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#91 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,595
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yes a lot underground stuff, try and make things like big signs of already happening war, like large empty areas with signs of ied explosions. add A LOT OF garbage around, like cardboard boxes everywhere and those breakable glass statistics. Many ladders so we can get some rooftop to roof top firefights like we see in the videos. Other then that AMAZING MAP!! this will be the new al basrah.
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#92 |
![]() Join Date: Aug 2007
Posts: 14
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It looks better with the sidewalks, don't remove them, they make your city look perfect, very realistic.
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#93 | |
![]() Join Date: Jan 2007
Location: Bloomington IN
Posts: 1,649
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Quote:
do it. I am dieing for some good Urban Armor + Infantry teamwork. and Please, dont make it like Basrah with a ton of open space.. such wasted area. | |
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#94 |
![]() Join Date: Jun 2007
Location: Bat Country
Posts: 203
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I like it without the sidewalks, i think it looks more realistic, like a slightly under developed city/town)
I agree with Terranova about the ladders (lots of accessible rooftops) and having many different underground basement type area's (ie fools rd / 0.5 al basrah) with caches in them would be fantastic. *One* non-respawnable apache would be ok (but IMO don't make it respawable, like you said) IMO you should be careful with the amount of armour you put in there, just to minimize the tank/apc sniping from long distances and making it just another ejod desert, would be great to have it as a mostly infantry but with 'limited' armour and asset support. Maybe even think about having the tanks and/or apc's as non-respawnables. Someone else mentioned cardboard boxes, rubbish, etc and I'd love to see plenty of that in there (gives a gritty/realistic type feel) Keep up the good work mate - it's looking great EDIT--> the mosque area looks a little 'abandoned' with the terrain around it as dirt, maybe having a paved area around the mosque would be better? You'd think if they went to all the trouble of building a nice mosque, they'd finish off the area with paving of some sort. Also with regards to the open area's - would be nice to have quite a lot of those little compounds you were talking about to spice things up, even if they were quite spaced out. And perhaps have part of one of the main roads blocked with abandoned cars with a wreck of some sort out it front, as if an attack occurred and everyone behind abandoned their cars and ran for their lives. Just suggestions mate - take em or leave em |
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There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. |
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Last edited by Ablack77; 01-23-2008 at 09:28 PM..
Reason: add suggestions
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#95 |
![]() Join Date: Jul 2007
Location: Sadr city, Baghdad
Posts: 434
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Once again this is supposed to represent a small town in the middle of nowhere so the sidewalks don't exactly fit there beside that I got very close to the number of statics used in Basrah without even getting close to being done. That's why I've decided to remove the sidewalks and make it feel more sandy/dusty then it was before.
Around 70% of buildings have roofwalls and accessable rooftops. There is also lots of trash on the streets with all of those garbage bags and cardboard boxes to hide IEDs behind. Also bare in mind that this is still WIP and painting ground textures + undergrowth is what I'm working on ATM. I'm not exactly sure what do you mean with those underground basements in Basrah, don't know about Fool's road since I don't play that map. |
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#96 | |
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PR Mapper Team
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Quote:
http://shrani.si/f/23/114/4GOZFOx8/04.jpg in that pic, you are not using road "intersections", overlapping roads to make a join at a T juntion or X road is bad as the join dont look right to start with, and you will also get some gfx glitches with it. Intersections are placed just like statics and you join roads upto them. http://shrani.si/f/8/4b/1amghjLp/05.jpg your suburbs area is looking far too "cloned" for my liking, you can tell you have made 1 or 2 blocks and just cloned them all around for every block hehe. try and make each area as unique as possible even thou you are given a limited amount of statics, its still possible, just rotate, have diffrent statics around / on them etc mosque area is looking interesting but not that realistic I dont think. keep it up any how | |
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#97 | |
![]() Join Date: Jul 2007
Location: Sadr city, Baghdad
Posts: 434
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Quote:
And what exactly would you as an expert recommend me to do to change the overall feel? I've used lots of reference photos of Iraqi towns and thats's what I'm going for. | |
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#98 |
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PR Mapper Team
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can always make your map load a diffrent texture for them, aint too hard, in muttrah i have a diffrent road texture from the normal and the intersections use it too, thou I have also made many custom intersections for muttrah as its not built in blocks
How you give it a diffrent feel is upto you, lighting is the easist thing, but also static layout, whats on the streets etc is always good too. |
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#99 | |
![]() Join Date: Jun 2007
Location: Bat Country
Posts: 203
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Quote:
(was in the north west area of the city still on the same side of the road as mosque) it was quite small and had an ammo cache in it that mainly insurgents would use. (was below a timber plank building) You really need to have a look at fools rd to know what i'm talking about there, on the hilltop flag underneath the north building (which is enterable from the south east corner of the building) And arrrhh how about a dawn/dusk type lighting style??? (harder to see but still have a decent view distance) would certainly make your map different from al basrah and be something totally different. | |
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There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. |
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Last edited by Ablack77; 01-23-2008 at 09:32 PM..
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#100 |
![]() Join Date: Dec 2006
Posts: 3,143
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It was 2 tin boathouses over 2 square building, the same ones in Ejod gardens and ruins, one with stairs under the south house, the other with a hole in roof under the north house. (heh, still have a pick of that cache, but without hud or surroundings)
another was in the village. It had a boat house above it and a ladder to a hole in the ground with crates to hid behind. |
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