.youtube.com/watch?v=wcciAEHAGSs&feature=youtu.be&hd=1[/youtube]

-_- Blue beat me to it while I was uploading... Blue, 30-40FPS? Maybe less rain/dust particles?
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 17, 2012, 16:39:49 PM
Yea 30-40. I'm sure its the dust particles because the addition of rain particles didn't change the fps. It's funny cuz this is the only map I get less than 60 on (vsync).
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 17, 2012, 16:44:33 PM
Well, play with it a bit and see if you can optimize the particles and decolayers so you get more FPS. It's a simple map, you should be getting more FPS than that.
Title: Re: mAAp Shimpment
Post by: BlueBlaster on Tuesday, January 17, 2012, 16:57:20 PM
Yarly, I get more outside on pipeline :D
Title: Re: mAAp Shimpment
Post by: Spanky on Tuesday, January 17, 2012, 17:04:48 PM
Yarly, I get more outside on pipeline :D

That's what I like hearing.