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> Bg_germantown -- Teaser Pics
JakeParlay
post Nov 5 2008, 04:45 AM
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At long last, I wanted to generate some buzz about one of the items we've been working on for quite some time. Based off the battle for the town of Germantown, Pennsylvania in 1777, bg_germantown is a sprawling, progressive-spawn behemoth that sees the Americans on the offensive for the duration of the map. Winding its way through a farming village, narrow canyons, a fortified town wall, and the city of Germantown, the map will contain seven flags to be captured in sequence.

Bg_germantown will take advantage of some coding tweaks Hairypotter has in the works, and along its 12+ months of development has been under the watchful eye of Nathan Hale and the other Dev crew members.

Now, some screens. Be sure to click for full-size, if so inclined.











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Nathan Hale
post Nov 5 2008, 05:48 AM
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I've been through this map a few times already and it's looking quite nice.

This map is different in many ways from the maps we currently have-- it's a long and difficult map for the attacking Americans, but it does provide them with ample opportunities to win with a little bit of skill in assault planning. They are aided by rolling spawns and one-sided capture points. The British begin with the obvious advantage of defense, but do need to be wary of a variety of approaches and attacks from the Americans. Many of our current maps focus on neutral capture points and general control. This map offers something a little different-- a real challenge for the strategic mind of the commanders on each side.

In the pubs this map will offer some wild skirmish opportunities and will play very nicely in larger groups. It will be a bit large for a small game, but larger games will really take on a life of their own with this map, even in a pub server setting.

Recent additions include numerous historical upgrades. Jake also wants to include some artillery as well, and I think we can work out a good mix of artillery fun and historical accuracy on this map-- it's about a good balance.

Other than these brief notes, I'll let the screenshots speak for themselves. As an interesting aside, several of the buildings in this map (especially the Chew house) are based off of actual buildings near and on the site of the actual Battle of Germantown. This map is going to feature a nice mix of history and playability.

(I've pinned this thread as the home for Germantown work in progress updates and teaser pictures)


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Ztormi
post Nov 5 2008, 12:58 PM
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Very nice idyllic little town. I love townmaps and this one looks excellent. I would like to see the overview of the map. Hopefully the layout is not too complicated.
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DivaBebopinYou
post Nov 5 2008, 02:12 PM
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This map looks really cool, stop teasing me!!! biggrin.gif
I don't map for BG2 anymore, maybe when the CTF mod that hairy had in ALT is an option then maybe. I like mapping for TF2 now. heh heh.

I Like that bridge thingy in that one pic.

Edit: Someone needs to make house Prefabs or House Models. tongue.gif

This post has been edited by DivaBebopinYou: Nov 5 2008, 02:14 PM


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Plexi
post Nov 5 2008, 02:15 PM
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The outfit looks awesome, but I'm little pessimistic about the number of flags and progressive spawning. Flags should be set at least so visible that beginner would notice those. In bg_harbourtown, I still have really no idea where the most flags are placed :S Prog. spawning can make a big map very good, but it shouldn't become something like bg_ruin in bg1. You couldn't advance at all after capping three flags with americans. British spawned always at the cottage flag(their flag near to spawn), so capping was almost impossible. You had to kill the enemy team about 4 times, before you could fullcap.

edit: fixed my message little bit..

This post has been edited by Plexi: Nov 5 2008, 02:23 PM


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DivaBebopinYou
post Nov 5 2008, 02:24 PM
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Now that I read more into it, why seven flags, that will just be annoy to see text on my hud that just blocks my view. If we are going to have more then 4 flags on a map then you devs really need to re-think the flag hud cap thingy. I would use DODS's ideas or TF2's cp idea. I don't think any one likes to have text taking up their screen. biggrin.gif That's just what I think.


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JakeParlay
post Nov 5 2008, 03:34 PM
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QUOTE(DivaBebopinYou @ Nov 5 2008, 09:24 AM) *
Now that I read more into it, why seven flags, that will just be annoy to see text on my hud that just blocks my view. If we are going to have more then 4 flags on a map then you devs really need to re-think the flag hud cap thingy. I would use DODS's ideas or TF2's cp idea. I don't think any one likes to have text taking up their screen. biggrin.gif That's just what I think.



We're toying around with some ideas for changing the flag display on the screen, something more akin to DOD:S style, but nothing concrete for now.

Plexi, the flags are pretty visible, and the map is linear enough that finding them shouldn't be a problem. Sure, there are flanking routes in places and houses to hide in, but the map as a whole generally points in one winding direction.

Here's an overview. Cyan for American spawns, red for British. Yellow dots are the flags, and blue for the general American attack route. Keep in mind, it will follow a sequence like "Cap 2 flags, advance the spawns, cap 2 more flags, advance the spawns, etc..."

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MacKenzie
post Nov 5 2008, 04:17 PM
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wow looks really sweet! good job on that!


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izzysinz
post Nov 5 2008, 04:51 PM
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Im thinking this map looks amazing

These are the maps i enjoy as it is more like a "level"
Gameplay i think will be a hard issue to work through but if you have the vitamins to make something like this im sure you can pull something out of your proverbial hat.

If needed i would very much like to Test it for you

You have inspired me to map.

also im currently working on house prefabs, i have just finished a tavern
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DivaBebopinYou
post Nov 5 2008, 11:00 PM
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lol, I was talking to death and he says that your stole his idea and that was his map. I guess its what I like to call this, "Starters keepers, lazy weepers." rofl.


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JakeParlay
post Nov 5 2008, 11:13 PM
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QUOTE(DivaBebopinYou @ Nov 5 2008, 06:00 PM) *
lol, I was talking to death and he says that your stole his idea and that was his map. I guess its what I like to call this, "Starters keepers, lazy weepers." rofl.


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CJ``
post Nov 6 2008, 08:50 AM
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the map looks nice but looks weird to play in bgl
could you make some maps for the bgl
for example bg_snowlake from 1.2.1 and some other maps like bg_valley bg_newengland_bgl bg_battlefield would be cool so the bgl would have some own maps to play


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Nathan Hale
post Nov 6 2008, 03:12 PM
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This is not the place to go into detail about other maps-- please limit your comments to Germantown in this thread. You can make a new thread for other maps if you like.

But the old maps are worth a comment: we actually are working on figuring out what BG1 maps we can port over to BG 2 for the next release. There were some fun maps in the old BG 1 game (Valley, Battlefield, Snowlake all come to mind). We're looking at just what we can do to get some of these classics into BG2 to mix things up a bit.

There is nothing final or official as to what, if anything, we can port (it's proving hard to track down people to get property permissions to port in some cases). But we are seriously considering porting in some BG1 classics into the next version of BG2.



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DivaBebopinYou
post Nov 22 2008, 05:29 PM
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lol. When I look at the .bsp file it has the Left 4 Dead icon infront of it and not the HL2 icon. That is funny.


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la familia gee
post Nov 23 2008, 05:33 PM
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those pics look really good.
where can i download that map ?
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Nathan Hale
post Nov 23 2008, 05:40 PM
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QUOTE(la familia gee @ Nov 23 2008, 12:33 PM) *
those pics look really good.
where can i download that map ?



This is an official map that will be in the next release of the mod.

However you can test it out if you download the BG test beta SVN. Check out the Beta Testers' Forum for information on that. Follow the instructions on installing the SVN program and then you can download the current test version of what we're working on for the next release.

This thread is an announcement thread to show everyone what we're working on at the moment for the next release in terms of this new map.


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la familia gee
post Nov 23 2008, 06:54 PM
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nice
thanks for the quick information
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Im_So_Cool_Retar...
post Dec 4 2008, 06:03 PM
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Looks very nice, good job. Reminiscent of Lexington.


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BoDSmOKe
post Dec 5 2008, 07:32 PM
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I want to play it damnit . When can we expect too!!!!!!!!!!!!!!! New release haha that could be years knowing this game . Map does look pretty damn good though . Good work!!!!!
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Nathan Hale
post Dec 13 2008, 12:07 AM
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It's currently in the SVN if you want to beta test it and have a look around.


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Desertfox
post Dec 25 2008, 08:25 AM
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wow looks amazing, can't wait to play it


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Pynkfloyd
post Dec 25 2008, 06:15 PM
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Nice map! Progression maps give alot more structure to gameplay, so it's nice to see that theres at least one new one coming our way.


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izzysinz
post Jan 16 2009, 10:47 AM
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Ok so i played this map last night on the SVN and fell in love with it, lots of hardwork has gone into it and it really shines out through the layout and design. From a visual side this map is beautiful , yyet at the other end of the spectrum it is still a rather tactical map. i believe this is the perfect map for a 32 slot server as it would run very much like BG_pillage but with more concentrated melee areas.

Overall a very good job, possibly a different skybox, but that is only preference on my side.

Would it be possible for me to put the beta version on my server?

Izzy
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JakeParlay
post Jan 17 2009, 12:05 AM
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I wish you could... I'm dying to get some feedback on how it plays. It simply won't work without some code updates HP has built into the SVN version. Gonna have to wait for the next update for germantown.

Thanks for checking it out.. I'm glad you think it's got potential
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General Stuka
post Jan 17 2009, 02:54 PM
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Just some minor problems I pointed out yesterday, they may seem more subjective in what i've experienced but heed what I've posted here, just some "Polishing" up notes.

-bg_germantown
West side of the town has an average fps of around 60-70 for me, the east side including the church
has an fps of around 20-30

Ambiance of wind should be either taken off or toned down as some players may find this an nuisance.
e.g. Bg_mvalley 1.1b water ambiance

West side of the town has a small house with some random foliage peaking through the floor

Building opposite the church is too dark inside.

I think the map is generally very, very good. Quite a large map which is beneficial for a 32 or 64 slot server.
Below is a demo of the map, place this in your BG2 folder.

http://rapidshare.com/files/184908650/bg_g...own_b2.dem.html



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