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  Go to the bottom of this page [ICMC] Combat Training v1.0 [moved]
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16.03.2008 07:30
Jubei
Hardcore Modder

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[ICMC] Combat Training v1.0 [moved]


ICMC comments moved to new thread

[ICMC] Combat Training [Download NOW]

thanks


=============================


Hi Everyone - New Updated - June 18, 2008

Finally the deadline is here- and the ICMC map can be downloaded
Download Link

any comment or remark will be more then welcomed.


====================================

added a Updated Video Demo- enjoy!
any comments are welcomed.

Combat Training - Video Demo - Update v1.3




High Quality:
  • Veoh

  • goto the veohsite by clicking "VeohTV" and click "Watch on Veoh". enjoy

This post has been edited 40 time(s), it was last edited by Jubei: 24.06.2008 15:37.

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16.03.2008 08:40
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei


RE: [WIP] Combat Training


More Screenshots
they are kinda small, i'll capture bigger / better pics when i get home

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combat_training_04.jpg combat_training_05.jpg

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16.03.2008 14:04
Cry-Sam
Intern Level Designer Crysis 2

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/Moved to Levels Smile

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16.03.2008 22:17
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




more Screenshots

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Jubei has attached these images (downsized versions):
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18.03.2008 08:49
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




More screenshots

i have added Trackview sequance, finnaly got the animation / cameras, and such under control.
animation objects are fairly simple to control after understanding that they are just dolls.

video is comming up.

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22.03.2008 15:56
Cry-[HP]
Crytek Staff Member

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Good stuff, I can spot a couple of visual errors but I'm gonna wait for the final thing to comment, keep up

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23.03.2008 11:46
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




HP, please feel free to comment, i'm now working hard on the AI,

so if there is any visual anomalities, please point them out Big Grin

any help would be blessed.



-----

Progress Report.

finished making the firing range, for all 12 weapons,
finished making the time test.

now doing the Flowgraph and setting everything to work perfectly.

when you stand by the firing line,
brief instruction to what to do, and what the weapon is best used for

the matching target will jump up,
when you hit the intended target it will drop back down.
and the instructor comments on the weapon.

there are 12 weapons total in 3 groups.

----
Group 1 - Light Weapons:
1. SMG
highlight - teach short bursts.

2. Shotgun
highlight - teach medium range mod (small spread)

3. SCAR
highlight - teach aim, and single shot.

4. FY71
highlight - gives feel for enemy weapons

5. DSG
highlight - difference between stances, teaches the breathing technique for aiming.

while only the SCAR and DSG are required for qualification to go for the timed course, and the Explosives section.
using all Light Weapons will qualify as "Assault Specialist".

----
Group 2 - Explosives:
6. Smoke Grenedes
highlight - teach soft cover phylosophy

7. Flash Grenedes
highlight - teach how to use, and shows the effects.

8. Frag Grenedes
highlight - teach bouncing off walls.

9. C4
highlight - teach how to use.

using one explosive will qualify for the heavy weapons.
using all explosives will qualify as "Explosives Specialist"


----
Group 3 - Heavy Weapons:
10. LAW
highlight - where to hit a vehicle for max dmg.

11. Gauss
highlight - principle of rail gun, and how to apply

12. Mini-Gun
highlight - teach the suppressing fire phylosophy and how to apply.

using one heavy weapon will qualify to pass the Training, and be Special Forces Soldier.
using all heavy weapons will qualify as "Support Specialist".

----
Firing Range - End.
using all weapons will qualify as Weapons Master.

-------

The Timed Combat Ability Course, will consist of
1. Physical test - crouch, jump, prone, climb.
2. Hut 1 - static targets - 6 targets.
3. Granade Target - throw into a window / or bounce on a wall.
4. Hut 2 - moving targets - 3 horrizontaly moving targets.
5. 3 head targets behind MG nest.

=================

right now the FG is hard work Big Grin

- all the targets behave great, they pop up, and go down perfect.

i'm setting the mission flow - so the right weapon would trigger a training.
now its subtitles, but they would become dialogue by the instructors soon enough.

i'll have it solved and working tonight.
i'll post a small video of the Firing Range later on.

talk soon.

This post has been edited 2 time(s), it was last edited by Jubei: 23.03.2008 12:12.

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23.03.2008 11:48
Olli.
24/7 Modder

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oh my god! thats the exact same thing ive started working on a while back!
exept mine isnt such a large thingy... im making more of a small map with as much detail as i can possibly put on it

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23.03.2008 12:16
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




I am working on this map (and another one) since the demo came out,

@ Olli - "this proves that Great minds think alike Big Grin "
but after i'll finish up everything, tell me, what you think.


the surprise is:

in the middle of training, the base comes under attack by enemy squad.
after the attack you get a mission to clear the enemy camp.
there the player finds a surprise (Oooo)

This post has been edited 2 time(s), it was last edited by Jubei: 23.03.2008 18:43.

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24.03.2008 08:44
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




Finaly the Firing Range works as intended yay!

Light Weapons are Done!!! (yay)
the right Training comes depending on the weapon the player picks,

and the targets drop after they get shot,

very cool stuff.

working on Explosives - have a small hitch with the C4, trying to solve that.
HitInfo and ExplosiveInfo doesnt work with C4 for some reason...


and the Heavy weapons are next!

when i'll finish with the Firing range i'll add a nice Video.
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24.03.2008 18:26
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei


Target Hit - Drop


here is the FG how to make the target jump up when the player have the right weapon
and stands in the right firing lane.

and then the target drops after the player hits it with the same weapon.

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25.03.2008 08:37
Adius_Omega
Uber Modder

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I like the idea and how the base becomes attacked in the middle of the training. Would really make the player feel like kicking some hardcore ass.

Not much other than that to say about it story wise as it is pretty good.

The terrain is looking decent as well. I really like the screen with the waterfall and the tank.

However in this screen: http://www.crymod.com/attachment.php?attachmentid=12401
I would advise placing some landslide rocks and small shrubbery bushes near the larger cliff bushes you have placed. Also maybe put some more rocks around the waterfall and changing the material to a more fitting one.

All in all you and Olli. have a pretty solid and original idea so keep at it!

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25.03.2008 08:55
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




the plan is,

you where chosen to train at the base,
it gets attacked,

but then you get a "retaliate" mission to go into the enemy camp.

there you have 3 options,
1. Frontal attack - lead a group of soliders for a frontal assault
2. Sniper Cover - Aquire a Snipers position on high grounds, and give cover to the Attack force
3. Infiltrate - go in stealthlike, take out the patrol and snipers in the enemy base, and give cover to the force.

in all 3 cases the sub-mission is to take control of the enemy camp's exterior.
and surround the Headquarters parameters.

as soon as you enter, you get a mission to download the files from their server,
but they start to delete their hard-drives.
so you have a limited time to clear out the HQ, and download the data.

if you try to DL the data, and get shot - you get interupted, and need to start over.
it would take about 1-minute to DL the files.

then get back to base, debrief, and off to next mission. - end level.
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26.03.2008 09:32
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




the solution to the C4 was acctualy quite simple.

instead of consentrating on the C4 i concentrated on the effects namely physics.

so i attached PhysicsBig Grin ynamics node
and from the velocity node i output to a Vec3:FromVec3 and connected each of the vectors to a Math:Less to the B input, i set A input to 10 (making sure the object didnt activate the trigger from wind or something.

connected these to Logic:Any and from there to LogicRed Face nce.

and the trigger works perfectly.

now when i place the C4 and detonate, the target moves, and walla i have the trigger activate

yay!

***Special thanks to Dark Shadow for helping advice!
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26.03.2008 11:35
Dark shadow
Honourable Member

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Alwys there to help Happy tell me if you have other questions Wink and nice map.

__________________
-> SQUAD COMMANDER - a complete squad at your commands - go wherever you want / do whatever you want
----------
-> MAXIMUM CHALLENGE - a complete SP modification - the real hard campaign / more enemies / more action
----------
-> TANA's: Tactical Alien Nanosuit Attachments - Alien nanosuit attachments to expand and increase your abilities
----------
-> AGILITY FLOWGRAPH - Do amazing wall runs and jumps, grab edges and climb and jump everywhere. Have fun!

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26.03.2008 13:18
Ultimarage
Uber Modder

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Sweet idea! Big Grin

I got some comments though...

The waterfall entity looks out of place with the vulcan rocks and such.... Also, you should really work to make the areas more detailed. Big Grin

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26.03.2008 14:07
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




i have build the entire map,
as prototype to see if it would work,

i did however place all the ambience and dynamic music.
changed the lights, and fixed the TOD table, volumetric fog and sun rays and the likes.

now i'm working on the details.
changing each part, as planned.

i just finished the first part and will post pictures and a video, soon as i get home.
including the Firing Range, the 12 different weapons.
everything works.
exept the dialogue - at the moment i have subtitle place holders.

and the starting mini-cut scene, the landing and exiting the VTOL.

plan for today, is to finish up and polish the firing range, and finish all the FG
for the Timed Course.

then the Base US AI (Relaxed schedual) - patrols, guards, and idle behaviors.

after this i'll go right into the waterfall, make the rock material match the canyon.
- i did fix the visor water effect (Image:HUD) water droplets, looks very cool.
when you enter the waterfall it acctualy refracts the vision.

all in all i'd say its going as planned.


By the way, thanks for your comments - the more the better Big Grin
its much appreciated!

This post has been edited 1 time(s), it was last edited by Jubei: 26.03.2008 14:07.

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26.03.2008 14:17
Ultimarage
Uber Modder

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I would like to add that the way you've thought out the story and gameplay is awesome, this map will be very fun. Big Grin

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26.03.2008 14:22
Jubei
Hardcore Modder

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Thread Starter Thread Started by Jubei




tnx alot Ultimarage Big Grin
means alot.
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26.03.2008 14:40
Olli.
24/7 Modder

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quote:
Originally posted by Jubei
I am working on this map (and another one) since the demo came out,

@ Olli - "this proves that Great minds think alike Big Grin "
but after i'll finish up everything, tell me, what you think.


the surprise is:

in the middle of training, the base comes under attack by enemy squad.
after the attack you get a mission to clear the enemy camp.
there the player finds a surprise (Oooo)



^^jeesus... this is exactly what i was thinking of doing...

the base comes under attack from enemy bombers, then after fighting off the first wave, youre sent in to the surrounding jungle to take out the enemys forward base and stop an end to the continuing attacks...


i guess its time for me to go back to the drawing board...

darn i wish i made a thread about this earlier

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